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Jakob Sternberg

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Everything posted by Jakob Sternberg

  1. Sorry in late on this one. I need to do something like this. Now this thread is four years old, are there any new features or things i should look out for, or would it be the same approach as @Dipscom's codepen example?
  2. Ok, It didn't work, now the animation just moves really slow, aprox 1fps. But if i use 0.0000001 it works (good enough anyways)
  3. Hi i'm creating a banner and using gsap to do some particle animation, I need to keep the filesize down so i'm using TweenLite instead of TweenMax One thing that doesent seem to work with TweenLite is pauseAll? Is that correct, or do i need to add a plugin or something? Or, is there alternative way to mimick the TweenMax.pauseAll() with TweenLite Thanks
  4. Ehmm omg.. i must be tired.i DO get the desired effect by using transformOrigin.. sorry for wasting your time :/
  5. My last reply didnt make much sense, i was in a hurry and forgot a few words. Sorry! i've edited it Ok, so rotation makes a element rotate around it's own center. But can i change it so it rotates around, let's say the bottom left corner? Thanks alot
  6. The x/y offset. The goal was to some how change the rotation point/axis of the elements. Thanks Edited...
  7. Hi I want to create a bezier motion, and each element should rotate around it self, sofar so good. Now, can i control each element's offset? I tried to use transformOrigin, but it does not seem to work. What am i missing? =)
  8. Another solution could be to optionally make Animation.as create the _gsAnimation mc in the same SWF as the class was included, MovieB.swf ( An "option", same way you set OverwriteManager) That would probably mean a couple of bad things, - if that SWF gets unloaded, GSAP would stop working. - You could end up creating multiple mc's on multiple timelines. etc etc. Again, these facts would just be "known" limitations when using the option. It would take a few more lines of code in core, but you would get around having to do any "prepping" in MovieA.swf when using this method.
  9. I know my solution as a whole may not be very elegant, but the core change alone should be fine and really minimal as can be. Functionally-wise i don't see the code-change would break anything. What you achieve by making the change is little, i agree... But, on the other hand, it's basically costless. I hope you will concider it. =)
  10. Ok, a little more complete version: _________________________ With only two lines changed in Animation.as.. var gsMcName:String = "_gsAnimation" + String(version).split(".").join("_"); ticker = mc[gsMcName] || mc.createEmptyMovieClip(gsMcName, l); ...I can avoid the warnings by adding this snippet in root SWF (Or any SWF or Timeline, as long as there IS one in the actual root, if not?..nothing!, i just get the warnings.) function gsPrepSubload(){ if( _url === _root._url){ //Only if we are somewhere in _root SWF, or it doesn't matter var gsMcName:String = "_gsAnima
  11. I somewhat agree, still we deal with medias whos systems require AS2 banners. But I'm also sure you are aware that greensock framwork is widely used , also in banner production workflows. In "Rich-media" you will in most cases have a external SWF loading another, also known as "polite load". You cannot stuff TweenMax into the polite part as its too heavy.. the whole idea of the polite load is that is has to be light. (often < 50kb), so the scenaraio of having TweenLite initializing from subloaded SWF is not that uncommon i think. Again, it's totally harmless, and i'll agree that i
  12. Ok it is these 3 lines, starting on line 237 in Animation.as, that causes the warnings: you can put traces between them, and see for yourself. ticker.onEnterFrame = _tick; ticker.addEventListener = _addTickListener; ticker.removeEventListener = _removeTickListener; So.. clearly it IS TweenLite/Max that causes the warnings. ( just to state it again xD ) The external SWF can use _roots.createEmptyMovieClip method, but the movieclip it returns has not any methods defined yet, so as the external SWF tries to define the three non-existing methods on the movieclip, we get the warnings
  13. I think understand the security sandbox =) Ok, but to my understanding/experience its possible to avoid these warnings by prepping empty objects in the local SWF. Hmm, question, IS TweenMax setting variables and/or creating objects in parents, or root even? ( i had a quick look at the files but could not locate it ) So i guess what i'm after is, could i create some empty objects/variables, with the right names, in the rootSWF and avoid the warnings?
  14. Hi Hmm, might be a "Flash thing" ..it usually is heh Ok, if you dont' mind having a look, you see the warnings aswell? http://edweb.dk/Temp/MovieA_MovieB.zip If so, it should be fixable.
  15. Hi MovieA.swf (contains no greensock classes at all) MovieB.swf (uses TweenMax) When i load MovieB.swf (online) from MovieA.swf (local) i get some warnings in the FlashEditor output. ( 3 x "MovieB.swf tried to access incompatible context "MovieA.swf") Using System.security.allowDomain("*") does not solve or affect the problem at all. Everything works as expected, i just wish to get rid of the warnings. I'm trying to streamline a small banner production framework for others/colleagues to use, and i'd rather have a "warning-free" setup =)
  16. Yiikes!!!... sadly, i was wrong, when i upload to the internet it goes wrong..,damn, I thought i tested it online (the whole purpose of my recoding :/) I'm having deadline tomorrow on a crossplatform app web/desktop/IOS (all in one code, yeah ;D ) - and i NEED animated backgrounds made from video. ..So since the FLV plays and loops fine locally (IOS/Air), and only giving problems when used in web app (standard flash), i'm going to use FFMPEG to convert the FLV's i already made, into SWF's (wooot) That might sound like a lot of extra work, but infact it's done superfast, and lossless! as F
  17. Ok, it's definitely possible to get a perfect loop with flv's. i',m actually unsure of that now What WONT work is, if your flv is exactly the length of the loop. blablablala I guess the best thing is to do the looping with cuepoints. Not sure if the looping cuepoint has to be the type of "Navigation" , but i somehow imagine that the encoder adds a keyframe exactly at that frame (i might be totally wrong about that) f4v's works fine with this method.. Note: if youre developing AIR for IOS, then f4v is a "no-go" (legit info ), it wont play the file, so stick with flv's (only tried fl
  18. I believe you need to use .url instead of .nativePath And remember on IOS youre not using AIR Runtime, your flash code will be converted, why you will also not be able to load SWF's into your application at runtime (i was baffled by this, and it was something that took my stubborn head, days to realize)
  19. A little update: I tried using f4v instead, same thing =/ Update2: So far i'm getting best results by looping between two cuepoints (having some "spare" video before the looping point, aprox 1 sec). I think the fact that the video file has to go all the way back to 0, has some negative effects in regards to looping. Edit: I dont' know if it makes any diiference, but i set the looping cue to have the type "Navigation", and the replay cuepoint is set to "Event".
  20. Here's a AS3 version =) function pauseTweensIn(mc:MovieClip,doPause:Boolean = true):void{ for (var i:uint = 0; i < mc.numChildren; i++) { var tweens:Array = TweenMax.getTweensOf(mc.getChildAt(i)) var c:uint = tweens.length while(c--) doPause ? tweens[c].pause() : tweens[c].resume(); } }
  21. Hey Carl, apreciate your thoughts on this For now i've "solved" this by leaving a empty sound track in the FLV's it may not be 100% seamless, but it's acceptable in my situation.
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