Congratulations... :D On Tue, Jan 11, 2011 at 3:39 AM, Texugo <[email protected]> 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 > -- Aji Pamungkas
