Jump to content

Search In
  • More options...
Find results that contain...
Find results in...


  • Posts

  • Joined

  • Last visited

Everything posted by danissimo

  1. Hello, is there any method to avoid blurriness while tweening images with 3d transforms (rotationY exactly)? Additionally there is a tiny jump in size of an image when the tween begins. Here's the screens: before tween, sharp and after tween, blurred:
  2. I have a timeline with infinite repeat and a function call. There are couple of Tweens in that function. It seems these tweens don't fire during the first cycle but do fire in the next cycles. When I delete the repeat option timeline works as expected. Do I miss something? GSAP 12.1.0 rc2. Here's the code: var portraitsTimeline:TimelineMax = new TimelineMax ({delay:1, repeat:-1, repeatDelay:1}); portraitsTimeline.set (overlay, {visible:false}) .call (switchPortraits); function switchPortraits():void { if (!picBox_2.visible){ picBox_2.visible = true; } if (currentPortraitNumber < 5){ currentPortraitNumber++; } else { currentPortraitNumber = 1; } if (odd){ odd = false; portraitCurrent = picBox_1; portraitNext = picBox_2; } else { odd = true; portraitCurrent = picBox_2; portraitNext = picBox_1; } if (portraitNext.numChildren > 2){ portraitNext.removeChildAt (2); } var dynamicClassName:String = "Portrait_" + currentPortraitNumber; var classReference:Class = getDefinitionByName (dynamicClassName) as Class; var currentPortrait:Bitmap = new Bitmap (new classReference (180, 156)); portraitNext.addChild (currentPortrait); portraitNext.getChildAt (2).x = -90; portraitNext.getChildAt (2).y = -78; TweenLite.fromTo (portraitCurrent, 0.7, {x:120, y:115, rotationY:0, scale:1}, {x:-50, y:110, rotationY:50, scale:0.9, ease:Cubic.easeInOut, onStart:function():void {tweenActive = true;}, onComplete:function():void {tweenActive = false;}}); TweenLite.fromTo (portraitNext, 0.7, {x:290, y:110, rotationY:-50, scale:0.9}, {x:120, y:115, rotationY:0, scale:1, ease:Cubic.easeInOut}); }
  3. immediateRender doesn't work on second and further repeat cycles of a timeline. Here's the code: var mainTimeline:TimelineMax = new TimelineMax ({repeat:-1, repeatDelay:0.5}); mainTimeline.from (pic_1, 0.4, {y:"-=63", ease:Back.easeOut}) .from (pic_1, 0.4, {alpha:0, ease:Linear.easeNone}, "-=0.4") .from (pic_2, 0.4, {y:"-=63", ease:Back.easeOut}, "-=0.3") .from (pic_2, 0.4, {alpha:0, ease:Linear.easeNone}, "-=0.4") .from ([pic_1, pic_2], 0.4, {colorMatrixFilter:{colorize:0xffcc00, brightness:2}, ease:Linear.easeNone, immediateRender:false});
  4. Hello, is there any method to add some "empty tape" at the end of a timeline. Something like delay at the end.
  5. Respect! With this code I can point not just to mc inside loaded swf, but to the whole thing. Great! Thank You!
  6. Hello, is it possible to animate ColorMatrixFilter from EaselJS directly?
  7. Solved. I used bezierThrough on movieclip and skewed the content. TweenMax.to (_rootRef.logo_01, 1, {bezierThrough:[{x:251, y:247}, {x:305, y:265}, {x:386, y:278}, {x:484, y:282, scaleX:1, scaleY:1}], startAt:{scaleX:0.3, scaleY:0.8}, ease:Quad.easeInOut}); TweenMax.from (_rootRef.logo_01.getChildAt (0), 1, {transformMatrix:{skewY2:40}, ease:Quad.easeInOut}); Wondering, is this the only way?
  8. Hello, is it possible to tween skew and use the bezierThrough plugin at the same time? The following structure doesn't work, just skewing the object: TweenMax.to (_rootRef.logo_01, 1, {transformMatrix:{skewY:30}, bezierThrough:[{x:251, y:247}, {x:305, y:265}, {x:386, y:278}], delay:0.5, ease:Cubic.easeInOut});
  9. Hello, Is there a short way (something like "loop" property) for frames-based tween to loop its playback. Here's what I mean: let's say there's a 50 frames mc and I have a controller that tween it: TweenMax.to (mc, 1, {frame:"20", ease:Quart.easeInOut}); So is there a chance to rewind the playhead when it reaches the last frame and play the remaining 10 frames of the tween?
  10. Thanx! Oh, but now I'm unable to use TweenMax methods, so arrowPulse.pause() doesn't work.
  11. Is it possible to assign TweenMax.allTo (allFrom, allFromTo) to a variable? var arrowPulse:TweenMax = TweenMax.allTo (...); generates an "Implicit coercion" error.
  12. Here's the situation: I've got a TimelineMax sequence with repeat -1 and repeatDelay 2 that contains several TweenMax's with animated rotation and 1 repeat with yoyo. So I want to change the repeat values of that TweenMax tweens (actually to 1 or 3) at the beginning of every TimelineMax sequence cycle. Additionally I want to change repeatDelay of my TimelineMax sequence at every cycle too. I think this can produce some "live" effect.
  13. Hello, Is there a way to change "repeat" value dynamically before each tween cycle? I tried to use dynamicProps plug like this: TweenMax.to (item2_2_1, 0.4, {transformAroundPoint:{point:new Point (138,300), rotation:"10"}, ease:Cubic.easeInOut, dynamicProps:{repeat:function():Number {return (Math.round (Math.random()) * 2 + 1);}}, yoyo:true}) but got an error: ReferenceError: Error #1069: Property repeat not found on Item2_2_1 and there is no default value. I wanna use dynamic repeat, delay and repeatDelay on TweenMax and TimelineMax.
  14. Stupid me! ) I got that init func in my class, but defined these variables before it! Again, thanks a lot! You're the best! )
  15. for var flowingStage:LiquidStage = new LiquidStage (this.stage, 1024, 768, 1024, 768); there's an error: Access of possibly undefined property stage through a reference with static type Class. for var flowingArea:LiquidArea = new LiquidArea (this, 0, 0, 1024, 768, 0x666666); there's an error Implicit coercion of a value of type Class to an unrelated type flash.display:DisplayObjectContainer. How should I point to main timeline and stage from doc class correctly?
  16. Hi! Is there any way to pin an object to another object's pinPoints (like it can be done using stage pinPoints)? I mean can I use the functionality of LiquidStage in relation to another object (not the stage).