ActionScript 3.0 :: 3D Rotation For Earth Object In Flash?
Aug 27, 2010I have earth object how I can rotate into 3d in flash with 3d feature or shall i need to use papervision 3d?
View 3 RepliesI have earth object how I can rotate into 3d in flash with 3d feature or shall i need to use papervision 3d?
View 3 RepliesI created a 3D globe in 3DS Max, put on render and would like to now be able to this object using the mouse to offend 360 degrees on one axis. Unfortunately, I do not know how to go about it.
View 0 Repliespackage examples {
import away3d.animators.Animator;
import away3d.animators.BonesAnimator;
import away3d.containers.ObjectContainer3D;
import away3d.containers.Scene3D;
import away3d.containers.View3D;
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that is actually a tutorial that i got from internet. but, when i tried to change the object, i failed to display the animation of my earth object. i wonder, what is the 'default' means in that code.
I have an object, the center of the object I believe is the rotation point. When I click transform and edit the rotation properties on the right side to like 55 degrees then it works, it rotates from the point it's suppose to and looks great. The problem is when I use AS .rotation on the object, I have no idea where it's rotating from and it's going all over the freaking place. I assumed it would rotate from the same rotation point as the transform tool rotates the object from. I also assumed 0-360 was the options for rotation. What am I doing wrong? from the looks of it's odd rotation I can't even tell where it's centering.
View 3 RepliesI have a movieclip moving on a path by means of a tween. At the starting point a (virtual) line on the movieclip is tangent to the path. Is there an easy way to automagically rotate the movieclip such that this line remains tangent to the path throughout the tween?
View 1 RepliesSo I was using a handy dandy tutorial that I'd found and I came across A double equals sign ==
Code:
if (numPoints == 0) {
point1.x = evt.localX;
point1.y = evt.localY;
drawBoard.addChild(point1);
numPoints = 1;
it was used like that to create a drawing board for other objects to be drawn.
This is really stupid and unimportant but things like this bug me and make me want to know why they happen. I made a movieclip named "earth1" and put an instance on the stage named "earth". If I refer to "earth" in code I get "1046: Type was not found or was not a compile-time constant: earth." If I use any other name such as "earth12" or "earthMC" it works fine. So I already have a "solution", but what's wrong with the name earth?
View 2 RepliesI am studying land surveying and cartography and I am doing my final project. I am trying to make a google earth like map in Flash.I already have the map , in the form of swf files.
View 1 Repliesare there any Flash/Flex API for Google Earth like the Map API? i haven't seen an API in Google earth API official page. or is there any way to use all the features of its javascript API with actionscript/flex.
View 1 Replies[URL]I have a huge image .. about 16 mb JPG. It is a map of big housing society and i need to make an flash application that should work like Flash Earth to display , pane , zoom like Flash Earth. want to load that image in such a way thay it load in lower resolution and become detailed on zooming . What should i use to make that application working.
View 3 RepliesI want to create an animating sphere representing the earth but here is the catch I want the users to be able to spin it round in real time, what tools will do the trick?
View 3 RepliesI'm trying to extend KmlPlacemark in the Google Earth API. Google uses factory methods to create the objects so I can't do something like this:
KmlPlacemark.prototype.foo = fuction(){...}
I tried to simply add methods to each of the objects after they were created
function foo(){...}
placemarkObj.foo = foo;
but it throws
Error: Trying to add unsupported property on NPObject!
I have a papervision camera of which turns using keyboard input, I have a radar of which I would like to orientate to direction when the camera turns.I have it all working apart from mapping my (camera) DisplayObject3D.rotationY to RadarInterface.rotation correctly.The camera (or any 3d object) works with values I'm finding hard:Clockwise: 0 to 89, 89 to 0, -0 to -89, -89 to -0 doing a complete 360.So if I were to turn 180 degrees I'd go from 0 to 90 and back down to 0 again.
View 1 RepliesI need to move between (rotated) object in flex along x, y, or z as an independent observer. The movement relative to x, y works ok, but when I go along the z axis, the observer behaves as it was apart of the xyz system of the objects and doesn't go straightforward to the object but in diagonal for example. Here is some tryout code
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Im using A
Code:
function enterFrameHandler(event:Event):void
{
[code]........
I would like to force objects to have the same rotation for images showed when mouse is rollover. Right now the images are shown relative to the rotation of the object the mouse is over.How do I force the rotation to make the mouse over image stay portrait?I have the same problem with the scale of the images. Right now the images are scaled relative to the objects the mouse is over...
ActionScript Code:
mouseoverimage1.scaleX = _origXScale;
mouseoverimage1.scaleY = _origYScale;
[code]......
I am completely new to AS and have been having a rough couple of days trying to figure this one out.
