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Found 7 results

  1. Guys, I don't understand this, using this simple splitText action inside a function, works fine on codepen but locally getting in browser console: TypeError: undefined is not an object (evaluating 'a.length') Any ideas? Set up is code in a local .js file correctly linked and working with other animations and html elements in index.html exactly as codepen example. 2 a.m. here so that might have something to do with it, not normally this dense... Buzz
  2. This is literally my first animation with GSOP, I have some understanding of Js and a good grasp on HTML and CSS but I am confounded. I have been trying to get this to work for the better part of an hour to no avail. Thank you for any help. Sorry, to clarify I know that the image isn't loading in the pen, but I'm mostly concerned for the animation. The image loads fine on my computer because that's where it's source is.
  3. I am having some troubles with the document.querySelectorAll() because, I don't know why, it doesn't work when I add more than one class or ID. So, this is what I want to achieve: http://codepen.io/sonder15478/pen/PpJqKN But there's a lot of code that I wouldn't need if I use document.querySelectorAll(). This is where I get stuck: http://codepen.io/sonder15478/pen/xqXGXm I also tried with getElementsByClassName(), but it didn't work either... Any ideas? Thank you!
  4. Hi, I've created this animation: http://codepen.io/anon/pen/VerMWX, but when I paste it to my code, it doesn't work... do you know if I need to add a link to a Greensock file or something like this. The only link that I have on my header at the moment is: <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.1/TweenMax.min.js"></script>
  5. kanapka94

    TweenMax kill is not a function

    Hello ! Dear guys, I have a problem. My program works llike: I have one animation and when I click on e.g. 'Button1' my animation will change, and second animation will start (in infinite loop like the first). I created an object with coordinates of my polygon points. I start with points[0]. When I click on button1 named 'Warsaw' my function gets current position of each verticles and paste it into new object with coordinates because I want a smooth transition between my animations. So I think: Aha! I kill my old animation, create short new animation (with transition from current coordinates to first coordinates of my second animation), kill short animation and finally create my second animation which will be infinity looped (but until click on the second button). But! When I want to kill my first animation, javascript console says "TweenMax.kill is not a function". I don't know how repair that. Please help And sorry for my english
  6. Vincentccw

    Animation not repeating in IE8

    I'm using this simple code to make my div button fade in and off automatically and it suppose to repeat itself....... var tl = new TimelineMax({repeat:-1}); tl.from($('#slideScrollBtn'), 1, {autoAlpha:0}) .from($('#slideScrollBtn'), 1, {autoAlpha:1,ease:Power1.easeOut}); it works fine in chrome and firefox but when I tested in IE8 the animation works fine in the first 2 rounds then it stuck. Where did I go wrong?
  7. TheYellowGuy

    onComplete event does not fired

    Hey, I know this tweening engine is the best. But, until yesterday i found something weird, the onComplete event does not fire. here is my code: import flash.events.MouseEvent; import flash.display.Loader; import flash.events.Event; import flash.net.URLRequest; import flash.display.MovieClip; import flash.display.StageScaleMode; import flash.display.StageAlign; import com.greensock.TweenMax; stop(); stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; var basePath:String = "projects/"; var projectName:String = "Mandiri/"; var theSWF:String = ""; banners.banner1.addEventListener(MouseEvent.CLICK, onClick); banners.banner2.addEventListener(MouseEvent.CLICK, onClick); banners.banner3.addEventListener(MouseEvent.CLICK, onClick); banners.banner4.addEventListener(MouseEvent.CLICK, onClick); function onClick(me:MouseEvent):void{ //trace(sub_container.numChildren); if(sub_container.numChildren > 0){ TweenMax.to(sub_container.getChildAt(0), 1, {alpha:0, onComplete:clearChildren, onCompleteParams:["Yayy"]}); } switch(me.currentTarget.name){ case "banner1": theSWF = "01.swf"; break; case "banner2": theSWF = "02.swf"; break; case "banner3": theSWF = "03.swf"; break; case "banner4": theSWF = "04.swf"; break; } var swfLoader:Loader = new Loader(); swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadSubComplete); swfLoader.load(new URLRequest(basePath + projectName + theSWF)); } function clearChildren(param):void{ trace(param); TweenMax.killTweensOf(sub_container); sub_container.removeAllChildren(); trace(sub_container.numChildren); } function onLoadSubComplete(ev:Event):void{ var theLoaded:MovieClip = MovieClip(ev.target.content); theLoaded.x = -theLoaded.width/2; theLoaded.y = -theLoaded.height/2; sub_container.addChild(theLoaded); TweenMax.to(theLoaded, 1, {alpha:1}); } stage.addEventListener (Event.RESIZE, resizeListener); function resizeListener(ev:Event):void{ sub_container.x = stage.stageWidth/2; sub_container.y = stage.stageHeight/2; banners.x = stage.stageWidth/2 - banners.width/2; } DisplayObject.prototype.removeAllChildren = function(){ for(var j = this.numChildren-1; j >= 0; j--){ this.removeChildAt(j); } } If you see that onComplete:clearChildren, onCompleteParams:["Yayy"] inside onClick function, it does not fire. But when I try onStart event, it fired perfectly normal. Please help, thanks before. And sorry, for my bad english.