Its not weird at all, in contrairy... Glad it fixes your issue. Fabrice
On Jan 11, 2011, at 3:39 AM, Texugo wrote: > Fabrice > > Weirdo ... it works fine :-) > I don't know why and i don't know why... but works. > A lot of thanx > > On 10 jan, 08:31, Fabrice3D <[email protected]> wrote: >> I have some hint behind my head... >> Your models are, base of the unit that separated them, very small. >> Just make a simple 2 frames animation in your editor of your avatar but at a >> bigger scale. >> Where it is now 30 to 40 units high in Away, ensure that once loaded it is >> say 1000 or more. >> >> Fabrice >> >> On Jan 10, 2011, at 4:40 AM, Texugo wrote: >> >>> Fabrice >> >>> I'm not quite sure if a understand your idea. If is about increase fps >>> of animation i already try it with same results :-| . If this is not >>> your idea, please tell more about ;). >>> I try another crazy things and get 2 more pieces of mistery : >> >>> a) I moved character 1 to x=0 and character 2 still in x=100. There's >>> no more problem about animations stop. >>> b) Just a despair maneuver ... i change minY to 0 from clipping (Near >>> and Frustum) and besides the fact i have only half-screen rendered in >>> view i have no problems with animations stop! (character1.x=-100 and >>> character2.x=100); >> >>> Crazy weirdo! If theres some way to my scene don't crack when i use >>> Rectangle Clipping i forget all this problem. >> >>> Thanx and all crazy (or not) ideas are welcome >> >>> On 9 jan, 19:47, Fabrice3D <[email protected]> wrote: >>>> what if you make the guys way bigger? Can you try make for the sake of >>>> test say 2 frames animation for one of the guys, but at least 10 times >>>> bigger >>>> and see if you get same problem. >> >>>> Fabrice >> >>>> On Jan 9, 2011, at 7:20 AM, Texugo wrote: >> >>>>> Hi aji >> >>>>> Great idea! I try this and ... another weirdo :-) ... >>>>> When camera goes to character1, character2 stop animation, but >>>>> animator.isPlaying = true >>>>> I can be wrong but i guess is not about animations. >> >>>>> Thanx 4 help >> >>>>> On 8 jan, 23:30, Aji Pamungkas <[email protected]> wrote: >>>>>> Yes... i can see that in your game, the animation stops only when you use >>>>>> other than RectangleClipping. That's kinda weird. :D >> >>>>>> Texugo, the position of my main char are in XZ plane. I don't use Y axis, >>>>>> because i don't need it. I don't change minZ nor maxZ properties in the >>>>>> mesh, and for the clipping, I only change minZ to 1. I use hover camera, >>>>>> and >>>>>> yes... it changes it's position when keyboard is pressed. >> >>>>>> Everytime i want to call other animation's name, I always stop current >>>>>> animation. >> >>>>>> private function >>>>>> stopCurrentAnimation(maincharView:MaincharView,atLastFrame:Boolean=false):void >>>>>> { >>>>>> if (_proxy.getCurrAnimationName() == "") >>>>>> return; >>>>>> var animData:AnimationData = >>>>>> maincharView.mesh.animationLibrary.getAnimation(_proxy.getCurrAnimationName()); >>>>>> if (animData != null && animData.animator.isPlaying) >>>>>> { >>>>>> if (atLastFrame) >>>>>> animData.animator.gotoAndStop(animData.animator.totalFrames - 1) >>>>>> else >>>>>> animData.animator.gotoAndStop(0);} >> >>>>>> _proxy.setCurrAnimationName(""); >> >>>>>> } >> >>>>>> public function >>>>>> playAnim(maincharView:MaincharView,animName:String,fps:uint,loop:Boolean):void >>>>>> { >>>>>> stopCurrentAnimation(maincharView); >>>>>> _proxy.setCurrAnimationName(animName); >>>>>> var animData:AnimationData = >>>>>> (maincharView.mesh.animationLibrary.getAnimation(animName) as >>>>>> AnimationData); >>>>>> if (animData == null) >>>>>> return; >>>>>> animData.animator.fps = fps; >>>>>> animData.animator.loop = loop; >>>>>> animData.animator.gotoAndPlay(0); >> >>>>>> } >> >>>>>> Those are methods that i use to play and stop MD2 Animations. So that I >>>>>> can >>>>>> do this : >>>>>> if (bKeyUpIsPressed) >>>>>> { >>>>>> if (viewChar1.state != STATE_WALK) >>>>>> { >>>>>> viewChar1.state = STATE_WALK; >>>>>> playAnim("WALK_", viewChar1, 10, true); >>>>>> }} >> >>>>>> else if (bKeySpaceIsPressed) >>>>>> { >>>>>> if (viewChar1.state != STATE_SHOOT) >>>>>> { >>>>>> viewChar1.state = STATE_SHOOT; >>>>>> playAnim("SHOOT_", viewChar1, 10, true); >>>>>> } >> >>>>>> } >> >>>>>> The "_" char in the animation names were automatically inserted by >>>>>> Blender >>>>>> MD2 Export Script, I don't know why. :D >> >>>>>> Hey... why don't you try to trace your AnimationData's animator by >>>>>> showing >>>>>> your Animator's properties in Debug Output of FlashDevelop, such as : >>>>>> isPlaying, currentFrame, addEventListener of AnimatorEvent, etc... >> >>>>>> Good luck. >> >>>>>> On Sat, Jan 8, 2011 at 11:54 PM, Fabrice3D <[email protected]> wrote: >>>>>>> does it stops only when camera is still? >>>>>>> Fabrice >> >>>>>>> On