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About kranke

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  1. Hey man! Thanks again. I am going to explore my options. Right now I think is working like I want it. Still some performance issues. I think on exploring gif. Can I control a gif with gsap? Also I feel Raphael a viable option, do you mean importing assets and animating or recreate the illustrator vector graphics in canvas? Is that better? You are so helpful in a crunch time. Appreciated
  2. Hi, Thanks for the reply. Ok I got the whole thing working (not with a loader). I am fading opacity to 1 for each div to simulate the image sequence. Problem is that fading in those in top of one another kills my memory. I am trying to figure out a way to fade back to 0 the previous frame. Here is a snippet of the code and the files are attached, function createATimeline () { var j = 0; var children = document.getElementById('chartHolder').childNodes; for (var j = 0; j < children.length; j++) { chartTimeline.append( TweenMax.to(children[j], 1, {css:{autoAlpha: 1}}) ); } }
  3. Hi Thanks in advance for any responses. I am trying to figure out what is the best way to load a large image sequence (300 images representing a 3d movie) and control it using TimelineMax or simply staggerTo. I used to do these things super easy with Loadermax (loading the image list from XML) and tweening it. I have no idea how to do generate this array of images using javascript. Please help. Fernando.
  4. Jack you are the man! I would name my next son Jack but I already have one called Jake... Thanks! Fernando.
  5. Hi I have the dynamic props plugin, will take a look into it now. However to explain myself better... I have this tween cameraZoomTween = new TweenMax(camera, 10, {z: 5000, ease: Linear.easeNone}); on mouse move up the screen, I do cameraZoomTween.play() and mouse move down the screen cameraZoomTween.reverse() This works well but then I click in my nav to take the camera to a particular position animating also x, y and zoom. TweenMax.to(camera, 0.5, {zoom: selectedZoom, focus: selectedFocus, x: 300, y: 500, z: 1000, ease: Quint.easeOut})
  6. Hi I have the following camera.z = -800 cameraZoomTween = new TweenMax(camera, 10, {z: (5000, ease: Linear.easeNone}); cameraZoomTween.pause(); on mouse move the TweenMax plays or reverses based on direction. switch (getVerticalDirection()) { case "up": if (!mouseOverInPlane) { TweenLite.to(cameraZoomTween, 1, {timeScale: 1, onStart: cameraZoomTween.play}); } else { TweenLite.to(cameraZoomTween, 0.2, {timeScale: 0.01, onComplete: cameraZoomTween.pause}); } break; case "down": if (!mouseOverInPlane) { //cameraZo
  7. Cool ;Jack! I just wish I was half as clever as you are! Thanks much!
  8. Hi I have an alternate URL in case the image path I am supplying to the loader is invalid, however I am unsure how to detect it onChildOpen before it throws the error and use replaceURL to provide the backup path. So basically the error is detected using this. imagesQueue = new LoaderMax({name: imagesQueue, requireWithRoot: this.root, onChildOpen: initHandler, onIOError: IOErrorHandler, onChildComplete: childCompleteHandler, autoDispose: true}); imagesQueue.append(new ImageLoader(imagePath, {name: nodes.title, container: imageHolder}));
  9. Hi any way to implement this loader with a NetConnection stream?
  10. Dear Jack! Yes this makes sense, but I also want to add to this LoaderMax the actual main.swf which is loading the child.swf. So far and thanks for your advice I can get the loading percentage of the child.swf + all images. I need to also count for the main.swf (which is the preloader swf in which I create the LoaderMax instance) to better explain myself, if you look at your demos. You have LoaderMax_subload_parent.swf LoaderMax_subload_child.swf ---- Images that load into this SWF. In this example you obtain the loading time of LoaderMax_subload_child.swf and h
  11. Thanks for this explanation, this answers a different question but the original one still stands. I already got what I needed from the SWFLoader and its nested loaders. What I need is actually a way to add some sort of preloading to the main swf in which the SWFLoader is being created with the purpose of loading the content. so I have main.swf (I create SWFLoader here to load "content.swf") content.swf (I create LoaderMax to load the images) I can get information with loaders for content.swf plus the LoaderMax queue with all images which is great but I also want to
  12. Hey Thanks for replying so soon. Here is what I mean MY setup Main.swf (this has a loadermax instance mainQueue) Content.swf (this is the SWF I load) --- Inside this SWF I have another loadermax instance (which loads images from an array) imageQueue which I append to mainQueue) So far I am able to track the total load (Content.swf + images) which is wonderful... But I will also like to add if possible the weight size of Main.swf and the time it takes to download). Does it make sense? Thanks!!!
  13. HI I successfully implementing your awesome loader in my app. I have a swf with a LoaderMAx instance and this loads another SWF which has a nested LoaderMAx. So far I am able to track the loaded swf and the images inside that swf as a whole, but what I cannot figure out is how to actually include the loading time for the actual swf in which the main instance of the LoaderMax is created. I hope I explained it well. Thanks Fernando.
  14. kranke

    3d Zooming

    I guess to clarify my question, is that if anyone know of an easy way to yse tweenmax to zoom in and out using mouse position? I am using the tweenmax relative position z:"1000"... but that doesnt work?
  15. One more question if you will. The COMPLETE event itself will be fired after the whole queue is done... right? or will it be fired per image loader? Also I am creating my sprite and the array with my objects before the COMPLETE Event (see red), so your suggestions is to create it after? Also the way I know is all loaded is that in my complete function if all of the images loaded == the image count then go ahead and execute. Here is my whole class, please if you have a minute help me make sense of the LoaderMax.... package com.letsmota.core { import flash.display.Sprite; import