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muti layer flash texture on 3d objects|
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is there a way to animate or change the swf texture properties such as alpha, x y position on swf layers on a 3d objects
i have tried but seem that the texture would not update. below is the source <MTSInteractor Name="Interactor_0" NeverHandle="1"> <MTSHandle Event="MTSLoadDone:l1" Action="MTSSetProperty" Target="MTSTimeElem.l1::trgr" Value="1"/> <MTSHandle Event="MTSLoadDone:l1" Action="MTSSetProperty" Target="MTSTexture.large_tex_0::dirt" Value="1"/> <MTSHandle Event="MTSLoadDone:l2" Action="MTSSetProperty" Target="MTSTimeElem.l2::trgr" Value="1"/> <MTSHandle Event="MTSLoadDone:l2" Action="MTSSetProperty" Target="MTSTexture.large_tex_0::dirt" Value="1"/> <!--<Target Name="MTSInstance.bag_large" /> <MTSHandle Event="MouseLeftClick" Action="MTSNoop" /> <MTSHandle Event="MTSLoadDone:l1" Action="MTSSetProperty" Target="MTSTimeElem.l1::trgr" Value="1"/> --> </MTSInteractor> <MTSInteractor Name="tl2" StartState="tilel2_on"> <MTSHandle Event="tilel2" StartState="tilel2_on" Target="l2.SWF._root.pat._alpha" Action="MTSSetProperty" Value="0" /> <MTSHandle Event="tilel2" StartState="tilel2_on" Action="MTSSetProperty" Target="MTSTimeElem.l1::trgr" Value="1"/> <MTSHandle Event="tilel2" StartState="tilel2_on" EndState="tilel2_off" Action="MTSSetProperty" Target="MTSTexture.large_tex_0::dirt" Value="1"/> </MTSInteractor> <MTSInteractor Name="tl2a" StartState="tilel2_off"> <MTSHandle Event="tilel2" StartState="tilel2_off" EndState="tilel2_on" Target="l2.SWF._root.pat._alpha" Action="MTSSetProperty" Value="100"/> </MTSInteractor> <MTSTimeElem Type="Keyframe" Name="rot_all" Clamp="0" > <Target Name="MTSInstance.base" Property="rot_" Timeline="Timeline" /> <Time> 0 4 8 12 16 </Time> <Timeline Name="Timeline" Type="R3D" > [90 0 0] [90 90 0] [90 180 0] [90 270 0] [90 360 0] </Timeline> </MTSTimeElem> <MTSTimeElem Name="l1" Type="SWFView" Path="res/Abstract/1003l.swf" Comp="1" On="1"> <Target Name="MTSTexture.large_tex_0"/> </MTSTimeElem> <MTSTimeElem Name="l2" Type="SWFView" Path="blank.swf" Comp="1" On="1" Loop="1"> <Target Name="MTSTexture.large_tex_0"/> </MTSTimeElem> <MTSTimeElem Name="l3" Type="SWFView" Path="blank.swf" Comp="1" On="1" Loop="1"> <Target Name="MTSTexture.large_tex_0"/> </MTSTimeElem> i am posting events from javascript i cann trigger the evnet but the changes do not show up as if the compositing is not dynamic hopefully somebosy can help |
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Hi eyedear,
In order to help you, I require a little more info. 1) First, I am not quite clear: are these swf's applied in the VET scene as textures on 3D objects, as textures for 2D Layers (<LayerData/> ), or as foregrounds/backgrounds (preanimators/postanimators)? 2) What exactly is it that you are trying to change in the swf's from javascript? Are you just trying to turn the alpha channel on and off, or do you want to animate the alpha channels in some other way? 3) Last, you ask about x,y position of the swfs. I need to know the answer to question 1) above before I can help you with this. Regards |
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for question 1 the swf are applied as texture on 3D objects.
q2 i would like to control the swf for appearance like multi layering control. Inside my swf i have a movieclip call 'pat' i can change properties like pat._alpha, pat._x etc but everytime i change it it won't update the viewpoint display. this is due to the nature of the Comp="1" being set is there any other way for me to acomplised multi layer dynamic texturing. thank you for your kind help. i would like to know also when will the next version viewpoint is coming out hopefully the loadmovie function of the swf will work this time as it would provide a much need dynamic loading of images especially for multi texturing |
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I see.
Why do you need to set Comp=1 for the swf? The only reason you would need comp="1" is if you want the swf's stage color to show up on the object. Usually the swf's should update, but I haven't tested it with Comp="1" to see if it does not allow the swfs to update. So you can try two things: 1) Set Comp="0" in the swf loaders or take it out altogether to see if this fixes the issue: <MTSTimeElem Name="l1" Type="SWFView" Path="res/Abstract/1003l.swf" On="1"> <Target Name="MTSTexture.large_tex_0"/> </MTSTimeElem> 2) If Comp=1 is really causing the problem where the swfs won't update and you need Comp="1" for some reason, then instead of trying to re-render the textures with "dirt" try forcing a re-render on the scene with MTSScene.nerd="1" like: <MTSHandle Event="tilel2" StartState="tilel2_on" EndState="tilel2_off" Action="MTSAssignProperty" Target="MTSScene.nerd" Value="1"/> Please let me know if one of these helps. |
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ok thanks for the advice. sorry there was an error in my code the mTSTimeElem of l1 the comp should be 0 that is as per what you instructed the problem is that i have a few more layers on top of "l1".
if i use comp="0" for "l2" and so forth the L2 will appear opaque there for unable to see the "l1" texture. i need to do something like a decal by using layers at the same time the textures are all dynamic. the second problem i am having is that once i change the path of MTSTimeElem.l2 it will work nicely. its just if i try to move the l2 texture by setting the swf properties the moved texture overlaps the old one. I will try the MTSScene.nerd and hope it works. i think viewpoint is a great product but the documentation needs some work there is a lots of lost links. by the way do you think settting up a wiki would be better for your documentation. hope the next VMP will be here soon any way what does "dirt" mean unable to find it in any of the documentation below is a screen shot of what i am trying to do myapp.jpg (193 KB, 37 downloads) screenshot |
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Ok. Technically, you are not able to have more than one swf on an object at a time as a texture. What is probably happening is that you see the two textures together momentarily when you first change the path until the scene is able to re-render itself (such as when you try to move the texture). Then you no longer see the old texture under the new one.
Multiple texture layering on a single object has always been a problem as VET does not yet support texture layering. The best advice I can give is to have a duplicate object on top of the original object, scaled slightly larger, with the new texture on it with alpha channel. To do it this way, you would need a separate "bag" object for each texture. You can try MTSScene.nerd, but if I understand your problem correctly, MTSScene.nerd will probably not resolve the issue. |
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Viewpoint ZoomView & Flash Authoring
muti layer flash texture on 3d objects