Jan 8, 2011, at 8:28 PM, Texugo wrote: >> >>>>>>>> Aji >> >>>>>>>> I try your tip and have same results about NearfieldClipping (in >>>>>>>> examples is already use PerspectiveLens in camera). Dawn weirdo >>>>>>>> problem .... >>>>>>>> How about the position of your characters in your game? All of it are >>>>>>>> in positive Z axis? Did you change something in min/maxX and min/maxY >>>>>>>> clipping? >>>>>>>> In your game camera changes position and have no problem ? >> >>>>>>>> Thanx again >> >>>>>>>> On 8 jan, 15:57, Aji Pamungkas <[email protected]> wrote: >>>>>>>>> Hi Texugo, >> >>>>>>>>> Wooowww. You're making a fighting game, coolll... >> >>>>>>>>> I also use MD2, and I don't have the same problem like you. After >>>>>>>>> seeing >>>>>>> my >>>>>>>>> game's code, i realize that i use Away3D 3.5, FrustumClipping, >>>>>>>>> PerspectiveLens, and i don't change maxZ at all. And when my character >>>>>>> is >>>>>>>>> far away from the camera, it's animation are still working just fine. >> >>>>>>>>> On Sat, Jan 8, 2011 at 5:02 PM, Texugo <[email protected]> >>>>>>>>> wrote: >>>>>>>>>> Thanx for reply Aji ... and sorry about my delay in reply 'cos i have >>>>>>>>>> to make a little demo to you see by yourself the problem. >> >>>>>>>>>> http://www.doutorpalhaco.com/away3d_example/ >> >>>>>>>>>> I guess my problem is not about know or not the model animations. In >>>>>>>>>> the beginning of scene both characters are animated. And then, in >>>>>>>>>> Nearfiledclipping, when camera approaches to character01, character02 >>>>>>>>>> stops animation. When camera goto character02 this character play >>>>>>>>>> again your animation (by itself, cos all animations are in loop), and >>>>>>>>>> character01 stop your animation (by itself). If i use >>>>>>>>>> RectangleClipping i have no problem with animation, but scene cracks, >>>>>>>>>> besides the fact i've increase number of faces of scene. >> >>>>>>>>>> My guess about Clipping problem and not animation problem is about >>>>>>>>>> everything outside of view clipping is not updated (animations >>>>>>>>>> included). Does'nt matter how i change NearfieldClipping.maxZ or >>>>>>>>>> NearfielClipping.minZ the results are the same. Someone know if minZ >>>>>>>>>> and maxZ are absolute in world coordinates or relative in view >>>>>>>>>> coordinates? There's some other way, in rectangleClipping, to make my >>>>>>>>>> scene don't crack (this solve the problem too). >> >>>>>>>>>> Thanx , all idea will be welcome! >> >>>>>>>>>> On 6 jan, 02:16, Aji Pamungkas <[email protected]> wrote: >>>>>>>>>>> Hi Texugo, >> >>>>>>>>>>> Could you please provide us the example ? >>>>>>>>>>> IMO, i don't think there is a connection between clipping and >>>>>>>>>>> model's >>>>>>>>>>> animation. Maybe, you are trying to call an animation name in >>>>>>> character 2 >>>>>>>>>>> which doesn't exists. >> >>>>>>>>>>> On Thu, Jan 6, 2011 at 4:52 AM, Texugo <[email protected]> >>>>>>> wrote: >>>>>>>>>>>> No Ideas buddies? Any idea will be welcome! >> >>>>>>>>>>>> On 4 jan, 16:05, Texugo <[email protected]> wrote: >>>>>>>>>>>>> Hi buddies >>>>>>>>>>>>> Happy new year 4 all us :-) >> >>>>>>>>>>>>> Well ... i got a problem. I have a almost complete turn-based game >>>>>>>>>>>>> made in away3d, but i have a problem about clipping and >>>>>>>>>>>>> animations. >>>>>>>>>>>>> I got a scene with 2 animated md2 characters in a closed room and >>>>>>> the >>>>>>>>>>>>> camera must sometimes be near of character 1, and sometimes must >>>>>>>>>>>>> be >>>>>>>>>>>>> near of character 2. For the closed room polygons does´nt break i >>>>>>>>>>>>> about ot use NearfieldClipping. >>>>>>>>>>>>> The problem is ... when camera comes to character 1, character´s 2 >>>>>>>>>>>>> animation stop and vice-versa. Then i think "Theres must be a >>>>>>> problem >>>>>>>>>>>>> in z values of NearfieldClipping". Well ... my 2 characters got a >>>>>>>>>>>>> distance between it of 200 units ... then i change maxZ value´s to >>>>>>>>>>>>> 1000 and does´nt work ... and does´nt matter the maxZ value ... >>>>>>>>>>>>> one >>>>>>>>>> of >>>>>>>>>>>>> two character animations stop!. I try FurstumClipping and got the >>>>>>>>>> same >>>>>>>>>>>>> problem. If i use RectangleClipping the polygons of closed rom >>>>>>>>>> breaks. >> >>>>>>>>>>>>> Please, i dont know how to solve this ... besides i got months of >>>>>>>>>> work >>>>>>>>>>>>> in this game :-| >>>>>>>>>>>>> Thanx >> >>>>>>>>>>>>> Just a little note: the camera runs and rotate in scene, apply >>>>>>>>>>>>> position and apply rotations seems make no diference, i dont´t >>>>>>>>>>>>> know >>>>>>>>>> if >>>>>>>>>>>>> this helps... >>>>>>>>>>>>> Another one, i use away3d 3.5. >>>>>>>>>>>>> Thanx Again >> >>>>>>>>>>> -- >>>>>>>>>>> Aji Pamungkas >> >>>>>>>>> -- >>>>>>>>> Aji Pamungkas >> >>>>>> -- >>>>>> Aji Pamungkas
