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ronaldo71's Achievements



  1. Hi, I'm using TransformManager 1.85, dated 10/28/2009. I'm not sure if that's the latest, the greensock homepage mentions 1.82 Anyway, when I move a symbol that's mirrored horizontally (h-flipped with a scaleX < 0), the target rotation is set to 180 and the target's scalyY is set to < 0. But when I move something, the rotation should remain untouched AFAIK and the scaleX and scaleY should remain untouched (I'm not resizing). It's rather annoying... I traced it down to the TransFormManager's updateSelection method, in line 1236, see the arrow below in the code. Maybe the transform matrix doesn't cope with flipped symbols? public function updateSelection($centerOrigin:Boolean=true):void { //Includes resizing the _dummyBox. if (_selectedItems.length != 0) { ... if (_selectedItems.length == 1) { ... if (!t.hasOwnProperty("content") && t.width != 0) { //in Flex, SWFLoaders/Images and some other components don't accurately report width/height ... -----------------> _dummyBox.transform.matrix = t.transform.matrix = m; <----------------- Here's the line that sets the rotation and scaleY } else { r = t.getBounds(t); _dummyBox.graphics.drawRect(r.x, r.y, r.width, r.height); _dummyBox.transform.matrix = t.transform.matrix; } } else { ... } } I hope it's a small bug, not a 'feature'. Best regards, Ronaldo
  2. Hi, I'm working with the TimelineMax, and besides tweens, I'd like to add audio (Sounds class) on the timeline. But when I pause or stop the timeline, the sounds continue playing. I was wondering if TimeLineMax has any features that help me putting the sound on the timeline and manages the pause and gotoTime handling for me. Maybe something with a sub-timeline? var _soundChannel : SoundChannel; var _instance:Sound; // A class instance with a dynamically instantiated Sound. var props:Object = { delay: 0, overwrite: OverwriteManager.AUTO, onStart: function() { _soundChannel = _instance.play(); }, onComplete: function() { _soundChannel.stop(); } }; timeLine.insert(new TweenLite(instance, duration, props), startTime); TIA Ronaldo
  3. Hi all, I'm using the bezier/bezierThrough tweening facility (wauw, really easy ) In order to facilitate my tween path (I have to set the coordinates by hand) I'd like to know how I can draw the bezier curve itself, so that I can visualize the path and edit the points without having to run the tween every time. (Like the line in the bezier/bezierTrough example, except I don't need to click to add extra points). So, in short, how can I draw the bezier curve itself? Does the tween class uses the defualt bezier from adobe? Thanks! Ronaldo