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  1. No no, you don't have to write all those overHandlers. In fact, you definitely shouldn't do that because you're creating a bunch of functions that have the same name which is a no-no (they'll overwrite each other). Also, be VERY careful about using MOUSE_OVER/MOUSE_OUT instead of ROLL_OVER/ROLL_OUT because they can behave differently (MOUSE_OVER/OUT get dispatched every time any of the children of the object are moused over/out which can happen many times during a single rollover). There are many ways you could handle this sort of thing. Here's one: function movBar(pos:Number, wid:Number):void { TweenLite.to(orangeBar, .5, {x:pos, width:wid}); } btn_about.addEventListener(MouseEvent.ROLL_OVER, overHandler); btn_portfolio.addEventListener(MouseEvent.ROLL_OVER, overHandler); btn_approach.addEventListener(MouseEvent.ROLL_OVER, overHandler); btn_blog.addEventListener(MouseEvent.ROLL_OVER, overHandler); btn_contact.addEventListener(MouseEvent.ROLL_OVER, overHandler); function overHandler(event:Event):void { if (event.target == btn_about) { movBar(39, 51.5); } else if (event.target == btn_portfolio) { movBar(140.5, 81.5); } else if (event.target == btn_approach) { movBar(255.5, 81); } else if (event.target == btn_blog) { movBar(350.5, 9); } else if (event.target == btn_contact) { movBar(440, 71); } }
  2. No, you don't have to kill anything - TweenMax will automatically overwrite the previous tween of the same property. You can set overwrite:true if you want which would make things ever so slightly faster when the tween initializes but really, it's nothing you'd notice. I just tested this theory and it worked perfectly for me - no weird slowdowns or anything. Can you please post an example that demonstrates the problem? Like I said, it worked like a charm for me so I'm kinda baffled. I wonder if there's something else going on in your code.
  3. Thanks Jack! That was the way I tried it before ... but if i do it like so, the speed is not handled correctly. Everytime the function is triggered the Tween becomes slower and slower. If I just call: myTween.duration = duration; without recreating everything is fine, except the direction thing.... Is it right that I change the speed over the duration parameter? Do I have to "kill" or overwrite something? Thanks in advance
  4. Hello everybody, I´m new to using the Greensock engines and I completely love them, and I have a question about repeating a timelinemax with as2. I would like the entire sequence to repeat when the last tween is finished, but i just can´t get it to work. Here is the code: import com.greensock.*; import com.greensock.easing.*; //alpha text2._alpha = 0; bow2._alpha = 0; text3._alpha = 0; bow3._alpha = 0; var myTimeline:TimelineMax = new TimelineMax({repeat:-1}); myTimeline.insert( new TweenLite.to(text1, 2, {_alpha:0, delay:4, overwrite:false}) ); myTimeline.insert( new TweenLite.to(bow1, 2, {_alpha:0, delay:4, overwrite:false}) ); myTimeline.insert( new TweenLite.to(text2, 4, {_alpha:100, delay:7}) ); myTimeline.insert( new TweenLite.to(bow2, 4, {_alpha:100, delay:7}) ); myTimeline.insert( new TweenLite.to(text2, 3, {_alpha:0, delay:11, overwrite:false}) ); myTimeline.insert( new TweenLite.to(bow2, 3, {_alpha:0, delay:11, overwrite:false}) ); myTimeline.insert( new TweenLite.to(text3, 4, {_alpha:100, delay:14}) ); myTimeline.insert( new TweenLite.to(bow3, 4, {_alpha:100, delay:14}) ); myTimeline.insert( new TweenLite.to(text3, 3, {_alpha:0, delay:18, overwrite:false}) ); myTimeline.insert( new TweenLite.to(bow3, 3, {_alpha:0, delay:18, overwrite:false}) ); Any help is greatly appreciated and I´m sorry if this subject has been discussed before. /Adam
  5. folks I inherited this code which runs an image carousel in flash cs3. The carousel is at the end of the flash movie but keeps cycling. I just need the tween to stop. here is the code. thanks much import gs.TweenLite; var CarouselCounter:Number; var CarouselArray:Array = new Array("Image1","Image2"); CarouselCounter = 0; NextCarouselImage = function() { //creates empty holder var container:MovieClip = Carousel.createEmptyMovieClip("container", getNextHighestDepth()); container._alpha = 0; container._xscale = 100; container._yscale = 100; //loads container.attachMovie( CarouselArray[CarouselCounter], "newContainer", getNextHighestDepth()); TweenLite.to(container, .5, {_alpha:100, overwrite:false} ); TweenLite.to(container, .5, {_alpha:0, delay:4.5, overwrite:false} ); var CarouselInterval = setInterval(Next, 5*1000); function Next() { clearInterval(CarouselInterval); if (CarouselCounter >= CarouselArray.length - 1) { CarouselCounter = 0 } else { CarouselCounter++; } NextCarouselImage(); } } NextCarouselImage();
