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  1. .then() function helps in solving my first issue, just that it came with another - tweens with .then callbacks breaks repeat settings for parent timeline. Regarding your question: If someone clicks the left button, do you want both cubes to rotate? Or just one? If just one, are there going to be buttons for every cube? In my case, I do not have buttons, but rather a scroll event when mouse is being hovered on any cube. So for simplicity, let's say, buttons for each cube. What I want is that when user clicks a button (of any cube, or scrolls on any cube in my case) for master timeline keep its' time settings so that when clicking and calling rotate(). rotate(dir = 1, origin) { this.iteration += dir; let delay = origin === "mouse" ? 0 : 2; console.log("rotate", this.iteration % 4, "wall data"); let tl = gsap.timeline(); console.log(this.iteration); tl.to(this.productCube, { rotateY: this.iteration * 90, delay: delay, duration: 2, overwrite: true, }); return tl; } it wouldn't interfere (make any changes in regards to time) with: startRotation() { console.log("start rotation"); let tl = gsap.timeline(); tl.add(this.rotate()) .then(() => this.rotate()) .then(() => this.rotate()) .then(() => this.rotate()); return tl; Any help is appreciated.
  2. I appreciate your help a lot. The full idea of what I want to achieve can be seen at the codepen below, although there is a lot of smelly code not related to GSAP so I do not recommend diving into it. The idea is several cubes or more, where everyone rotates from 0 to 360, or does any animation of any sort by 0.5 delay from the previous cube, and repeats the cycle after all cubes have finished the animation. In addition, the animation must be playable by outside interactions. So I at the moment I have a rotate method (in ProductCube) which rotates the cube by 90 degrees to a given direction: rotate(dir = 1, origin) { this.iteration += dir; let delay = origin === "mouse" ? 0 : 2; console.log("rotate", this.iteration % 4, "wall data"); let tl = gsap.timeline(); console.log(this.iteration); tl.to(this.productCube, { rotateY: this.iteration * 90, delay: delay, duration: 2, overwrite: true, }); return tl; } Furthermore, I have a method to start initial timeline for one single cube, to rotate the cube from 0 to 360 degrees. startRotation() { console.log("start rotation"); let tl = gsap.timeline(); tl.add(this.rotate()) .then(() => this.rotate()) .then(() => this.rotate()) .then(() => this.rotate()); return tl; Lastly, I have another class and method (in ProductShowcase) which starts rotations for all cubes. init() { let tl = gsap.timeline({ repeat: this.repeat, repeatDelay: this.repeatDelay, delay: this.delay, }); tl.addLabel("start") .add(this.cubes[0].startRotation(), "start") .add(this.cubes[1].startRotation(), "start+=0.5") .add(this.cubes[2].startRotation(), "start+=1"); this.animation = tl; } Additionally, I have a function for user interactions which upon scroll rotates any cube additionally. function cubeScroll(target, event) { window.clearTimeout(isScrolling); isScrolling = setTimeout(function () { console.log("Scrolling has stopped.", event.deltaY); console.log(target); if (event.deltaY < 0) { target.rotate(-1, "mouse"); } else if (event.deltaY > 0) { target.rotate(1, "mouse"); } }, 200); } My Issues: The main timeline "init" does not repeat if any child tween has .then() callbacks If I use .add() instead .then(), then all tweens starts from 0, which basically ends up with the last one, from 0 to 360 running instantly rather than by slice, 0-90, 90-180, so on. Will try ".fromTo" in the meantime, by remembering the last degree. any rotate from anywhere else than the main timeline ( in "init" method) breaks the timeline. If you would try to to scroll on the second cube, it would fall out of the chain, and later on, would be the last rotating cube. Will try to have a seperate tween for it. https://codepen.io/affkatron/pen/yLezLGm?editors=0010 Thanks for your ideas in advance.
