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Posts posted by Mark

  1. ghostNull.rotation = ghostNull.rotation * (Math.PI/180)

    I added this to the pixi update loop and that fixed it. (once i set autorotate: 90) Looks like MotionPath is degrees only?  tried wrapping in pixi:{} but failed...

    now just need to get particle emitter to inherit rotation....

    See the Pen abqqjLE by motionproto (@motionproto) on CodePen

  2. Hello,

    I've been working on some simple sprite animations with pixi and greensock.  The idea is a glowing ghostly blob that leaves a trail of footprints behind it.

    I'm pretty close to the effect I want but the footstep particles are always straight up in down not respecting the autorotate.

    Any advice or guidance would be warmly received.




    See the Pen MWQQXrN by motionproto (@motionproto) on CodePen


     Thanks for the support and advice.  I think next I'll try framerX - though it's still a new development and it means I have to use the mac (meh).


    It has react under the hood, and I should be able to include the gsap library,  failing that...... guess i'm learning react. 😛


  4. Thanks for the quick feedback.  Yea I read that article and been messing around with Adobe Animate today... pining for the days of yore.  I think I have to bury that software with everyone else and get into a proper DOM, adobe's html5 export provides a subset of .swf (eg no input fields) and .swf is dead this year.


    JS/HTML/CSS is  Just not quite as approachable for quick prototyping for an aging designer like me. :)  but seems designer tools these days are all about click through... I need logic, interactivity, and animation(gsap of course)


    got some learning to do.





  5. Hello, 


    I'm just returning to GSAP, was an actionscript user back in the day. But I'm no web developer.  So I'm trying the familiar tools first.


    Before I renew my shockingly green membership... can anyone say if the additional plugins (draggable+inertia) work in animate/html5 canvas?




  6. Ah thank you Carl!  Your explanation is clear. I just starting using throwprops and didn't realize it returned a tween that way... This is much better than using oncomplete:


    and thanks for pointing out the deprecated methods. I'll switch to add()


    Great work. Greensock is amazing.



    • Like 1
  7. Hello,


    I"m wondering how to start a timeline with a ThrowProps Tween.

    this is the code i have for the Throw:


    ThrowPropsPlugin.to(mScrollContainer,{throwProps:{y:{velocity:yVelocity, min:targetY-20, max:targetY-20, resistance:4000}
    works great.  Now i want to append some animations afterwards, but i'm not sure how... What would be the proper way to write the code below? Where the throwprops is the 1st item in the timeline?
    var moveToLock:TimelineLite = new TimelineLite();
    moveToLock.append( // THROW PROPS ANIMATION GOES HERE // );
    moveToLock.append( new TweenLite(mScrollContainer,.2,{y:targetY,ease:Power3.easeIn}) );
    moveToLock.append( new TweenLite(mScrollContainer,.03,{y:"-5",ease:Linear}) );
    moveToLock.append( new TweenLite(mScrollContainer,.1,{y:targetY,ease:Power3.easeIn}) );
    any assistance would be warmly appreciated.