  6. I think you're misunderstanding a few things like how tweens are overwritten and how they're scheduled. I tested your code and it's working exactly as expected - no bugs at all. Please read up on the overwriting modes here: http://www.greensock.com/overwritemanager/. In AUTO mode (which is used by default whenever you use TimelineLite, TImelineMax, or TweenMax anywhere in your swf), the first time a tween renders it will look for other tweens of the SAME object and analyze their tweening properties. If it finds any overlaps, it will overwrite those. So if you start a 2-second tween (let's call it "tween A") and then 1 second later start another tween ("tween B") of the same properties of the same object, it will immediately overwrite those properties in tween A. This is very useful and should make things behave in an intuitive way. Let's take one of your examples: var tm:TimelineMax = new TimelineMax(); tm.append(new TweenMax(targetItem.link, 2, {x:100, y:100})); new TweenMax(targetItem.link, 1, {x:100, y:600, repeat:3}); tm.append(new TweenMax(targetItem.link, 2, {x:600, y:100})); tm.play(); You created a TimelineMax and dumped a tween into it that affects targetItem.link's x and y properties. Then you created a competing TweenMax that is NOT in the timeline, and it also affects targetItem.link's x and y properties. Since both the TimelineMax and TweenMax will start right away, they will BOTH be trying to control targetItem.link's x and y properties - that's a flaw in your code. But TweenMax/TimelineMax handles the conflict for you. The 2nd tween overwrites the first one. You also have a 3rd tween inside your TimelineMax that affects the same properties of the same object. It is scheduled to start after 2 seconds (since it was appeneded after the first tween whose duration was 2). So when that one renders for the first time, it sees the repeating tween that's running and it overwrites it, taking control of targetItem.link's x and y properties. See what I mean? So it's working exactly as it should. I couldn't quite follow your original description about your goals with the circle, scheduling things, move tweens, etc. But you should not need to hack the class, use setEnabled(), tap into the masterList, etc. Check out the CirclePath2D stuff because I think it'll make it pretty easy to position things along a circular path and tween them in whatever direction you want. As for adding the EaseLookup.find() functionality into the core class, I disagree - doing so would increase the base size of the class by quite a bit and force every swf that uses TweenLite to embed EVERY easing class even when only one or two is utilized. EaseLookup.find() was built in such a way as to make it very simple to use externally. If I also started allowing the "ease" parameter to be Strings or Functions, it creates a more sloppy API and would break things like the TweenLiteVars and TweenMaxVars classes. Anyway, if you still think there are bugs in the code, I'd be happy to look into those - I'd just need sample code (or better yet, a sample FLA) that demonstrate the issues. But I'm pretty sure that once you read through the various overwriting modes, things will be cleared up quickly. Happy tweening!
  7. Got the sample you sent (thanks). The problem is that you're hard-coding the levels in a way that causes your duplicated object to overwrite the selection MovieClip. TransformManager must put a MovieClip on the screen that holds the selection handles, box, etc. See what I mean? Yours is conflicting with that. I'd recommend never hard-coding level values. Instead, use getNextHighestDepth() to ascertain the top-most level. When I replaced your code: duplicateMovieClip("initial_object", new_object, iCount + 1); with this: duplicateMovieClip("initial_object", new_object, getNextHighestDepth()); It worked fine.
  8. I think that documentation for TweenNano might be off, since it appears that TweenNano does not overwrite Tweens by default. Example code: package com.src { import flash.display.Sprite; import flash.events.Event; import flash.text.TextField; import com.greensock.TweenNano; import com.greensock.TweenLite; public class Main extends Sprite { var nano:TextField; var lite:TextField; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); nano = new TextField(); nano.text = "TweenNano"; nano.y = 10; addChild(nano); lite = new TextField(); lite.text = "TweenLite"; lite.y = 50; addChild(lite); TweenNano.from(nano, 1, { x: 50 } ); TweenNano.to(nano, 1, { x: 50, delay: 1 } ); TweenLite.from(lite, 1, { x: 50 } ); TweenLite.to(lite, 1, { x: 50, delay: 1 } ); } } } But documentation says: I only realised this when I had to switch from TweenNano to TweenLite, and realised some of my Tweens weren't playing out. I'd been taking overwrite=false for granted all along. This is using the latest Tween library dated 2010-04-28. Btw I had a hard trouble signing up haha... Kept failing the confirmation code, not sure why, until the twentieth time a 4-digit sequence came out, with no alphabets, that I finally passed.