I'm having struggle creating a xy rotation - or an image "tilt" - on mouseover / mouse position on a movie clip (600 x 300). When the mouseover position is at the top left corner it should be rotated e.g. x = -50 and y = -50 (or "away from the mouse") and subsequently rotated x = 50 and y = 50 (still "away from the mouse") when the mouseover position is at the bottom right position.
check out the attached file. Don't ask me why, but I need that yellow rectangle to follow that grey dot, which rotates around randomly... but see, if you place the dot to the center left of the grey rectangle, you see that the yellow rectangle screws up. I've deducted that this happens for this reason: to the left of the grey rectangle, the rotation value is 178... 179... 180... then it jumps to -180... -179... -178... (you can try this out using an onEnterFrame function and tracing the rotation of an object that follows the mouse).
Since the yellow rectangle follows the grey dot with an ease, it doesn't just do: rectangle._rotation = dot._rotation But instead: rectangle._rotation += Math.round((dot._rotation-this._rotation)/rotatespeed) Some of you guys should already be familiar with this kind of movement, but it's usually used to move objects smoothly. The bug here is that whenever that dot randomly jumps up into -180 from it's original position at below 180, it screws up the yellow rectangle.
I'm trying to get a movieclip to constantly rotate either left or right. At first I set this._rotation=-1 Then I was thinking of using
if (this._rotation==1) {
this._rotation = -1;
But this only makes the object rotate 1 degree and then stop. How do I make it constantly rotate?
Trying to use an enterFrame event in conjunction with two functions that combined I want to move my object (a square) from the right to the left side of the screen and rotate it AROUND THE CENTER.When I use the following functions individually, they both work fine:
Actionscript Code:
//Centering function function rotCenter (ob:*, angleDegrees:Number, ptRotationPoint:Point) { var m:Matrix=ob.transform.matrix; m.tx -=
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I experience some sort of a bug when trying to dynamically mask an object to which I have applied rotationY with an object which is also applied rotationY.
View 0 RepliesWhat I would like to have happen, is when the user drags arrow_mc, it will only rotate between 0 and 90 degrees. If you go above 90 degrees, and continue dragging, it will stop moving. The same would happen if you went below 0 degrees.Currently, the code below works, but you can go around in circles back and forth.Iwith figuring out how to constrain the drag rotation between specifid numbers, in degrees.
ActionScript Code:
arrow_mc.onPress = function () {
arrow_mc.onMouseMove = function () {
[code].....
I have a script that rotates my character using left and right keys. I want the character to move forward to the direction he is pointing at when I press up key.How can I calculate the needed X and Y amounts from the rotation?
View 0 Repliesjust need the code templet for moving an object in the direction it is angled at(the rotation).
View 3 Repliesright now I have a code that rotates an object based on the position of it and the mouse. Thats all great but it sucks for a game, It is way too responsive. What I tried doing is making to rotation var:
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after that I made rot2 the direct rotation between the object and the mouse: rot2 = Math.atan2(Ydiff, Xdiff) * 180/Math.PI; //(forgive me if this has spelling errors, as I am writing it //by hand right now) then I make rot effect the object: object.rotation = rot; now that the basics are set up I just need to make a code that compares rot2 and rot, if rot is less than rot2 it adds on to rot, if it is greater, then it will subtract.
(source at bottom) this all works well until you hit the most annoying part, the one i cant figure out how to fix.... basically there is a gap where the numbers go from 180 to -180, so the code flips out, reads this as it is supposed to, but this makes the object rotate a full 360 degrees around instead of just like 2 degrees to bridge the gap. If anyone has insight on this or thinks they might know what to do,
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How can I get the X, Y, and rotation values, relative to the stage of a child of unknown number of parents?
What I am doing is: I have a 'stick' object, that creates a child 'stick', that creates a child 'stick', etc a random number of times.
The end stick then creates a leaf.
Each new stick rotates a little bit randomly.
As a result when my leaf falls off the final stick it flies off in a strange direction.
How can I get the leaf to fall down (eg y++ relative to stage)?
Alternatively I thought I could dispatch an event that has a leaf created at the stage level but then I really need to know what the X and Y co-ordinates of my final stick is realtive to the stage.
I feel dumb for asking this....but what is the best way to make an object rotate (counter-clockwise in this case) indefinitely? ENTER_FRAME listener that offsets the angle by a certain number of degrees per frame? more economical way?
View 3 Repliesjust need the code templet for moving an object in the direction it is angled at(the rotation)
View 3 RepliesI am tweeing a bunch of rectangles randomly on stage.
Code:
TweenLite.to(thumbArr[i],1,{
x:Math.random () * (stage.stageWidth - thumbArr[i].width),
y:Math.random () * (stage.stageHeight - thumbArr[i].height),
rotation: Math.random () * (60) - 30});
the problem is that after I added random rotation (between -30 and 30 degrees), the corners of my rectangles are still sticking out of the stage at the end of the tween.
If I trace objects width and height after the rotation I get the new values but this still doesnt help me because I am tweening to that rotation.
Code:
mc.rotation = 20;
trace(mc.width);
trace(mc.height);
How can I manipulate an object's rotation to ease in toward a specific rotation?[code]...
View 5 Replies