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JimmiQR last won the day on January 10 2013

JimmiQR had the most liked content!

JimmiQR

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JimmiQR last won the day on January 10 2013

JimmiQR had the most liked content!

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About JimmiQR

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  1. I am getting runtime errors when I include both the TweenMax and TextPlugin. While trying to narrow it down, it appears to be some conflict when both of those files are included? No other code! Here is the other weird part; I only get this error when the files are hosted online, not when running on my local server instance. I also can NOT get the errors to trigger in Codepen or JsFiddle. Only on my own domain in production. Here is the 2-line file that causes the error: http://jimmiheiserman.com/archive/gsap/text-plugin-error.html Below are just the two lines (and versions) that ar
  2. Oh thanks! I read through those changes a few months ago, but I didn't understand how much different it was. I guess I didn't have as much a use for it then, so I gleaned over it. But this makes better sense now, and I will play with the new string params if I still think I need them.
  3. I saw an example on your site that uses static constants for OverwriteManager, such as OverwriteManager.PREEXISTING: TweenMax.to(mc, 1, {x:100, overwrite:OverwriteManager.PREEXISTING}); But I can not get my editor to autocomplete or recognize that OverwriteManager Class. I dug through the imports available in greensock, but did not see it. I am on version 12. I would prefer to use the constants over numbers, as I think that is good practice, but I don't know how to go about getting this to recognize. FYI, I am using Flash Develop, in case the problem lies there.
  4. Thank you both, and it is StepppedEase for the win! I tested it, and you are correct, the engine knows to not repaint the screen if there is no numerical change. So a bunch of frame events setting the alpha to .25 will not hurt the performance. I went with the first, simple approach, and no performance issue anymore! I stared to read up on SteppedEase more. I love how this was started with one case in mind, , but proves to be flexible enough for me to use it in an entirely different way (super slow tweens). After watching this video, I now realized this will also come in handy where
  5. [Not even sure how to properly title this subject line, as it is an strange request] I have an odd need to be able to slooooowly and subtly tween some objects (over the course of minutes), but performance is sometimes a factor in these slow tweens. Take for instance, fading the alpha of a large displayObject from 1 to 0 over the duration of 3 minutes. This infinitesimal change is not even noticed by the user (but eventually gets there), yet the rendering engine is attempting to change the alpha by .002 alpha 30 times per second. When in reality, such a slow tween could actually be updated
  6. I might have solved it, but not sure if it is the best way. But I am happy with it for now. Essentially, I use addFilter to add a new one, and then just remove any glow filter, which I guess TweenMax pops off the top one first. Say my object first has a wide, green glow applied ahead of time: displayObject.filters = [new GlowFilter(0x00ff00, 1, 10,10)]; Then, when I add my new smaller, red highlight glow using TweenMax, I make sure to addFilter:true TweenMax.to(displayObject, .5, { glowFilter:{color:0xFF0000, alpha:1, blurX:4, blurY:4, addFilter:true}} ); At this point I
  7. I am building a tooltip class that upon rollover of a displayobject, I will highlight the object with a tweened glow. When you roll off, the glow will go away. But, if the objects already has its own glow applied, I don't want to interfere with it during removal of my new tooltip highlight glow. I see there is a param for addFilter:boolean, that I think will allow me to add my new glow filter to an object that already has it's own glow filter. And there is a remove:boolean that will auto cleanup that filter at the end of the tween. but what if I want to keep the new highlight-glow attached
  8. If you are not a coder, it may prove difficult to replicate something like this. I would first start with the ability to get all the points of the map into an array. Including the elbow turns. So you have 5 points; Start, first corner, box 1, box 2, box 3. To move a movieclip along that path, you would use TweenLite, and tween the x and y positions. Start with learning the ability to tween a displayobject to one of those points. TweenLite.to(displayObject, 1, { x:100, y:200, onComplete:someFunction } ); function someFunction():void{ // do something } after the circle moves to ea
  9. Carl, thanks so much for working out other solutions to this problem. I checked out your code and pulled down the files to explore it. This effect you laid out only solves part of the problem. Your example does not take into account images that have gray tones, as my eyeballs, or ringed domes do. Also, your solution assumed I would only need to mask a circle, rather than a complex photograph or something similar. (I used a circle shape only as a color example). But that is ok, I explored it further. But what you created made me realized you still had a great start, and I am always amazed a
  10. Thank you very much. Yes, I replicated what you said, and I too see that now. Grrrr. That is very unfortunate for me (and I assume others). This has been bothering me for a few days, and I really hope I didn't hit a wall with this. I drew circles in a smoother gradient using your (and Adobes) hue algorithm to see a better pattern of what was happening. In the drawing above, many starting colors can not be hue-adjusted to many other colors. Take trying to convert to yellow, for example! Now it appears my situation is beyond the GreenSock Animation Platform and is a core Flash proble
  11. I have been poking around some more, and now I am really confused as to what the hue property is supposed to do. I also lack an art background, so I could be interpreting the color wheel incorrectly. I generated 6 circles, all solid primary and secondary light-based colors. Red, Green, Blue, Yellow, Purple, Teal. Then I created 6 more circles from each base circle and adjusted the hue of each of those colors by a degree of 60. I was still expecting bright colors that fall on the perimeter of this color wheel model: http://bluelobsterar...or-wheel-lg.jpg . More specifically, I was expecting
  12. I am using version 12.0, and I am wondering if this hue situation is a bug, or a limitation. I expect to take a solid colored object, adjust its hue around the 360 color wheel, and get a solid color back, but the colors I get are muddled. The saturation is off. I make a solid green object of 0x00FF00 (100% green). When I adjust the hue by 180, I expect it to go to the opposite side of the RGB color wheel to 100% purple, but it goes to 0xFF6EFF, or 255 for red and blue, as expected, but a green value of 110 (not 0), giving me a muddled purple. Similarly, when I try to adjust the same bright
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