  9. Hey there, I am trying to do a logo intro animation. So I wanted to set up a sequence. var stageCenterX:Number = global.stage.x + global.stage.width/2 - container.width; var stageCenterY:Number = global.stage.y + global.stage.height/2 - container.height/2; TweenMax.from(container,3, {blurFilter:{blurX:20, blurY:20}}); TweenMax.to(container,2, {alpha:1, scaleX:1.5, scaleY:1.5}); TweenMax.to(container,1, {delay:2.8,x:container.x-100, y:container.y-60, ease:RoughEase.create(7, 150, false, Bounce.easeIn, "out"), motionBlur:{strength:1.5, fastMode:true, padding:15}}); TweenMax.fromTo(container,1, {x:stageCenterX+100, y:stageCenterY+100},{delay:3.9,x:stageCenterX, y:stageCenterY, ease:RoughEase.create(5, 50, false, Bounce.easeOut, "in"), motionBlur:{strength:1.5, fastMode:true, padding:15}}); TweenMax.to(container,2, {delay:5.8,scaleX:20,scaleY:20, blurFilter:{blurX:30, blurY:30}}); TweenMax.to(container,0.5, {delay:7,alpha:0, ease:Cubic.easeOut, onComplete:onFinishTween}); Everything is working fine except the blurFilter at the end. It seems that it is "killed" by scale or alpha property. It starts to blur, but suddenly turns back to the unblured state... Has this something to do with the overwrite thing? Maybe some one got a little hint for me? Thanks in advance!
  10. I was doing some more experimenting and found out the following workaround that seems to work: nest the button in another movieclip symbol. This seems to work fine. Is this the way to do it ? In the roll over/out you simple access the nested button. The code: function pRollNew(evt:MouseEvent) { var target = evt.target.button; TweenMax.to(target, 0.2, {scaleX:1.1, scaleY:1.1, ease:Elastic.easeOut, glowFilter:{color:0x000033, alpha:0.4, blurX:8, blurY:8}}); } function pOutNew(evt:MouseEvent) { var target = evt.target.button; TweenMax.to(target, 0.2, {overwrite:1, scaleX:1, scaleY:1, glowFilter:{blurX:0, blurY:0}}); } Ed
  11. Hi Again, I tried it but didn't work .. I have to say that the behavior is improved but it still enters a infinite flickering loop at the edges (especially the bottom edge) Why is it hard to find workarounds on google about this ? ... (or is it just me ) Is the following correct?: function pRoll(evt:MouseEvent) { var target = evt.currentTarget; if (target.hitTestPoint(mouseX, mouseY, true)) { TweenMax.to(target, 0.2, {scaleX:1.1, scaleY:1.1, ease:Elastic.easeOut, glowFilter:{color:0x000033, alpha:0.4, blurX:8, blurY:8}}); } } function pOut(evt:MouseEvent) { var target = evt.target; if (!target.hitTestPoint(mouseX, mouseY, true)) { TweenMax.to(target, 0.2, {overwrite:1, scaleX:1, scaleY:1, glowFilter:{blurX:0, blurY:0}}); } }
  12. Ah yes, the lovely Flash bug that involves filters causing an object's ROLL_OUT/ROLL_OVER to fire in funky ways. Gotta love it. This has nothing to do with TweenLite/Max - it's just a bug in Flash itself. Remove the filter and you'll see that things work fine. The only way around it that I know of is to add conditional logic to your handlers so that it checks to verify that the mouse has indeed rolled off or over (using hitTestPoint() for example). Also, I noticed you had a delay set on your ROLL_OUT tween. I'd recommend in these types of situations to set overwrite:true on your tweens so that the "out" tween completely kills the "over" tween and visa-versa. If you want the overwriting to wait until the tween actually starts, use the ALL_ONSTART mode (see http://www.greensock.com/overwritemanager/ for details).
