im trying to tween a sprite to new 3D coordinates (x,y,z) using AS3 and i would like to use TweenLite to do it but i don't know how?
Im not a very experienced programmer, i only started to tackle the 3d possibilities of flash 10 and Tweenlite has been really helpful so far for my animations.
I've been trying to use the QuaternionsPlugin like this:
TweenLite.to(myMc, 2, {quaternions:{orientation:new Quaternion(x, y, z, w)}});
There's the x,y,z properties but i couldn't figure out what w stand for. I tried an example with the Sprite class below but when i compile it, it says : 1180: Call to a possibly undefined method Quaternion.
package com{
import flash.display.*;
import flash.events.*;
import com.greensock.TweenLite;
import com.greensock.plugins.TweenPlugin;
import com.greensock.plugins.QuaternionsPlugin;
TweenPlugin.activate([QuaternionsPlugin]); //activation is permanent in the SWF, so this line only needs to be run once.
public class Carousel extends Sprite {
public function Carousel():void {
}
public function scrollUp():void{
TweenLite.to(Mc1, 2, {quaternions:{orientation:new Quaternion(246, 244, 0, 400)}});
TweenLite.to(Mc2, 2, {quaternions:{orientation:new Quaternion(242, 210, 70, 353)}});
}
public function scrollDown():void{
TweenLite.to(Mc1, 2, {quaternions:{orientation:new Quaternion(242, 290, 60, 360)}});
TweenLite.to(Mc2, 2, {quaternions:{orientation:new Quaternion(246, 244, 0, 400)}});
}
}
}
Thanks for any hint/help, really!
the Quanternion object is from PaperVision3D's math class. "w" is for the angle of rotation and a quaternion guarantees the the most efficient path for the rotation.
Vector3D objects have w properties. Matrix3D's interpolate() method uses quaternions, so you could tween using Matrix3D's intropolate() or transformVector() methods, or you could simply tween the x, y, and z properties of your display object - assuming you don't require the absolute most efficient rendering.