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Fluid movement

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Is there a way to make this animation more fluid?


  .to(this.star_mc, .8, {delay:0.5, x: -490, y:-170}) 
  .to(this.star_mc, .8, {ease: Sine.easeInOut, x: -400, y:-490})
  .to(this.star_mc, .8, {ease: Sine.easeInOut, x: -105, y:-485})
  .to(this.star_mc, .8, {ease: Sine.easeInOut, x: 20, y:-285})
  .to(this.star_mc, .8, {ease: Sine.easeInOut, x: -320 , y:70})


It now goes hard from one point to the other? Or is this only possible when the star_mc follows a bezier path?


I'm working in animateCC right now but i'm not sure if this is possible within animate?


I'd prefer animate because i'm using the banner ad templates.


Thanks in advance.



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That's because default ease of GSAP is Power1.easeOut, you can set default ease globally or you can change it on each tween if you like.


TweenLite.defaultEase = Linear.easeNone;


See the Pen VyjOzo by Sahil89 (@Sahil89) on CodePen


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Thanx Sahil, it looks much better now. 


TweenLite.defaultEase = Linear.easeNone;

Does this mean there is always an ease in a tween even when not specified?


Hope the client likes it better this way. Otherwise i still have to switch probably to follow bezier path option.

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Ya Power1.easeOut is default ease on every tween. Ya this should be good for you, though if distance is shorter you might want to reduce duration of that tween otherwise bezier is last option. @OSUblake might have some tricks for this.

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Yes i increased the duration already.


  .to(this.star_mc, 2, {delay:0.5, x: -490, y:-170}) 
  .to(this.star_mc, 2, { x: -400, y:-490})
  .to(this.star_mc, 2, {x: -105, y:-485})
  .to(this.star_mc, 1.5, {x: 20, y:-285})
  .to(this.star_mc, 2.5, {x: -320 , y:70})


If it is stil not ok then i think i have to make a path with rounded corners of the star. So it can smoothly follow this. But it would be nice to keep this in Animate. 


@OSUblake might have some tricks for this. 

Is this within animate?


Thanks so far!

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Your question is very similar to this one. They are using SVG, but that is irrelevant. Look at how I'm calculating the duration based on the distance between the points. The individual tweens use a linear ease. I then animate the progress of the timeline using a tween with a Power1.easeOut ease. That ease could be whatever.






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You should be able to almost copy and paste it. I didn't test this, but something like...


var star = this.star_mc;

var points = [
  { x: -490, y: -170 },
  { x: -400, y: -490 },
  { x: -105, y: -485 },
  { x: 20, y: -285 },
  { x: -320, y: 70 }

var speed = 300; // pixels per second
var prevPoint = points[0];

TweenLite.set(star, {
  x: prevPoint.x,
  y: prevPoint.y

var tl = new TimelineMax({ paused: true })

for (var i = 1; i < points.length; i++) {
  var point = points[i];
  var duration = getDuration(prevPoint, point, speed);
  tl.to(star, duration, { 
    x: point.x, 
    y: point.y, 
    ease: Linear.easeNone
  prevPoint = point;

TweenMax.to(tl, tl.duration(), {
  delay: 0.5,
  progress: 1,
  ease: Power1.easeOut // whatever ease you want

function getDuration(point1, point2, speed) {
  var dx = point2.x - point1.x;
  var dy = point2.y - point1.y;
  return (Math.sqrt(dx * dx + dy * dy) / speed) || 0;


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