  3. I don't think it's actually possible to get the behavior you're expecting. Allow me to explain... The "auto" overwriting occurs the first time the tween renders (it looks for other overlapping tweens at that point and kills them). Once a tween (or a portion of a tween) is dead, it's permanent. GSDevTools forces the playhead of the root to the end initially and then back again in order to ensure the accuracy of the duration. For example, a timeline.tweenTo() may be embedded somewhere, and it can only discern its duration once there's a render and it can sense where the playhead is. In other words, if we DON'T force the playhead to the end and back again, the duration may suddenly change once that tweenTo() begins. Plus doing a progress(1).progress(0) allows all those instantiation tasks to run initially, thus you get better performance during the animation. So in your example, the overwrite would happen right away (when the progress(1).progress(0) happens), thus you'd never see the initial y: "-=20" animation because it's dead as a doornail. So it's more of a logic issue than a bug (unless I'm totally missing something). In the next version of GSAP/GSDevTools, I will fix that issue that prevented "auto" overwriting from occurring, but that doesn't solve your example as I explained above. It'll just nuke that first tween right away (which is the proper behavior from what I can tell). I'd generally advise NOT to build animations like that where they overlap. I suppose sometimes it's tough to avoid - it's not like you're breaking a cardinal rule, but as you see here it can create some logic problems in some scenarios. It'd be better to build your sequence properly so that the "y" value goes up with one tween, and then down with another, and don't overlap them. Does that clear things up at all? Sorry about any confusion there. It's quite an edge case. And again, it'd only affect overwrite: "auto" when GSDevTools is run on the root.
  4. Hello guys, I'm trying to use ScrollTrigger.batch with typescript, but I can't set the markers nor the triggers, when I try yo put the markers for instance it says: Argument of type '{ onEnter: (batch: Element[]) => Tween; markers: boolean; }' is not assignable to parameter of type 'ScrollTriggerBatchVars'. Object literal may only specify known properties, and 'markers' does not exist in type 'ScrollTriggerBatchVars'.ts(2345) my code so far: gsap.set(".work", { y: 100 }); ScrollTrigger.batch(".work", { onEnter: (batch) => gsap.to(batch, { opacity: 1, y: 0, stagger: { each: 0.15, grid: [1, 3] }, overwrite: true, }), markers: true, }); am I doing something wrong?
  5. Hi all, i have a timeline animation where i add one object with a yoyo animation to the scene. But in the middle of the yoyo i want to overwrite, but the yoyo repeat animation is still going afterwards... I thought i can do it with overwrite, which works, but after the overwrite is finished the previous yoyo continues ... tl_scene_1 is the timeline animation object and female_02 an asset on the stage which is added next to other elements which are moving. tl_scene_1.to(female_02, { duration: 5, y: '-=200', repeat:3, yoyo: true, yoyoEase:true, ease: 'power2.out'}, 14); tl_scene_1.to(female_02, { duration: 1, y: '+=200', repeat: 0, yoyo: false, ease: 'power2.out', overwrite: 'auto' }, 16); I tried also to use killTweensOf to stop it, but than the relation to the timeline is completely removed. So i guessed with a simple overwrite i can keep the whole animation in the timeline, without removing a tweening object, only because i want to stop them. Any ideas, how to solve this. Peter
  6. Hey Sonya and welcome to the GreenSock forums. You should use your developer tools console (F12) to check for errors. Opening it up for your pen I see "Uncaught TypeError: ALL_FUNCTIONS.sectionOne is not a function". I'm guessing those are additional animations that you took out for the sake of the demo (thanks for doing that). FYI we recommend using the GSAP 3 way of formatting. For more about that check the GSAP 3 migration guide. The main issue is that you're using an older version of ScrollTrigger that has a bug related to zero duration timelines with ScrollTriggers. Update the file to version 3.3.3 and it will animate some. But you'll still need to change your code a bit because you need a way to animate back to the previous section on reverse. I might do it by calling your method with the previous item - something like this: tl.call(ALL_FUNCTIONS.styleTheNav, [prevmenuitem]); - before you call the item that shows for that section. That way when you reverse it it'd call the previous one second. If you have overwrite: "auto" on those tweens, it should animate the way you want. I'd also recommend a toggleActions of toggleActions: "play none none reverse". I noticed that you tried to use the position parameter on non-timeline tweens. That won't work because the tweens have nothing to position them in regards to. Happy tweening.
