Ignore that post. It’s confusing. I pressed the preview and it was sent - bug on the forum.
I was only able to send you this information because I have Diff Daff. It compares files, and shows you the difference. You can download it for free.
BasicTest.as
private function onMouseUp(e : MouseEvent) : void {
var pos : Vector3D = _view.camera.position;
var mpos : Vector3D = new Vector3D(pos.x,pos.y,pos.z);
private function onMouseUp(event : MouseEvent3D) : void {
var pos : Vector3D = _view.camera.position;
var mpos : Vector3D = new Vector3D(event.localPosition.x, event.localPosition.y, event.localPosition.z);
I got an error here.
CharacterDemo.as
import away3d.animators.states.ISkeletonAnimationState;
import away3d.animators.transitions.CrossfadeTransitionState;
//*NOTE the difference - import away3d.animators.transitions.CrossfadeStateTransition;
//private var _animationController : SkeletonAnimator;
//private var _stateTransition:CrossfadeTransitionState;
//_stateTransition = new CrossfadeTransitionState(_animationController, null);
//_animationController = new SkeletonAnimator(_animationSet,_skeleton);
//_animationController.updatePosition = false;
//_characterMesh.animator = _animationController;
private function onAnimationComplete(event : AssetEvent) : void
{
if (event.asset.assetType == AssetType.ANIMATION_STATE)
{
var animationState:ISkeletonAnimationState = event.asset as ISkeletonAnimationState;
//_animationSet.addState(animationState.assetNamespace, animationState);
//*NOTE - var animationState:SkeletonAnimationState = event.asset as SkeletonAnimationState;
_animationSet.addState(animationState.assetNamespace, animationState);
if (animationState == “idle”)
{
//_animationController.playbackSpeed = 1;
//_animationController.play(“idle”);
}
}
}
//_animationController.playbackSpeed = 1;
//_animationController.play(“idle”);
//_animationController.playbackSpeed = 1;
//_animationController.play(“idle”);
//_animationController.play(“walk”);
//_animationController.playbackSpeed = 1;
//_animationController.play(“walk”);
//_animationController.playbackSpeed = -1;
I took out all the animation transitions, because the returned errors. So the character does not animate.
VehicleTerrainTest.as
The terrain folder was missing