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UbiAssassin

ShockinglyGreen
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About UbiAssassin

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    Advanced Member

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  • Gender
    Male
  • Location
    Montréal, Quebec
  • Interests
    Running, Hiking, Snowboarding, Soccer, Caving, Skydiving, Level Design, Web Design, Games, and outdoor activities.

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  1. @Carl That is exactly the video that I stumbled across and it was an eye opener. The first thing that I thought of was all of the duplicated animation calls in heavy switch case usages to manipulate the 3D models, materials and matching 2D shapes. I was able to just nest it all into 4 RegisterEffect functions like this one: gsap.registerEffect({ name: "FlashPlateTweenEngine", effect: (targets, config) => { let tlFlashPlateTweenControl = gsap.timeline(); tlFlashPlateTweenControl.set(targets, { x: config.x, y: config.y }) .to(targets, .25, { autoAlpha: 1 }) .to(targets,
  2. Hello everyone :) I have been way to busy over the last year to really put much effort into my ongoing website project due to my work. I hopped on since I started my holiday vacation, got the latest Club Greensock files (GSAP 3) and I have to thank you for gsap.effects and the smooth nature of how they can be injected into Timeline structures!!! I had started animation grid of material and 3D model fades, scale and transition animations along with some basic photoShop graphic elements that fade, flicker and transition with the models and their materials a little over a
  3. Oh sweet! Thanks Jack! I figured that it was something simple that I was completely overlooking.
  4. Hello everyone! It has been way to long. I am in the process of re-creating my website from the ground up in in Visual Studio 2017, using Bootstrap. I just purchased the Shockingly Green Membership to really start making my site shine from the beginning. My first issue, and I am sorry if it is a common one, is that a number of my statements are now erroring out at runtime. I really wish the Visual Studio compiler could find these errors during compile and before debugging, but at least we have runtime debugging Specifically, none of my pre-defined Ease var
  5. No problem Carl I am glad to help when I can! I will put together a small project that preloads a model, then loads it into a content page and finally applies textures dynamically. I will probably have some time this weekend to put it together. -Cheers
  6. So I thought about this a bit and I think it would be far more useful if I explained my end of project workflow from 3DsMax to Flash and why I felt the need to use switches in the last bit of my code. So I will start with my end of modeling workflow: 1. Separate the main mesh into layers using the 3DsMax Layer Tool according to my needs. I might want to animate specific parts of the model in my website code or apply unique textures to each different part of the mesh. 2. Go through each mesh layer and make sure that the smoothing groups are set up well and re-build them if they are no
  7. Hello Everyone and Happy New year! I have been fully re-working my website using Greensock (Flash) to leverage the Starling Away3D framework. I have found that many people ask the same questions about how to use the incredible power of the Greensock code to take care of the loading of Starling and Away3D assets: Here are some code examples from the Preloader ClassFile: 1. LoaderMax loader that queues and loads a 3DSMax (Obj) model, myModel, for a second Content Classfile: //======================================================== //*** Variable declarations for Main Loader.**
  8. Hello everyone, I am sorry that this is offtopic and not specific to Greensock, but I get a lot of great help and responses here, so I thought I would try My problem is that I shuffle my array of 16 images and then pick from that array to place an image on a thumbplate. It works perfectly most of the time. Sometimes, however, one of the already loaded images gets removed from the array and therefore removed from its image plate during another shuffle pass. I am loading images on to 6 plates, so the shuffle runs 6 times. Here is my shuffle code: public function shuffleArray(inpu
  9. After some toying I found my answer!!! public function findTheImage(e:MouseEvent):void { trace("Check for ImageA"); var currentScreenImageOnA:DisplayObject = ScreenButtonA.getChildAt(1); trace(currentScreenImageOnA.name); trace(screenImageA); trace(screenImageB); trace(screenImageC); trace(screenImageD); trace(screenImageE); trace(screenImageF); if (currentScreenImageOnA.name == "AssassImageSA") { navigateToURL(new URLRequest("http://levelforge.com/images/WebsiteFlash10/AssassinsCreedIII_A.png")); } if (currentScreenImageOnA.name == "AssassImageSB") {
  10. Cool, thank you for the quick reply. I do have both class files and the test movie that I could send to you if you want to see all of it together? Sadly my explanations of what is going on are probably quite limiting. My main problem is that I don't have the best way to load images onto my thumbPlates. If I try and run that PickFromArray function without the shuffle, it will only load an image onto one instance called to the stage and spit null errors for the other instances called. I am just not as clear on array usage as I should be >.<. I would also rather keep these class files separ
  11. Ok after a bit more work I have everything working except for one thing. I am using this function to try and find the image that was loaded into child level 1 of the thumbnail (Level 0 = backplate, level 1 = randomly loaded thumbnail, level 2 = mouse detection plates). Once found it is compared to all 6 image variables. Itis supposed to be = to one and then fire off the correct link: public function findTheImage(e:MouseEvent):void { trace("Check for ImageA"); var currentScreenImageOnA:DisplayObject = ScreenButtonA.getChildAt(1); trace(currentScreenImageOnA); if (currentScreenImageOn
  12. Thanks a bunch. It was not actually that yours does not do what I am after. I was just already trying the other option, so I finished my test. I am going to try yours next time I dig into it actually since my attempt is a bit on the tweaky half-functional side. Thanks again and I will tell you how it works out
  13. I actually don't have access to the transformAroundCenter code yet, but I am trying something that is showing promise: public function ScreenButtonScript() { // This is the base button image. trace("Load the Base Image"); addChildAt(screenBase, 0); screenBase.centerRegistration = true; screenBase.alpha = 1; // This is the right hitbox on top of the base button image. hitRight.x = 30; hitRight.y = -5; addChildAt(hitRight, 1); hitRight.alpha = 1; // This is the topright hitbox on top of the base button image. hitTopRight.x = 30; hitTopRight.y = -30; addChildAt(hitTopRight, 1); hitTop
  14. Thank you very much! I will poke around with this. I really appreciate your time
  15. Has anyone ever tried to create a button that transform adjusts to the position of the mousecursor as you mouseOver it? I am looking to create the same basic effect as the Dell Stage app buttons: I already have a couple of buttons that react to mouseOver in one direction, but they do not adjust in real-time to the exact cursor position as you move over the button in one direction or the other. Here is my code that does the simple transform in one direction: private function buttonReactOver(e:MouseEvent):void { TweenMax.to(this, .5, {z: -15}); TweenMax.to(this, .5, {rotat
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