  13. I have this issue where I am trying to check if this tween is active. This code doesn't seem to work, maybe because the there's a delay set? What's the best way to use overwitemanager to not overwrite this tween can you provide a small example please? if (!TweenMax.isTweening(pendingLabel)) TweenMax.to(pendingLabel,.5,{alpha:1,yoyo:true,repeatDelay:.6,repeat:-1}); Thanks, Patrick
  14. Yeah, the Flash bug is pretty annoying. Oh, and you might want to do OverwriteManager.init() once in your swf so that TweenLite uses the AUTO overwrite mode. That'll get you the same kind of behavior as Tweener (it analyzes each tween of the same object and only overwrites individual overlapping properties) but there's a slight performance penalty (I doubt you'd notice ANY degradation unless you've got thousands of tweens going simultaneously, most of which have overlapping properties). Either way, it's much faster than Tweener (not knocking Tweener, just stating a fact about the speed -
  15. I can't possibly put this in a FLA. I'm working at an UI library and the interdependencies are huge. That button involves 10 different classes, all with inheritance and other things around them ::- ). My UI library isn't closed source but it's not really open source yet either ::- ). I am targeting a type of licensing similar to yours, because I happen to believe that you are correct in your strategy. But my stuff is still very young. Anyway, the problem was indeed in my code. Here it is: On Mouse Out: TweenLite.to(_ButtonNeutralState, TWEENER_BUTTON_ANIM_TIME, { scaleX: 1, scaleY: 1 } ); TweenLite.to(_ButtonNeutralState, TWEENER_BUTTON_ANIM_TIME, { x:0, y:0 } ); Well, DUUH, of course it works like crap because I am using 2 Tweens to do the stuff that only 1 Tween should do! Tweener didn't argue about this because it didn't have an Overwrite manager. Don't ask me why I separated them in 2 tweens *grin*. For the life of me, I can't remember why. Anyway, I changed that to: TweenLite.to(_ButtonNeutralState, TWEENER_BUTTON_ANIM_TIME, { scaleX: 1, scaleY: 1, x:0, y:0 } ); And all works perfectly. EXCEPT the shadow filter thing which started this entire thread... that is still screwed even if in the new version... Yes, I am sure there is nothing related to ROLL events because I traced the number of times the events occur. They occur only in batches of 1 / button state change, and because the PARENT has mouseChildren = false, there is no risk of getting multiple events from children. ALSO, VERY IMPORTANTLY, I have disabled the shadow and EVERYTHING WORKS GREAT! The stupid shadow messes everything up though............... God dammit...... I think I'm going to use a transparent clip for hit testing when a shadow is present. I'll make it 1 pixel longer than the shadow and that's that... *pissed off*.
  16. That's a bug in Flash. The only thing you might be able to do is add some conditional logic to your ROLL_OVER/ROLL_OUT handlers that only run the code if more than 1 frame has passed (or a certain amount of time or the object's scale is more than or less than a certain amount, whatever). Also, I would NOT recommend setting overwrite:false on your over/out tweens - you're allowing multiple tweens to conflict with each other that way. Imagine the mouse rolling over/out/over/out quickly - that'll spawn 4 tweens that are all battling for control of the same properties of the same object. Not good. Button rollovers/outs are exactly the type of situation where you'd want overwrite:true. And make sure you're using ROLL_OVER/ROLL_OUT, not MOUSE_OVER/MOUSE_OUT (the latter can fire many times on a single rollover because it gets triggered when the mouse goes over/out any of the children).
  17. Hello ::- ). I got quite a terrible issue on my hands. This was messed up when I used Tweener and it's still messed up in TweenMax. So... I got a button which has a Shadow filter on it. The problem is that after the first tween takes place, the Shadow or button somehow get messed up and you can throw the button in an infinite animation loop by gently moving your mouse to the top-right of the button. You can reproduce it here: http://www.gamaddiction.com/GAS3.html If you move your mouse really slowly to the top - right of the button, the first time, it will work. But the second and next times, it may enter an infinite loop due to the fact that the MOUSE OUT event is dispatched because the FILTER acts as a hit-test area and when I switch the "Neutral State" Sprite with the "Over State" Sprite, something gets messed up. My question would be... how can I tween the Filter as well? How does the Tween affect the Filter? Does it affect the button start/final size? If so, why? Because I always restore the button to its original scale, like this: Mouse Over: TweenLite.to(_ButtonOverState, TWEENER_BUTTON_ANIM_TIME, { scaleX: TWEENER_BUTTON_SCALE_X, scaleY: TWEENER_BUTTON_SCALE_Y, overwrite: false } ); Mouse Out: TweenLite.to(_ButtonNeutralState, TWEENER_BUTTON_ANIM_TIME, { scaleX: 1, scaleY: 1, overwrite: false } ); Thanks for any clues regarding this issue ::- D.
