@Choons:
I totally get your point. I’m just saying that if you don’t understand it straight away, it’s not a sign of poor architecture, because it was not designed to be understood. Also, please note that I said “AWD2Parser”, not “MD2Parser”. MD2 does not support skeletal animation.
Skeleton overview / design philosophy?Software: Away3D 4.x |
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Richard Olsson, Administrator
Posted: 20 September 2011 07:40 AM Total Posts: 1192 [ # 16 ]
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Choons, Sr. Member
Posted: 20 September 2011 08:19 AM Total Posts: 281 [ # 17 ] oh no - please never get the idea I think the architecture is poor in any way. I’m flat out amazed by Away3D. It’s freakin magic really. It’s just that the architecture is DEEP and the lack of a road map for it can be pretty difficult when trying to absorb it all.
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80prozent, Sr. Member
Posted: 23 September 2011 01:18 PM Total Posts: 430 [ # 18 ] does anyone made any progress on this topic ? i keep trying but it wont work. arghsgfasjfasdbse :( still fighting with the same error i reported (over a month ago) in this thread: http://away3d.com/forum/viewthread/455/
import away3d.arcane; no error when creating SkinnedSubGeometrys, Skeleton and SkeletonAnimation, but when i try to define animationstate like this
main_mesh.animationState = new SkeletonAnimationState(mySkeletonanimation);
or like this:
geometry.animation = mySkeletonanimation;
i end up with this error: the number of the invalid stream depends on how many lights i assigned to the meshs material. thanx for ANY help.
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carl.looper, Newbie
Posted: 26 May 2012 03:51 AM Total Posts: 8 [ # 21 ]
If there are complications I think they simply arise through the absence of adequate documentation/example code. One is forced to do trial and error experiments in order to determine how the system works. The fact that users are even doing such experiments tmeans they are not averse to complicated systems. If the current system is written for optimised performance then it’s not wrappers that are required but simply some example code on how to use the existing system. The two use cases, which are not in any way exceptional, are: 1. Writing one’s own parser for canned animations created in 3D design packages for which there is no existing alternative 2. Writing up one’s own wrappers for specific interactive/proceedural animations. ADDENDUM: I managed to get the great example posted at the following thread: forum/viewthread/1732/ to work. See my notes there. Carl ps. the Away3D forum seems an awfully quiet place at this moment in time.
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moketao, Newbie
Posted: 03 July 2012 04:15 AM Total Posts: 2 [ # 22 ] When some SkeletonAnimationState is playing by the SkeletonAnimator, you can rotate a bone by SkeletonPose and jointPoses, see the image below:
var state:SkeletonAnimationState = animator.animationSet.getState("idle") as SkeletonAnimationState; The forum Reply editor miss a line, just look at the image I upload.
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