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Infinite

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Everything posted by Infinite

  1. [solved] Ahh... found it. I need to use TimelineMax and the tweenFromTo() method. var myTimeline:TimelineMax = createMyTimeline(); // goal Play from One Label, to Another, then stop. myTimeline.tweenFromTo( fromThisLabel, toThisLabel );
  2. I was curious if there is a built in way to tell TimelineMax or TimelineLite to play from one Label to another, IE. var myTimeline:TimelineLite = createMyTimeline(); // goal Play from One Label, to Another, then stop. myTimeline.playTo( fromThisLabel, toThisLabel ); // but also support, playing whole timeline. myTimeline.play( fromThisLabel );
  3. It looks like I need to pause my TimelineMax as well, which is not very consistant with other TimelineMax functionality... unless I am mistaken. Most TimelineMax's don't start playing until you tell the too. var tl:TimelineMax = new TimelineMax( { paused: true, immediateRender: false } ); tl.append( new TweenMax( myClip, 43/60, { paused: true, frame: 43 } ); return tl;
  4. I am having similar issues: Specifically, I am trying to put a TweenMax inside of a TimelineMax. var tl:TimelineMax = new TimelineMax( { immediateRender: false } ); tl.append( new TweenMax( myClip, 43/60, { paused: true, frame: 43 } ); return tl; Some other code calls appends other data to the Timeline and then later on 'tl.play();' is called. The problem is that the paused TweenMax never start's to play. If I remove the "paused: true" call the clip plays when the objects are constructed. As explained in this post " immediateRender: false " doesn't seem to do anything. So how does one nest a TweenMax using 'frame' tween in a TimelineMax?
  5. I'll try to post an example later that reproduces the issue. I can't share anything from my project. I just added the 'ease' and it didn't change anything. I tried using both seconds and frames with the useFrames call. Because I have a fix I am not going to worry about this issue. I'll try to remember to make a sample tonight when I'm off the clock. -i
  6. Here is my current fix but it means not using TweenMax. //content is a MovieClip with the animations //startFrame is frame label's name //endFrame is frame label's name TweenMax.to( content, 0, { frame: startFrame } ); // jump playhead to start of animation var tween:TweenMax = new TweenMax( content, dur, { frame: endFrame, onComplete: movePlayed } ); // play to desired end of animation Here is the code that works, but not using TweenMax to perform animation. content.gotoAndPlay( startFrame ); TweenMax.delayedCall( endFrame - startFrame, movePlayed, null, true );
  7. I have a MovieClip with various frame labels. I use the Playhead to navigate to various sequence of animation. However, when we just from one animation to another some of the child clips stop playing. However, whenever we just back to frame 1 the child clips start to play their animations. If you watch the animation play in the IDE all of the child clips never stop playing. Any ideas? -i
  8. I found an interesting bug/issue with the TweenMax MotionBlur Plugin and and Flex/Flash hybrid project. I'm working on a pretty big project. We use Flash for our primary platform, and we also use Flex to build tools for our artists and other content team members. The Views are all coded for the Flash Player, but in the tools we utilize the Flex framework for components. I was working on a piece in the editor (Flex part) and I noticed that when I enabled the MotionBlur plug-in in my feature my Sprite would disappear. After digging into the problem I just changed the line below and it fixed the issue (lucky stab in the dark) . //from line 220 of MotionBlurPlugin.as /** original code **/_sprite = _isFlex ? new (getDefinitionByName("mx.core.UIComponent"))() : new Sprite(); _sprite = new Sprite(); // new line I'm guessing that I am in the minority, but I thought I would share. Maybe there is a better way to define if your project wants the Flash or Flex name spacing instead of trying to cleverly guess, or having an easy override. It looks like only 3 Plug-in's use the '_flex' var. If I used the code above my project works, but it's one of those things that we have to remember not to blow out if we update TweenMax before the next feature launches. It would be more ideal if you could set a Flex/Flash override in the TweenMax API. -i
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