  18. This isn't an overwriting issue - it's just a logic thing with the way you set up your tweens. Remember, when you do a from() tween, it tweens from the value you define in the tween TO WHATEVER IT IS CURRENTLY. That last part is obviously the key So let's say the first time you click the alpha is 1 and you do a from() that takes it from an alpha of 0. Great. But then right in the middle of the tween, when the alpha is 0.5, you click again and start another from() tween. The tween says "okay, start at 0 and go to...let's see...what is the alpha now? 0.5, okay that's the end value". So when your tween is done, it will be 0.5 instead of 1. That's not a bug or overwrite error or anything - it's exactly how from() tweens are supposed to work. The solution is to either do a TweenMax.fromTo() so that you can define both the starting and ending values, or simply set the alpha to 1 manually right before you do the from() tween, or set it to 0 initially and do a to() tween. mc.alpha = 0; TweenLite.to(mc, 1, {alpha:1});
  19. Hi, I am sure this shows up a lot in the forums. I am a complete new guy to FLash, and I love TweenLite! But I am having trouble with the Overwrite manager. I am losing a lot of hair over the matter too. here is the issue: I have a frame (frame_mc) that loads images dynamically from a file into flash. I have placed an awesomely easy to implement TweenLite alpha tween that fades each image in as they appear (all through one frame (frame_mc). Problem is if I click too rapidly, the tweens stack and overwrite, and soon enough I am looking at no images as I click the buttons.... Here is my code. I left out all the unnecessary code, as the script itself works fine, it is just the Overwrite manager code that I am having issues with. (don't laugh too hard): import com.greensock.OverwriteManager; import com.greensock.TweenLite; function thumb1click(event:MouseEvent):void { big_pic.load(img1Req); frame_mc.removeChildAt(1); frame_mc.addChild(big_pic); TweenLite.from(frame_mc,1,{alpha:0}); } function thumb2click(event:MouseEvent):void { big_pic.load(img2Req); frame_mc.removeChildAt(1); frame_mc.addChild(big_pic); TweenLite.from(frame_mc,1,{alpha:0}); } function thumb3click(event:MouseEvent):void { big_pic.load(img3Req); frame_mc.removeChildAt(1); frame_mc.addChild(big_pic); TweenLite.from(frame_mc,1,{alpha:0}); } function thumb4click(event:MouseEvent):void { big_pic.load(img4Req); frame_mc.removeChildAt(1); frame_mc.addChild(big_pic); TweenLite.from(frame_mc,1,{alpha:0}); } function thumb5click(event:MouseEvent):void { big_pic.load(img5Req); frame_mc.removeChildAt(1); frame_mc.addChild(big_pic); TweenLite.from(frame_mc,1,{alpha:0}); } function thumb6click(event:MouseEvent):void { big_pic.load(img6Req); frame_mc.removeChildAt(1); frame_mc.addChild(big_pic); TweenLite.from(frame_mc,1,{alpha:0}); } function thumb7click(event:MouseEvent):void { big_pic.load(img7Req); frame_mc.removeChildAt(1); frame_mc.addChild(big_pic); TweenLite.from(frame_mc,1,{alpha:0}); } No matter where I place: OverwriteManager.init(OverwriteManager.AUTO); it never seems to work. I have spent hours trying different combination's (and the other options suggested). I am obviously overlooking something. Please help!