  7. Hi, I'm getting many warnings in console while using gsap.from() with immediateRender: false on DOM elements (CSSPlugin). gsap.from(".box", { opacity: 0, y: 100, duration: 1, immediateRender: false }); warnings: "Invalid property" "duration" "set to" 0 "Missing plugin? gsap.registerPlugin()" "Invalid property" "repeat" "set to" 0 "Missing plugin? gsap.registerPlugin()" "Invalid property" "delay" "set to" 0 "Missing plugin? gsap.registerPlugin()" "Invalid property" "ease" "set to" 1 "Missing plugin? gsap.registerPlugin()" "Invalid property" "overwrite" "set to" false "Missing plugin? gsap.registerPlugin()" "Invalid property" "data" "set to" "isFromStart" "Missing plugin? gsap.registerPlugin()" "Invalid property" "lazy" "set to" false "Missing plugin? gsap.registerPlugin()" "Invalid property" "immediateRender" "set to" false "Missing plugin? gsap.registerPlugin()" "Invalid property" "stagger" "set to" 0 "Missing plugin? gsap.registerPlugin()" it started with version 3.3.0
  8. If i use two timeline for one element, second timeline overwrite attributes Timeline on view: tl_inview .fromTo('.slide01 .box1', {autoAlpha: 0, y: "+=50"}, {autoAlpha: 1, y: 0}) .fromTo('.slide01 .box2', {autoAlpha: 0, y: "+=50"}, {autoAlpha: 1, y: 0}, "-=0.5") Timeline for chage slides: tl_slides .fromTo('.slide01 .box1', {autoAlpha: 1, y: 0}, {autoAlpha: 0, y: '+=50'}) .fromTo('.slide01 .box2', {autoAlpha: 1, y: 0}, {autoAlpha: 0, y: '+=50'}) .addLabel('start') .fromTo('.slide02 .box1', {autoAlpha: 0, y: "+=50"}, {autoAlpha: 1, y: 0}, "start") .fromTo('.slide02 .box2', {autoAlpha: 0, y: "+=50"}, {autoAlpha: 1, y: 0}, "start") On page load i have <div class="slide01"> <div class="box1" style="transform: translate(0px, 0px); opacity: 1; visibility: inherit;"></div> <div class="box2" style="transform: translate(0px, 0px); opacity: 1; visibility: inherit;"></div> </div> https://codepen.io/-greg-/pen/qBbqvPQ I want that tl_inview play only once (only if scroll from top)
  9. Hey capa. You've got a lot of code for a pretty simple effect. I recommend rewriting your code to be more concise and understandable. Here's the outline of what I'd do: Make a function that receives an index as a parameter and fades in the appropriate image and makes the relevant dot more opaque while at the same time does the opposite to the currently active image and dot (perhaps using a stored index to know which one is currently active). Make sure that overwrite is set to "auto" or true for those tweens. Create a delayedCall that calls the function from 1 after a set period of time but make sure that you save a reference to the delayedCall. Modify the function from #1 to cancel and create a new delayedCall similar to #2 but based on the index after the given one. This is what you're not doing in your demo. Add click functions to the dots to call the function from #1. Simple
  10. Hi together, i only wanted to know how it's possible to manipulate/skip a single stagger element, which was already defined on a whole stagger object. The thing is, i have to stagger objects inside a timeline. The stagger runs through around 14 objects, start to make them move and after they're in move the playhead is jumping directly to the fadein. Doing a single stagger which different times and props i'm not aware of. Most of the objects fadein to autoAlpha 1 but 1 one of them should be manipulated further later on and the single asset need to fade only to .25. So my question is how is the best solution to manipulate that property. I'm not sure at the moment how to change/overwrite a prop onStart, or to exclude a single dom object by class name instead of an array not:filter. This is a raw in between code by me, but maybe it gives an idea what i try to figure out. Thx Peter const contact_profile = '.hero-home-introduction__contact-profile'; const female_02 = '.hero-home-introduction__female-02'; let tl_home_introduction = gsap.timeline(); // Scene 1 - Show conversation const tl_scene_1 = gsap.timeline({ id: "Scene 1"}) tl_scene_1.to(contact_profile, { duration: 5, y: '-=20', stagger: { each: .5, from: 'random', delay: -.5, repeat: -1, yoyo: true }, ease: "power1.inOut", delay: .2 }); tl_scene_1.to(contact_profile, { duration: 2, autoAlpha: 1, stagger: { each: .2, from: 'random', onStart() { let className = this.targets()[0].getAttribute('class'); if (className === 'hero-home-introduction__contact-profile hero-home-introduction__female-02') { // Overwrite here // Or } } } },14); // tl_scene_1.to(female_02, { duration: 2, autoAlpha: .25},15); tl_home_introduction.add(tl_scene_1); tl_home_introduction.play(14);
