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Dcoo

ShockinglyGreen
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About Dcoo

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  1. I did try that, it didn't seem to do anything but make it less smooth , unless i'm not putting it in correctly? var animation = new TimelineMax({ paused: true, onUpdate: drawSprite }) .to(sprite, 1, { frame: sprite.totalFrames - 1, roundProps: "frame", ease: "power2.out" }); i'll try a combo of that and smooth scrolling script smooth scrolling script Thank you!
  2. Oh sorry, no not momentum of the scroll bar itself, but the animation of the onscroll sequence, so it will play out some extra frames and slow to a stop. the original canvas I was playing around with( link below: and this one doesn't work on a mac at all ) had something like this , I think its this bit here. i'm wondering if TweenMax could do something similar ? // the throttled funtion function draw() { var e = evt; var delta = Math.max(-1, Math.min(1, e.deltaY)); if (delta == -1) currentLocation += 1; if (delta == 1) currentLocation -= 1; if (currentLocati
  3. Im wondering if there is a way to make the sequence have momentum as you scroll? so it woud slow to a stop instead of stopping right away? Hey and Guys, thanks again for all your help!
  4. I've tried to do that, but its not working for me. https://codepen.io/davicoo/pen/NWWZvYE
  5. I'm not having much luck addinging the scrolling code. I'm not sure how to call the timeline after taking out the animation.play(); function resizeCanvas(textures) { var texture = textures[0]; sprite.textures = textures; canvas.width = texture.naturalWidth || texture.width; canvas.height = texture.naturalHeight || texture.height; canvas.classList.add("is-loaded"); var aspectRatio = canvas.height / canvas.width; // Make it responsive TweenLite.set("#container", { paddingBottom: "calc(100% * " + aspectRatio + ")" }); // We're ready to go! //anim
  6. Is there a pace to lean the ways to address controlling a timeline ? I'm just not sure how its controlled even in the original the timeline: var tl = new TimelineMax({paused:true}); then the function calls tl.to( '#image-sequence' , dur , {css: {backgroundImage: imgUrl}} ) and then the scroll (window).scroll( function(){ var scrollTop = $(window).scrollTop(); var docHeight = $(document).height(); var winHeight = $(window).height(); if( scrollTop >= 0){ tl.progress( scrollTop / ( docHeight - winHeight ) ); } } ); How does the scroll c
  7. Thank You So Much!! This is fantastic! It works amazingly well!! ( No flicker) PS: how come your canvas works on Apple OSX and IOS, When so many people i've seen cant get ot to?( Very Impressive)
  8. Thanks for the reply, I do appreciate it! Maybe i'm not putting that code in properly, but this seems to make the fliker worse in Safari and now it also does it in Chrome. also I'm not sure how to change it to real images? do you know of any examples I could look at ? and again!
  9. The reason is that the image src for each frame is being downloaded on demand (when the tween calls for it). You can try creating new image instances in your for loop to get the image into the browser's cache, like this.Thank you so much for the help, I had been looking for an example of how to do this sequence for some time now, and this we the only one i could find. If anyone knows of a better way I would love to try it out ( i did try one with canvas but I could not get it to work well in Safari at all. ) Edit: in some tests here ... it's working, in other test, it's not.
  10. This TimelineMax Image sequence flickers in macos Safari, any help would be fantastic !
  11. I'm not sure how to change the TransformItem's properties since there dynamically created clones? and also not sure how to use the updateSelection method, but I'm defiantly not doing it right here: ( I've used the name of my Transfommanager ) for (var i: int = 0; i < items.length; i++) {TweenLite.to(items[i].target, 0.75,{x:picCenter_x,, width:myw, height:mph}); manager.updateSelection(); }
  12. It seems I can use "manager.selectedTargetObjects" to change dropShadowFilter, color, opacity and so many other things. but I cant seem to get it to resize an item. when i click my button, the bitmap inside the holder resizes and snaps back when you click on the item again. but if i was to put a drop shadow on the same way it works on the holder.. Any help would be most appreciated. fit_in.buttonMode = true; fit_in.addEventListener(MouseEvent.CLICK, fitwindow); function fitwindow(e: MouseEvent): void { var myh = stage.stageHeight - 57.7; var myw = stage.stageWidt
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