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ngrinchenko

mc blinks on stage before executing tweens

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I nave a seemingly simple code. I checked on a separate file and it works fine. I can not figure out why it would have a bug in the main more complex flash file. The code is located on a labeled section. On that particular label I commented out the rest of the code leaving only this:

 

 

stop();

import com.greensock.*;
import com.greensock.easing.*;

CR_btnGrp.autoAlpha = 0;
TweenMax.from(CR_btnGrp, 1.5, {autoAlpha:0});

 

so this grouped mc called CR_btnGrp would come up at alpha= 100% and then in a split of a second go to alpha= 0% and execute the TweenMax assigned command.

What can I do to make it appear at alpha= 0%?

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Instead of using CR_btnGrp.autoAlpha=0; have you tried just using CR_btnGrp.alpha=0? If CR_btnGrp is the name of your instance (a normal displayObject), I'm pretty sure it wouldn't have a native autoAlpha property.

 

There's also the property {startAt:{alpha:0}} you could add to your TweenMax statement, but I've had mixed results with that sometimes...

 

CR_btnGrp.alpha=0;
TweenMax.from(CR_btnGrp, 1.5, {autoAlpha:0, startAt:{alpha:0}});

 

(I think that's the proper syntax: just going off the top of my head here...)

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Thanks for your reply.

Unfortunately I tried CR_btnGrp.alpha=0; wit no results

{startAt:{alpha:0}} did not seem to work either

The MC CR_btnGrp is comprised by uniting a bunch of buttons mcs, shape and static text fields.

It still works in the outside testing document, where I copy/pasted the whole instance of CR_btnGrp.

What could be wrong while it is in the original document, if I commented out the rest of the code?

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Here's an example that creates an array from the contents of your movieclip, then tweens that array in a totally cool way.

stop();
import com.greensock.*;
import com.greensock.easing.*;
import flash.display.SimpleButton;

var array:Array = new Array();

for (var i:int = 0; i < CR_btnGrp.numChildren; i++)
{
array.push(CR_btnGrp.getChildAt(i));
}

TweenMax.allFrom(array, 2, {autoAlpha:0, y:"-300", rotationY:"-180", rotationX:"-180", ease:Elastic.easeOut}, .05);

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Oh, wow, thats cool, it works..... but with the same glitch.

First the whole

CR_btnGrp

abruptly appears then dissapears without any transition, and then your cool effect works.

 

Cool effect, but still have the same problem of the

CR_btnGrp

making an unscheduled appearance....

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It sounds like there's something else going on in your file. Please post a very simple FLA that clearly demonstrates the issue so that we can take a peek.

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If CR_btnGrp is loaded dynamically, then CR_btnGrp.alpha = 0; should work.

 

If CR_btnGrp is manually placed on the stage, then use the Color Effect > Style dropdown in the Properties window to manually set the Alpha to 0.

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I think the problem is related to a screen update that occurs prior to the tween.

Probably due to playhead movement in your timeline nav.

 

Try adding the MovieClip to the stage dynamically in a function, and include the TweenMax in the function body. No screen update will occur until the function exits.

Not sure how well this will work with timeline navigation.

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It sounds like there's something else going on in your file. Please post a very simple FLA that clearly demonstrates the issue so that we can take a peek.

 

Please take a look at the attached file. I cleared the rest of the file which is not pertaining the described problem. Once the site loads you will see an image collage assembled on the screen. I numbered the images on which I have tried a couple of different things.

Image 1: Has this code executing

TweenMax.from(CR_btnGrp, 1.5, {autoAlpha:0});

It appears to be blinking on the screen and then executing the command.

Image 2: I have tried the following code

IS_btnGrp.alpha = 0;
TweenMax.from(IS_btnGrp, 1.5, {autoAlpha:0});

However this way the entire IS_btnGrp is disaapearing and never comes back from alpha = 0

Image 3: Has slightly different code (to no effect) where I replaced autoAlpha to alpha

IE_btnGrp.alpha = 0;
TweenLite.from(IE_btnGrp, 0.5, {alpha:0});

greesock is being loaded in the frame 7 in the "products" section.

import com.greensock.*;
import com.greensock.easing.*;

 

I made a separate small test file and everything works fine even with one line of code

TweenMax.from(CR_btnGrp, 2.5, {autoAlpha:0});

 

 

OOps, I was given a message that "You are not permitted to upload this kind of file" while trying to upload a 176K .fla file.

What kind of files would you like me to upload so you can take a look?

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You need to zip your file before posting (for security purposes).

 

The reason this doesn't work:

 

IS_btnGrp.alpha = 0;
TweenMax.from(IS_btnGrp, 1.5, {autoAlpha:0});

 

is because you're doing a from() tween which uses the current value as the end value and allows you to define the beginning. So you're setting alpha to 0 before the tween starts and it says "okay, I'm gonna tween alpha from 0 to....let's see what is it?....0. Okay, so tween from 0 to 0" which of course causes alpha to stay at 0 the whole time. :)

 

If you still need some help, please do post your fla after zipping it.

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Makes total sense, however strange. Out of my lack of understanding I used the same erroneous wet up in the test file and it worked just fine. Out of curiosity why did it work? The attached file name is "TestForFade-DEL.fla.zip"

The name of the attached file with major errors which need to be resolved is "acolyte31D_TEST.fla.zip"

 

On that file now is only one image coming up which needs to be clicked, it brings a user to a troubled labeled section where that blinking occurs. To test again it is better to restart the file.

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In the first fla, the reason it "worked" is because you were trying to directly set an "autoAlpha" property on a MovieClip like mc.autoAlpha = 0 but there is no such thing as an autoAlpha property of a MovieClip, so Flash just thinks you're trying to set a variable. It never actually made the alpha 0. autoAlpha is a special property that TweenLite/Max recognizes and handles in a special way.

 

As for your other file, the reason it appears to "flash" is because you did a gotoAndPlay("coolingreflections") where that object is full opacity, and then 9 frames later, you finally run your TweenMax.from() code that hides the object and fades it in. So for those 9 frames, you see the object normally. If you want it to hide right away, make sure you run your ActionScript on that frame where the "coolingreflections" label is.

 

Make sense?

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Thanks a lot. I can't believe I did not realize it on my own.

I appreciate your help and support of your product...

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