  11. Hello, I have setup a react codesandbox, and the same problem happens https://codesandbox.io/s/91ct7 to see really the problem go to the full screen url https://91ct7.csb.app/ as sometimes it works in the sandbox until you reload the browser It doesn't happen in basic html https://codepen.io/alexadark/pen/QWyGNZj it also happens on other animations onEnter, for ex here https://cadell.netlify.app/more I did a batch animation on the 3 boxes in the middle , taking example here https://codepen.io/GreenSock/pen/zYrxpmb like that useEffect(() => { if (typeof window !== `undefined`) { gsap.registerPlugin(ScrollTrigger) gsap.core.globals("ScrollTrigger", ScrollTrigger) } gsap.defaults({ ease: "power3" }) gsap.set(".confWrap", { y: 50 }) ScrollTrigger.batch(".confWrap", { onEnter: batch => gsap.to(batch, { opacity: 1, y: 0, stagger: { each: 0.15 }, overwrite: true, }), onEnterBack: batch => gsap.to(batch, { opacity: 1, y: 0, stagger: 0.15, overwrite: true }), onLeaveBack: batch => gsap.set(batch, { opacity: 0, y: 100, overwrite: true }), }) }, [])
  12. Like I said, I try a few things but nothing works. I think problem is in Pixi Plugin. Without Pixi Plugina, but with Pixi.js and only gsap, you can overwrite tween (make function which recreate that same tween) and this way dynamically update certain value in onComplete. In my example I chose the easiest way, change value through PIXI.js. https://codepen.io/isladjan/pen/pogjGNa
  13. Wow Zach, things can be so simple!! This is what totally solved it for me: tweenMousePosition(newPos) { gsap.to(this.mousePos, 0.8, { x: newPos.x, y: newPos.y, onUpdate: () => this.adjustMask(), ease: "power4.out", overwrite: "auto" }); } Thanks so much for your help!!
  14. Hello everyone, I'm doing an animation with a big overlay on page so I'm using the timeline of TimelineMax but I have issue when I'm using .className. To be brief, when I'm using className, it remove all classes on my element and I don't understand why it overwrite it all. Should I write it differently to keep existing classes ? Or is it possible to add an overwriting setting for .className ? This is a codePen that I simplify to troubleshoot : https://codepen.io/FrenchCooder/pen/ZEQpWJe Thanks in advance
  15. I still don't understand. Are you asking for a mathematical equation that will allow you to convert a bunch of individual transform operations into their matrix3d() equivalent? And are you saying that you think converting it is going to somehow make it faster? You mentioned several times that "the drag becomes slow". If you're trying to solve a performance issue by defining the transform as a matrix3d() instead of a string of instructions, trust me - that will NOT solve the problem. I glanced at the performance profile in your link and there were massive hits on the rasterizer thread. That's almost surely the issue. I also noticed a few other problems: You're using an onmousemove handler and creating a tween in that handler which is highly inefficient. Be very careful about onmousemove - that can fire multiple times per requestAnimationFrame so it can be wasteful to constantly create tweens in that handler You forgot to set overwrite: true or overwrite: "auto" on your tweens that you're creating in that onmousemove. That's a BIG problem because you're constantly creating new tweens that are fighting with the old tweens that haven't finished yet. So if a user moves their mouse for 1 second, you could have 60 or even 100 tweens all fighting for control of the same properties of the same object. You don't need to set the transformOrigin and transformPerspective on every...single...tween. It'd be much more efficient to just gsap.set() it initially and be done. Idea: you could create a single linear tween of the tilt (rotationX, rotationY, etc.) of the element up front, pause() it, and then in your onmousemove handler you could animate the playhead of that tween. That may be more efficient. Anyway, I hope that helps. Happy tweening!
  16. Yep, totally legit or if you want to have GSAP automatically kill all other tweens of the same target when creating a new one, just add overwrite: true to your new tween and BOOM they're nuked. 👍
  17. So I kept tweaking the code a little bit on my original codepen and I decided to wrap it in a "gsap.utils.toArray" so that I can use it in multiple places. I want to post it here in cause anyone else needs it. Here is what I came up with. gsap.utils.toArray(".split").forEach(function(elem) { const splitTimeline = gsap.timeline({scrollTrigger: { trigger: elem, start: "top 80%", end: "bottom 10%", onToggle: self => gsap.to(elem, {opacity: self.isActive ? 1 : 0}), toggleActions: "restart pause restart none", markers: true } }); const splitTitle = new SplitText(elem); splitTimeline.from(splitTitle.chars, {duration: 1.5, opacity: 0, y: 100, stagger: {amount: 1}, ease: "back.out(1)", overwrite: "auto"}); });
  18. How to update value in onComplete callback? I am using gsap 3, pixi.js and Pixi Plugin. I try a few things but it seems nothing works (tween overwrite, modifiers and updateTo() method). I have something like this: let frame = 0; function animate() { gsap.to(container, { pixi: { scale: scale, rotation: angle, x: x, y: y }, duration: 1.7, ease: "power3.in", onComplete: () => { //reset value gsap.set(scene, { pixi: { scale: 1, rotation: 0, x: app.screen.width / 2 } }); if (frame < 3) animate(); else animate2() } }); frame++ } I need when onComplete trigger, to gsap.set(..) use current value of app.screen.width ( width of render in pixi.js which change on resize event).
