, Sr. Member
Looking at code again… I think I didn’t get it wrong.. I think it IS working.. to some degree.. I think the model might be what they call small (personally I don’t think so but oh well).. if I change the offset value to a fraction like 0.2, shows that offset seam to be working.. the alignment might be working to look at the normal as well.. so.. it might be working.. apart from two things…
It’s not moving smoothly with the model’s animation.. the update line is put into ‘onEnterFrame’ while this might be going with the framerate of the swf, Does the animation time have a possible event listener to move It to (Will look into).
[EDIT on ABOVE]
I think I figured it out, but not how to fix it.. It’s the vertex animation.. the Hat model is moving with updated vertex’s but ONLY at the frame. If the animation has say 3 frames. Standing still, movement, back to still. the Vertex animator is filling in the gaps to make it smooth. that’s a good and great thing, BUT, it seams the VertexData might not be updated at them inbetween points. As a result, the Hat jumps. careful study seams to show this is the case.. So I just need to make sure (or somehow get) the vertex points BETWEEN animation frames…
[-End of EDIT]
[EDIT B]
all the Away3d Events I can find so far deal with a node being complete, or the animation cycle being complete, or starting. there are 4 nodes in this standing animation. Start, bounce up, bounce down, Start. .. But then, it has to be updating at the right time cause that is when the render line is.. if I was only running at each node point, the animation wouldn’t render smoothly (and if you haven’t figured it out, I love using forums and stuff as a sounding board.. I also think I can be useful to follow the progress and process people do to get somewhere to figure something out ^_^)
anyway.. So it’s clear the Vertex data I’m getting is only updated at node points, not inbetween.. There is a animatorSubGeometry property which has vertexdata. so I wondered about getting it from there, might be more direct.. but that returns as null.
I have found where the data for each frame is, but as the animation moves between frames to make it smooth, this is a different matter..
Wondering if the answer is to give the hat an animation to match via code.. so it takes the vertex points it’s currently at, finds out where it has to go and just smoothly moves to match.. but while I can get some information from the vertex animator, i’m not sure frame where frame number and animation number (more then name) is right now.. and also, i’m not quite sure about a couple of other bits.. but i’m looking into this a possible.
[End of Edit B]
Second, when using the arrow keys for the face changing.. for some reason, there is a face which completely screws up the hat location for good.. even going back doesn’t make it re-appear.. I’m not sure at all about this but some heavy debugging should fix it up