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Found 3 results

  1. Hi, I have two animations that should run simultaneously: reducing an element's height to 0 scrolling to a certain position, to align a certain element to the top of the screen. Note that this element is *after* the element in animation 1 I've calculated the target position for scrolling based on the document *after* the first element's height is reduced to 0, and I also tried the animation with target position for scrolling based on the document *before* the element's height is reduced to 0, but somehow the proper position is never reached. I have also tried to provide the scrolling animation with the id of the element that should align to the top of the screen, that doesn't work either. When I delay the second animation until the first has finished, it is working. How can both animations be achieve simultaneously? Here's the code for my two animations (with the delay in the second animation, which I want to avoid): TweenLite.to(contentToHide,1,{height:0}); // animation 1 TweenLite.to(window,1,{delay: 1, scrollTo:Math.max(0, scrollReference + scrollCorrection)}); // animation 2 Best regards, Vic
  2. phantomboogie

    Staggering issue with TimelineMax

    Hi there, I'm experiencing a problem where I'm trying to have 2 items animate at the simultaneously in a timeline. No matter how much I set the time of the tween, it seems to still be playing in sequence rather than simultaneously. Anyone know whats up? Thanks!
  3. Hey, guys! I'm wondering the best way to setup a somewhat complex situation in which I can control tweens (TweenMax) from multiple timelines (TimelineMax) and/or from timelines and the tweens themselves. This is too involved for a CodePen, but it's likely just conceptual and I'll clarify, further. Here are some givens: I'm using drawSVG, but I think the analogy can apply to any tween. For simplicity, imagine a simple x tween in all cases 5 sets of 5 unique tweens (resulting in 25 unique tweens). need to animate each set in sequentially, but out simultanously. that is, "1,2,3,4,5 in" and "12345 out." The rub is that I want to be able to interrupt at any time. If this is clear, I could end up with "1,2,3 (half way) in", interrupt, and then "123.5 out" That is, 1 and 2 will finish, 3 will be half-way complete, I interrupt, and the 1, 2, and the visible half of three all tween out at the same time. When I was able to animate in and out sequentially, this was super easy because all I had to do was create one timeline and reverse it. Most important to this question, I could interrupt any time and everything looked beautiful. Half-complete still reversed seamlessly. When I was asked to switch to sequential in and simultaneous out, I was no longer able to reverse with a single timeline.reversre() call any time I wanted. For my first test, I created two timelines: sequential and simultaneous. I could easily play sequential in, then set the progress of simultaneous to 1 and reverse that timeline out. All fine, but I was no longer able to interrupt the switches. For example, half way through sequential in, the non-complete timelines would obviously jump to their ends to simultaneously reverse out. Then I wondered if I could create just the 5 sequential timelines but tell each tween to reverse individually (instead of reversing the timeline). And, I would then cleanup using progress() to make sure the timeline was at 0, etc. That is: "group1timeline.play()"; interrupt half way through the 3rd tween; "all group1 tweens reverse"; group1timeline.progress(0). But, I got some odd results. I moved on to thinking about synchronizing progress for each corresponding tween in the sequential and simultaneous timelines, but thought that too complicated. Next I thought about not using TimelineMax at all. . Put each tween of a group in an array and then play and reverse each one. That seems like it will work. How would you recommend setting up 5 sets of tweens so that I could sequentially animate each set in, but interrupt and simultaneously animate only the progress thus far, out simultaneously?