  19. Thanks again for the help! I have changed my code to work with the 1 step directions, as for the for-each function doesn't it just overwrite all the moves, only preforming the last one? this is the code I have now https://codepen.io/naniio/pen/oNbvQdO Seems a lot cleaner to me now!
  20. Hey Yandex. Some notes: I highly recommend overwrite: "auto" instead of overwrite: true because it will only kill off the conflicting tweens. You probably want to set defaults: {overwrite: "auto"} instead so it's passed to each tween. Why are you using keyframes here? Using regular tweens fixes the issue because defaults on timelines won't get passed to keyframes. They don't get passed to keyframes because keyframes essentially create a sub-timeline and defaults don't apply to those. If you want defaults on keyframes, apply it to the tween itself. You could technically pass in a defaults option that sets the defaults for each tween. Kinda meta but it works: defaults: { defaults: { overwrite: "auto" } } Another alternative is to use the global defaults for gsap: gsap.defaults({overwrite: "auto"}); I'd just use regular tweens: https://codepen.io/GreenSock/pen/WNreEaa?editors=0010
  21. Dear GSAP community, I’ve a question about an ‘overwrite’ feature and some timeline time aspects. If I set an animated parameter without changing the time, it works pretty well! Example: https://codepen.io/belyanskii/pen/vYLBZQE But once I am trying not only to set (or change) an animated parameter but to set delay and duration, overwriting doesn’t seem to occur: https://codepen.io/belyanskii/pen/XWXrgQy Is there a way to overwrite the whole animation w/o clearing or deleting the tweens/timelines?
  22. Hey Trapti. Thanks for the clear demo. The reason why the leave doesn't work is because of you're using a setTimeout to delay the parallax effect for 200 ms. So the mouseleave does happen, just before the last parallax tween. I'm not sure why you're using a setTimeout... That's because of your .in ease. Every time it updates it creates a new tween and .in eases are slow at the start, hence it appears slow. I'd just use the condensed string form and say ease: "sine" which defaults to an out ease. I also recommend using overwrite: "auto" for that tween to kill off old tweens. Another reason why it appeared slow is because of the setTimeout. Another side note is that you don't need quotation marks for numerical values like 0. Here's a fork with those changes: https://codepen.io/GreenSock/pen/oNbvYOM?editors=0010
  23. If you have multiple animations affecting the same properties of the same elements at the same time, there is no working around it There simply will be conflict, likely causing issues. A value simply cannot be two different values at the same time. Ways to work around that are to Use overwrite: 'auto' so that tweens will kill off tweens that they conflict with. Apply animations to a container or child instead of the element it would conflict with. Rewrite the animations to combine their effects into one animation. It sounds like you're using the first approach I outlined above.
  24. The biggest issue here is that you're using a .from() in the second timeline. Let's look at what happens when your pen initiates: createRowAnimation fires: All of the cubes are given width:0 and height:0 immediately due to the .from(). When the timeline is ran, it will animate each cube's width and height from 0 to the default value. createColAnimation fires: All of the cubes are given width:0 and height:0 (again) due to the .from(). When the timeline is ran, it will animate each cube's width and height from 0 to 0. This is because the value before the .from() is called is already 0 due to the first timeline! Thus to fix the issue, use .fromTo() like Craig said or (what you likely want in this case so that they can overwrite each other more easily) use a .set() and then a .to(). https://codepen.io/GreenSock/pen/abvKyVW?editors=0010
  25. Hi! I'm sorry, but I have some issue with mouseleave, in demo as you can see image with overlay is not dissapearing, if I make tl.reverse() on mouseleave everything is fine, but I need my timeline to hide everything immediately. What am I doing wrong?
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