
Pipsisewah
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- Birthday 03/04/1986
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Hello, I am having a little trouble with finding a good equation for animating text with a fixed play length. A user needs to be able to tell me: "I want this animation to play for [x] amount of seconds" I am using TimelineMax.staggerFrom with a SplitTextField to make this happen. I first need to ensure my understanding of StaggerFrom is correct. In this case, lets say we are doing a fade in by character. Here is my understanding of how this should work: T = total time (2 seconds in this case) C = total number of characters (let' use the word "Hello", so this i
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- timelinemax
- staggerfrom
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Proper Way To Use Split Text Field in Timeline
Pipsisewah replied to Pipsisewah's topic in GSAP (Flash)
Hello Carl, Thank you very much for taking the time to explain that to me. I think I understand what you are saying and it just may have worked (more testing will tell). It looks like the solution may be as follows: 1. Create a SplitTextField before anything else (which references the textField) 2. Instead of passing the textField to each function and having the function create new SplitTextFields, now I pass the SplitTextField I created at the start 3. Do all the animations I want 4. Cleanup the whole thing (probably call the onComplete of the masterTimeline to now do the clea -
Proper Way To Use Split Text Field in Timeline
Pipsisewah replied to Pipsisewah's topic in GSAP (Flash)
Hello Carl, After further research, I'm finding that I cannot have more than one splittextfield on a textfield in a timeline. My goal is to be able to animate the same object multiple times within a timeline. Per the docs, I should be able to call destroy() after using a splittextfield on a textfield and it should remove it from the textfield so the textfield can be resued. Unfortunately, per my previous post and my further research, I may be doing something wrong here. From what I can tell it seems like the destroy function is not working as I expect. After I call the des -
Proper Way To Use Split Text Field in Timeline
Pipsisewah replied to Pipsisewah's topic in GSAP (Flash)
Hello Carl, Thank you very much for taking the time to assist me! Unfortunately, I tried the method you suggested and it did not work. The text held an alpha of 1 (basically ignored the fadeIn), but the FadeOutByWord worked. I'm assuming this is what happened: 1. Alpha is set to 0 for FadeIn. 2. Alpha is set to 1 for FadeOutByWord 3. FadeIn runs but since alpha is already at 1, nothing happens. 4. FadeOutByWord runs and alpha for each character goes from 1 to 0 as expected. I wrote a separate program as requested detailing this issue. I have removed the SWC from the progr -
Hello, I am having a little trouble with the SplitTextField and need a little direction. I cant find a good way to explain this, so I'm going to describe it bluntly. Example: I have two animations in a timeline, 1 should fade text in, the next should use a splittextfield to fade out by word When I run the animation as a whole, the text appears after the entire animation is complete (once the splittextfield has been disposed) My Theory: Since I am adding all the animations to a master animation at once, the splittextfield is being created right away and looking at the c
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Hello Carl, Thank you very much for the help! You're answer was exactly what I needed. Just an FYI for anyone else who comes across a similar issue, my final solution was to extend the timelineMax with an object which I called enhancedTimelineMax. This object simply kept a pointer to the SplitTextField used on each animation. I replaced all my timelineMax objects within my library with this class. When the end user clicks stop, I used the getChildren() on the masterTimeline and search for any objects which were enhancedTimelineMax and stated something to the follo
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- splittextfield
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Hello, I am having a little bit of trouble finding a way to remove the split text field from a textfield once I stop the animation its in. Long story short, I made a library which creates little timelines (sub-animations) for each animation (a timelineMax for flashing text, one for bouncing text, etc.). I give the end user the ability to combine all these little tiimelines into one big timeline, so that they may do something like the following: Text fades in, text flashes, text spins, text slides off screen All is working fine until one point. If one of those sub-animations u
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- splittextfield
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Hello again, I have been going through the various plugins and I seem to have run into a problem with the scrambleTextPlugin. I'm trying to follow the instructions in the the documentation but nothing shows in the screen when I do so. I am using a main timeline to encapsulate the scrambleText timeline // MAIN CLASS ////////////////////////////////////////////////////////////////////////////////////////////// var t:TimelineMax = new TimelineMax(); createTextField("MAKE SOME NOISE!!!!"); t.add(AdvancedTextEffects.randomCharacters(text, 3)); t.play(); ////////////////
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Hello Carl, That did the trick! Thank you very much for your fast response and your detailed explanation. That is amazing customer service and it is really appreciated! Have a great day! - Steven Lopes
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Hello, We purchased the Club membership and received the SplitTextField which honestly is working really really well. I'm having a little problem though. I am attempting to create a sub-timeline using TimelineMax which animates a SplitTextField. Once I create the timeline in my function, I return the TimelineMax to the parent class which adds it to the main timeline (also a timelineMax). I have been doing this for all the animations I need and its working just fine. I can sequence 10 different complex animations without a problem! Here is my issue (and I know it sim
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Hello, I am experimenting with the blitmask object and I am running into a little odd problem. When I run a very simple demo of simply scrolling a textfield using blitmask, the movement lags about every 4 seconds. The lag looks like a jitter and for maybe 1/2 a second I cannot read anything (almost like the object and the screen refresh get out of sync). When I watch and play with the demo on the website, I see a very very small amount of this lag, but its still much better than what I am seeing. I set my application to 60 fps and I am using embedded fonts. I am running an i7 wi