  20. I'm making a XML banner rotator and recently introduced TimelineLite. I started using it since the flash.utils.timer doesn't have a pause() method (which is totally ridiculous). I ended up ridding of the timer completely since there's an onComplete param for the timeline. Here's what I'm trying to do: http://dev.archonic.com/mint/HomepageBa ... index.html Pretty self-explanatory. When the mouse hovers above the container, the timer (which is now just a TweenMax tween) pauses. Mouse off and it resumes. Then when the tween is done, the same thing happens with the next banner. As you can see it's not quite doing that. Every time a slide is loaded, a function is called to update the colours of the navigation items (called updateNavColours): function updateNavColours():void { //Idle colours for(var i:uint = 0; i if(i != current) { TweenMax.to(navItems[i].navNum_bg, 0, {tint:navBG_IDLE, scaleX:1, scaleY:1, overwrite:true}) TweenMax.to(navItems[i].num, 0, {tint:navTXT_IDLE}); TweenMax.killTweensOf(navItems[i].navShine_mc, false); } } //Selected colour TweenMax.to(navItems[current].navNum_bg, 0.2, {scaleX:1, scaleY:1, tint:navBG_SELECTED}); TweenMax.to(navItems[current].num, 0.2, {tint:navTXT_SELECTED}); navTimeline.insert( TweenMax.from(navItems[current].navShine_mc, slideData[current][2], {width:0, ease:Linear.easeNone}) ); navTimeline.resume(); } I've tried using navTimeline.killTweensOf, navTimeline.append, adding a label at the end of the tween and using gotoAndStop and gotoAndPlay, removing the tween from the timeline, etc. It was working when the timeline was less involved (used only for pausing on mouse over) and the flash timer called the next slide. I'd could always go back but this seems like a more elegant solution. And I'd like to understand timline lite a little better Any ideas? PS - I watched the timeline basics video, very helpful! Is that timeline advanced video you talked of available?
  21. Your last tween is overwriting the first 2 because the default overwrite mode in TweenLite is ALL_IMMEDIATE. See http://www.greensock.com/overwritemanager/ for more info. It's easy to fix. I'd recommend just using OverwriteManager's AUTO mode. You can turn it on like this: OverwriteManager.init(OverwriteManager.AUTO); Also, there's no reason to define the delay as 0 because that's the default. And you can tween multiple properties with one tween - I noticed your _x and _y tweens were separated even though they had the same duration, ease, and start time. So you could combine them to simply: TweenLite.to(my_mc_big, 1, {_x:200, _y:0, ease:Expo.easeOut});
  22. ggalan


    i have a looping set of instructions using onComplete. how could i kill this once startIt has been instantiated? stop(); import com.greensock.*; import com.greensock.easing.*; OverwriteManager.init(OverwriteManager.AUTO); function nextSquare4(){TweenLite.to(square, 1, {x:722, onComplete:nextSquare1, overwrite:false});} function nextSquare3(){TweenLite.to(square, 1, {y:59, onComplete:nextSquare4, overwrite:false});} function nextSquare2(){TweenLite.to(square, 1, {x:163, onComplete:nextSquare3, overwrite:false});} function nextSquare1(){TweenLite.to(square, 1, {y:305, onComplete:nextSquare2, overwrite:false});} function startIt() { delete nextSquare1(); delete nextSquare2(); delete nextSquare3(); delete nextSquare4(); square.x = 163; square:y = 59; TweenLite.to(square, 1, {x:722, overwrite:true, onComplete:nextSquare1}); }
  23. Really weird, I created an mc with multiple mc's in it that contain multiple textboxes. The textboxes must tween from outside of the page to the center of it. To do this I added this: TweenLite.to(bodytext.nl2, showTextTime, {x:0, ease:Cubic.easeInOut, overwrite:0}); The weird thing is that the textboxes (which are also converted to mc's) inside bodytext.nl2 tween with a different speed. They end at x:0, so that's okay. Is this an ease problem
  24. im playing around w/ a papervision tutorial from gotoAndLearn where i wanted a continuous loop using tweenlite inside a class it seems to work 1x but then it doesnt go to the next onComplete any ideas??? thanks function rotateXX () { TweenLite.to(cube, 1, { rotationX:360*1, overwrite:0, onComplete:rotateYY } ); } function rotateYY () { TweenLite.to(cube, 1, { rotationY:360*1, overwrite:0, onComplete:rotateXX } ); } rotateYY();
  25. Hi all, When I simultaneously tween with physicsProps and transformAroundCenter in a timeline, the latter seems to override the former (the physicsProps tween simply stops). Following is a snippet of the code in question: setupTimeline.append(TweenMax.to(step10Bitmap, 0.72, {alpha:1.0, physicsProps:{x:{velocity:-552, acceleration:410}, y:{velocity:253, acceleration:460}}}), -0.15); setupTimeline.append(TweenMax.to(step10Bitmap, 0.72, {transformAroundCenter:{rotation:360}}), -0.72); I tried adding "overwrite:0" to the vars object of the first tween, but that doesn't make any difference. I also tried setting a higher value for the offset of the second tween so they wouldn't execute at exactly the same time, but the second tween still kills the first tween (it just takes a little longer). I'm just trying to cause an object to spin and fall at the same time, so I have two questions: 1. What's wrong the way I'm trying to do it above? 2. Is there some other/better way to accomplish a simultaneous spin/fall?