I made a note of this fix early in development of a project where the MD2 animation kept playing in entirety initially and then played the desired loop.
I haven't verified this %100 as an issue as I was using certain test models at the time and attempting proper Md2 generation simultaneously. The following code is my modification to correct this MovieMesh play error in AS3:
In class MovieMesh.onEnterFrame:
//CGG - January 28th 2010 - 11:31 pm
//Added this check and set to stop animation from
//playing through from beginning before finally
//entering desired loop animation
if(_otime == 0){
_otime = getTimer();
}
//end of CGG edit above
NOTE: I checked this out again and I can't see any differences with or without it... was it a frame name problem???
NOTE: I think I just confirmed that this actually is a problem but the best test case is with two animations each with a sizable length like 70 frames. I could barely notice the issue but I uncommented the hack and the problem went away.
The version of Away3DLite should have been the most current as of Jan. 28th 2010.
I wonder if anyone else saw this?
Anybody?
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