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  1. Hey Phd and welcome to the GreenSock forums. In terms of GSAP, if you want an animation to be replay-able you should save it to a variable. Then you can use control methods on that animation to affect its play state: // gsap, not gasp ;) var slideIn = gsap.fromTo(".text", {xPercent: -100}, {xPercent: 0, duration: 2, ease: “none”, overwrite: “auto”}); // later slideIn.restart(); // simple! However, how you call that method in Adobe Captivate is a question completely unrelated to GSAP. Unfortunately I'm not aware of any regulars here who use Adobe Captivate. I recommend asking that question in Adobe's forums.
  2. I have been trying to get a text rollout animation working in Adobe Captivate. A kind person on the Adobe forums responded with an example making use of GSAP library using the fromTo command, which largely resolves the problem. The animation is dropped into a Captivate slide as a zipped up .html file to animate the text at a certain point on the timeline, only compatible with HTML5 output, which is fine. The problem is that if the slide is replayed, e.g. by restarting the timeline or rewinding and replaying, the fromTo animation does not replay, it only works by refreshing the whole browser page and restarting the player. The question is, how can I get the fromTo to replay correctly if the player timeline is rewound? Gsap code is: gsap.fromTo(“.text”, {xPercent: -100}, {xPercent:0, duration: 2, ease: “none”, overwrite: “auto”});
  3. That's because it will create a new tween every time that the count state updates. Sorry, I don't really use React and this is 100% a React question so I'm probably not the best equipped person to do it If this is all you're doing then you could just use a tween with overwrite: true https://stackblitz.com/edit/react-nempcw With that being said, @OSUblake, @Rodrigo, or @elegantseagulls will probably come by and correct my ignorance. Also FYI there was a recent article made about hooks + GSAP by @Ihatetomatoes that might be useful: https://ihatetomatoes.net/react-and-greensock-tutorial-for-beginners/
  4. Definitely include overwrite: "auto", or overwrite: true, on your tweens. You can set that as a global default if you want: gsap.defaults({overwrite: "auto"});. Besides that nothing sticks out.
  5. Yep, the problem is that you've got competing scrubs (as you know). Also, you're breaking each "section" into individual tweens so if you scroll really fast from section 2 to 3 but due to the delayed scrubbing, the one from section 2 is barely into its progress, but you're also asking #3 to start scrubbing its (separate) tween simultaneously which goes from completely different progress values. I'd suggest just using ONE overall linear tween, and then animate the progress of that tween in an onUpdate of the ScrollTriggers like this: https://codepen.io/GreenSock/pen/pogpYVa?editors=0010 let sections = gsap.utils.toArray(".step"), // do the entire ball tween (across all), linearly ballTween = gsap.fromTo(".ball", {scale: 0}, {scale: sections.length * 2, ease: "none", paused: true}), // we'll tween the playhead of ballTween with this separate tween. This creates the delayed scrub (2 seconds to catch up, or whatever duration you define) tween = gsap.to(ballTween, {duration: 2, ease: "power3", paused: true}), // progress incremenet inc = 1 / sections.length; sections.forEach((step, i) => { ScrollTrigger.create({ trigger: step, start: "bottom bottom", end: "+=1000", pin: true, onUpdate: self => { tween.vars.progress = (i * inc) + self.progress * inc; tween.invalidate().restart(); } }); }); I'm reusing the same "tween" instance over and over and simply altering its vars.progress and then invalidating it solely to improve performance. A simpler (but less performant) option would be to gsap.to(ballTween, { progress: (i * inc) + self.progress * inc, duration: 2, ease: "power3", overwrite: true}) in the onUpdate but that creates a new tween instance each time (somewhat wasteful memory-wise). Now you get a perfectly smooth delayed scrub across everything. 👍 Is that the effect you're after?
