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davi

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  1. Another update for this thread in case people come back here. GSAP DevTools will trigger a DCM Validator error. It's related to storageSession ... or ... comes up as a malformed SVG asset (perhaps one of the graphics in DevTools is missing one of the silly things mentioned in other places in this thread, like self-closing tags or declarations). I typically comment out DevTools on final packaging of files, but accidentally didn't and found this error. I'd imagine some folks are going to come across it. Anywho, more documentation...
  2. Try using Google's CDN instead > <script src="https://s0.2mdn.net/ads/studio/cached_libs/createjs_2019.11.15_min.js"></script> ...and if that doesn't work, you can always embed the createjs library into the HTML (just copy and paste all of the javascript code from that link into its own <script> tag.
  3. Now I haven't delved too much into your code but by looking at the animation, you probably need to restart the clips (two/twob rollover + rollout), plus have a way to determine if either animation has finished, otherwise you'd run into an issue if you rollover/rollout before the animation completes and having it jump back to the beginning of the state and playing from there. Since it looks like it's just going back to the default state, a better option for two may just be to play the timelines in reverse or yoyo.
  4. I've noticed this too. Perhaps their validation tool, HTML5 Validator, has a list of accepted CDN links and the new GSAP CDN needs to be added to the list in that tool. They need to add the new CreateJS as well. Anyone gotta connection?
  5. Used to be both years back, depending on what site's allowed. Then gradually became more start collapsed, and then expand on click. Probably because of it messing with user experience, and ended up being more of a on user-interaction approach instead. I rarely even see expandable ads nowadays.
  6. Verizon didn't create that format, the 970x250 is just a standard billboard ad, part of the IAB fixed unit portfolio. Most campaigns I take on have that unit included. I believe the collapsible ad you see is an older format (at least I can remember those years back on YouTube). Yeah, just make the ad 970x250 that doesn't expand/collapse.
  7. It's your version of CreateJS, likely nothing to do with GSAP. Animate2020 will export using version 1.1 but older versions use the version from Nov 26, 2015.
  8. Run a quick test for us: - Go into your published JS file that it exports. Do a search for "StageGL". It should appear more towards the bottom of the file in bootstrap callbacks section. - Change to "new createjs.Stage()" rather than "new createjs.StageGL". Then let us know what happens.
  9. Didn't work for me. Tried Safari and Chrome, using GSAP-based banners and an Animate CC-based banner. After uploading, I just get a blank screen with the banner title in red. Sometimes "Undefined variable: y_axis" appears, not sure what that is (I searched all of the code in the banner and that's not even in there). I also got "Illegal string ''offset 'images'" on one of the ads I uploaded to test with. Opening the config file that appears just shows curly brackets. Sounds promising, and love the idea of the single HTML page if it actually does create a smaller file than manually optimizi
  10. Yeah, this is how banners that have movie or show times are created, "tune in" dates (i.e. Show date, out tomorrow, out today, etc). Use the JavaScript Date object > https://css-tricks.com/everything-you-need-to-know-about-date-in-javascript/ Depending on your needs, it can be simple or a bit more complex. Typically, with movie or show banners, you just use 3 scenarios or outcomes > Coming out today, tomorrow, or XX days until it reaches tomorrow. Obviously, if you're putting a real countdown where the time is constantly changing or it's giving an actual amount of days or minutes
  11. I know this is an old thread but just wanted to add in another solution just in case someone else is running into this issue and none of the above solutions work out. For me, it was the "<use>" tag. Removing it got rid of the error. (I ended up recreating the SVG so it doesn't need that tag).
  12. I know this is an old thread but just wanted to add in another solution just in case someone else is running into this issue and none of the above solutions work out. For me, it was the "<use>" tag. Removing it got rid of the error. (I ended up recreating the SVG so it doesn't need that tag).
  13. It's definitely a super heavy effect, I wouldn't use it on anything at this time (stuff like this makes me miss Flash ? I'm on an iMacPro and I can tell it runs chunky and that's even with small things. Not quite ready to use these types of animated effects just yet. Here's a quick snippet to test it out > function blurFromTo(_element, _start, _end, _duration, _ease, _delay) { _element._blur = {}; _element._blur.amount = _start; TweenMax.set(_element, { webkitFilter: "blur(" + _start + "px)", filter: "blur(" + _start + "px)" }); TweenM
  14. I've had issues where you apply an SVG blur filter and try to tween the filter values as well as an issue if you were to then slide the element across the screen (this was a while back or so). From what I remember, some browsers were creating a "trailing" effect, leaving behind the remnants of that trail in the path that it took that stayed there after the tween too (Some browsers did it, other didn't). Think of it looking similar to onion-skinning. I was attempting to create motion blur effects at the time. It worked but had that garbage on some browsers (and didn't perform so great on some d
  15. Still PSD with everyone I work with, but definitely not ideal. If Photoshop improved its SVG export capabilities (or exporting altogether), then it'd be a step up. So, you can turn text and everything into SVG directly in Photoshop, and can export an SVG – you just can't copy a vector and paste the SVG code into a text editor like Illustrator can. I'm still using other apps to optimize assets, an extra step that PS should be able to do on its own. You can do the different canvas sizes with artboards in Photoshop, but exporting assets from each artboard is absolutely ridiculous when you wa
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