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Axonn

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    Stockholm, Sweden
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    Software, Astronomy, Philosophy

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  1. Or, more shortly, tl.totalProgress = tl.currentProgress; Thank you Carl. Excellent reply, as usual with you guys! ;;- ).
  2. I got a TimelineMax which repeats non stop (repeat = -1) UNTIL a certain event happens. When that happens, what I want is the animation to STOP REPEATING. Unfortunately, setting repeat to 0 also resets the "playhead" to 0 instead of waiting for the current animation to finish. I don't know if there is another method to do this. Also note that I'm using the OLD animation platform (2012-06-30 / TimelineMax 1.698). To accomplish my task, I had to make "_cyclesComplete" in TimelineMax publicly accessible (via property). Then: tl.repeat = tl.cyclesComplete; So the suggestion is to take care of this issue so that it is no longer an issue ::- D.
  3. Yes. I see. But I'm a big fan of consistency. So then, I would be in favor of removing event dispatching from Tween*.* and let's just all work with .vars. (thanks for joining the talk).
  4. Ouchhhhhhhhhhh. I never thought of trying those two! I feel dumb. Thank you carl schooff! ::- D. LATER EDIT: However, it would be nice I guess for TimeLine to have addEventListener as well, for consistency reasons. Do you agree?
  5. I suspect that this topic has been approached in the past, but I want to bring my own 2 cents to the table (if you'll have my cents ::- D). Since we can add onComplete and other such callbacks upon construction, why can't we add it later directly in the instance (if we saved the reference to the instance of the TimeLine or Tween). For example, in my situation, I want to add an onComplete to a TimeLine, but only sometimes. It's clumsy to call the constructor in an if statement. I would prefer to call the constructor and append methods and only later add the onComplete event (or any other such events). Are you just saving space in the library? Because as far as I suspect, this would be a piece of cake to make. Could you perhaps advise how to implement this as an extension to your library? I'm thinking of extending the TimeLine class and add the properties myself. Size is not a concern for me (these days, for who is?).
  6. Hm, I thought about using that method. So you think this approach should work, right? I mean, what I'm trying to do is not impossible.
  7. Hello everybody ::- ). I have a board with many well organized objects on it. I would like to create an animation where they all start circling at various speeds. But the problem is that I want them to start on their circle paths from their current locations, swirling around the center of the screen. Any idea how I could do this? I guess I could use Pythagora's theorem to find out the radius of the Circle, but I'm unsure how I could find out the progress of the Object onto its Circle Path, so that I only start the animation from that point. Otherwise, when I add it to the Path, it'll lose its original position and I don't want that.
  8. I completely agree with you. If it's not used enough, definitely not worth the extra bytes! I'm sure it's not in the "kb" range but if you keep adding, yes, you will get into the kb range and then in the tens of kb range. I used overwrite: 3 (CONCURRENT).
  9. Hello everybody ::- ). I'm trying to use TimelineLite to do some nice text animations. As part of my task, I need to change 2 GlowFilters which I applied on the TextFields. One GlowFilter is inner and the other is outer. Now... the way I tween ONE GlowFilter, is like this: _StoryTextsTimeline.append(TweenMax.to(text1, 2, { x: 100, scaleX: 1, scaleY: 1, glowFilter: { index: 0, blurX: 2, blurY: 2 } } )); But then, how can I use the same glowFilter vars property in order to target my *second* GlowFilter on the same object? I can't specify glowFilter twice, nor can I specify two different indexes. I think that it would be wise to allow the glowFilter vars property to accept an ARRAY as well as a simple Object (like it is now). Whenever you see that you got an Array there, you for-each it and treat all its members as glowFilter instruction Objects. Anyway, the only solution I found to this is to append another extra Tween with an offset of minus initial_tween_time. This way, the two tweens will launch simultaneously within the Timeline. If there is any other way to achieve this, I'm all ears.
  10. As far as I know, you can't even export a running SWF to a video. But what you want to do is perfectly achievable. What you need to do is use FRAPS or Camtasia to capture the screen. In Camtasia, you should turn off any video compression routines so that it captures the stuff at highest quality. After that, you can play with it all you want, wherever you want ::- ). FRAPS is free but with limitations. I'm sure you could find some other free screen capturing tool if you search well enough.
  11. What got my confused was my object-oriented C# thinking ::- D. I said that: Hm, if you pass a reference to a variable to TweenCore, then if you change that reference, when onComplete executes, the value you get in onComplete Params will also change. But it's not like this because the vars object of the Tween gets saved internally in the TweenCore, so the original reference is kept. The variable is simply used as a vessel to feed that reference to TweenCore. Correct me if I'm wrong.
  12. Nevermind what I said. You don't need that array. You can just do as carl schooff showed you. You won't lose your reference. It was my mistake to add that new array. Just pass your image to onCompleteParams and you should be fine.
  13. Yeap. You got that exactly right ::- ). LATER EDIT: I see in your code: posarrax[supimg.id], y: posarray[supimg.id] Which means you have some Arrays for some internal use. Well, use those arrays to store in them the "supimg=evt.currentTarget". posarraImages[supimg.id] = evt.currentTarget Then: TweenMax.to(whatever, 4, { whatever_You_want_to_tween, onCompleteParams: [posarraImages[supimg.id]], onComplete: YourFunctionHere[/b] } ); Then, in your onComplete Function code, don't forget to clean up the array elements which you don't use any more.
  14. You can do it directly. In ActionScript 3, arrays can be declared inline when you first type [].
  15. IX and IY are some properties of mine. I just pasted something from one of my projects. You use whatever you have there. pl3 is not an array. It is an element in an array: [pl3] = array onCompleteParams needs an array parameter.
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