Animation Looping Error

Software: Away3D 4.x

Selo_J, Newbie
Posted: 06 November 2012 04:00 PM   Total Posts: 2

Hi,

I am getting an ‘index out of range’ error when I set looping to false on the activeState of my animator.

RangeError: Error #1125: The index 13 is out of range 13.
away3d_4.0/away3d/animators/nodes/VertexClipNode.as:103]
away3d_4.0/away3d/animators/nodes/VertexClipNode.as:24]
away3d_4.0/away3d/animators/VertexAnimator.as:69]
away3d_4.0/away3d/animators/AnimatorBase.as:185]
away3d_4.0/away3d/animators/AnimatorBase.as:225]

I found this bug report and it indicates that the issue has been fixed 4 months ago, however it still persists.
https://github.com/away3d/away3d-core-fp11/issues/342


I am using the latest source from github and have also tried the swc from the away3d site, the issue appears in both.

Does anyone know anything about his issue or how to fix it?

thanks.

   

GameDesigner, Jr. Member
Posted: 11 November 2012 11:44 PM   Total Posts: 33   [ # 1 ]
Selo_J - 06 November 2012 04:00 PM

Hi,

I am getting an ‘index out of range’ error when I set looping to false on the activeState of my animator.

RangeError: Error #1125: The index 13 is out of range 13.
away3d_4.0/away3d/animators/nodes/VertexClipNode.as:103]
away3d_4.0/away3d/animators/nodes/VertexClipNode.as:24]
away3d_4.0/away3d/animators/VertexAnimator.as:69]
away3d_4.0/away3d/animators/AnimatorBase.as:185]
away3d_4.0/away3d/animators/AnimatorBase.as:225]

I found this bug report and it indicates that the issue has been fixed 4 months ago, however it still persists.
https://github.com/away3d/away3d-core-fp11/issues/342


I am using the latest source from github and have also tried the swc from the away3d site, the issue appears in both.

Does anyone know anything about his issue or how to fix it?

thanks.

Replace the code of updateFrames() function in VertexClipNode.as with this:

override protected function updateFrames() : void {
   super
.updateFrames();
   
   if (
_currentFrame >= _lastFrame{
      _currentFrame 
_lastFrame 1;
   
}
    
   _currentGeometry 
_frames[_currentFrame];
   
   if (
_looping && _nextFrame >= _lastFrame{
      _nextGeometry 
_frames[0];
   
else {
      
if (_nextFrame >= _lastFrame{
         _nextFrame 
_lastFrame 1;
      
}
    
      _nextGeometry 
_frames[_nextFrame];
   
}
   

Selo_J, Newbie
Posted: 13 November 2012 10:24 PM   Total Posts: 2   [ # 2 ]

Hey GameDesigner,

Thanks for the replay.  Your code fixed the issue!
Thank you very much.

   
   

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