  6. With over 100,000 posts in the popular GreenSock forums, we've noticed some common mistakes that you'd be wise to avoid. We threw in a few tips as well. Here is a summary of the mistakes: Creating from() logic issues Using fromTo() when from() or to() would work Not setting ALL transforms with GSAP Not using xPercent and yPercent Recreating animations over and over Adding tweens to completed timelines Not using loops Importing things incorrectly Using the old/verbose syntax Creating from() logic issues It's usually smart to use .to() and .from() tweens instead of .fromTo() because they're more dynamic - they pull either the starting or ending values from whatever they happen to CURRENTLY be at the time that tween renders for the first time. It’s one of the tips in the article on animating efficiently. But be careful because that dynamic nature can bite you in a few scenarios. First, keep in mind that .from() tweens go from the provided value to the current value. Take a look at this example: See the Pen Illustrating .from() effects - Part 1 by GreenSock (@GreenSock) on CodePen. Try clicking it one time and letting it play. It works, fading in the element. Now try clicking it multiple times right after each other. The box stops showing up because it uses the current opacity as the end point which, if the animation has not completed, is some value less than 1. The fix for this is simple: use a .fromTo(). Alternatively you could create the animation beforehand and use a control method (we'll talk more about this approach later in this article). See the Pen Illustrating .from() effects - Part 1 by GreenSock (@GreenSock) on CodePen. Second, keep in mind that by default immediateRender is true by default for .from() and .fromTo() tweens because that's typically the most intuitive behavior (if you're animating from a certain value, it should start there right away). But if you create a .from() tween after a .to() tween affecting the same properties of the same object, try to figure out what will happen: const tl = gsap.timeline() tl.to(".box", {x: 100}); tl.from(".box", {x: 100}); You might expect the box to animate x from 0 to 100 and then back to 0. Or maybe you'd expect it to animate from 0 to 100 and then stay at 100. Let’s see what happens: See the Pen Illustrating .from() effects - Part 1 by GreenSock (@GreenSock) on CodePen. The box animates x from 100 to 100 and then back to 0. Why is that? By default .to() tweens wait to render until their playhead actually moves (it's a waste of CPU cycles to render at a time of 0 because nothing will have changed). But since from() has immediateRender: true, x jumps to 100 immediately on the current tick! Then it runs the .to() tween on the next tick (since it’s first in the timeline) and records the current starting value which is 100! So it animates 100 to 100 over 0.5 seconds. Then it runs the .from() tween which has the cached value of 0 as the end value. If you have several timelines affecting the same element, situations like this can be a little tricky to catch. So just be mindful of how things work when using .to() and .from() tweens. They’re very powerful but with power comes responsibility. A simple solution here is to set immediateRender: true on the .to() tween, or immediateRender: false on the .from() tween. The third situation is similar but involves repeatRefresh and repeats. Let’s say you have a situation where you want a looped animation that fades in some text and fades it out. You could create a timeline, use a .from() to fade in the text, then use a .to() to fade it out: const tl = gsap.timeline({repeat:-1}); tl.set(".text", { color: "random([green, gray, orange, pink])" }, 2); tl.from(chars, { opacity: 0 }); tl.to(chars, { opacity: 0 }); This will work just fine! Here’s the same thing but staggered using SplitText to make it look a little nicer: See the Pen Fade in and out text by GreenSock (@GreenSock) on CodePen. But this only randomizes the colors at the start. What if we want new random values each repeat? That’s where repeatRefresh comes in. Let’s add repeatRefresh: true to see what happens: See the Pen Random on Reset (wrong way) by GreenSock (@GreenSock) on CodePen. The animation plays correctly the first time but after that the elements don’t fade in a second time! Why is that? repeatRefresh uses the end values of the animation as the starting values of the next iteration. In this case, the opacity of our text elements are all 0 at the end. So when the animation gets to the .from() the second time around, the opacity animates from a value of 0 to a value of 0 since the tween is relative. What we want to do instead is always animate from a value of 0 to a value of 1 so here the easiest fix is to use a .fromTo(): See the Pen Random on Reset by GreenSock (@GreenSock) on CodePen. Now it does what we want. There are other solutions like using a .set() before the .from() but most often it’s easiest to just use a .fromTo() in cases like this. Using fromTo() when from() or to() would work If you can, it's better for performance, maintainability, and ease to use relative tweens like .from() or .to(). So don't use .fromTo() unless you need to. .fromTo() tweens aren't bad, but should only be used when needed. Not setting ALL transforms with GSAP If you are going to animate an element with GSAP, even the initial transform values (including on SVG elements) should be set with GSAP because it delivers better: Accuracy - The browser always reports computed values in pixels, thus it's impossible for GSAP to discern when you use another unit like % or vw in your CSS rule. Also, computed values are in matrix() or matrix3d() which are inherently ambiguous when it comes to rotation and scale. The matrix for 0, 360, and 720 degrees are identical. A scaleX of -1 results in the same matrix as something with rotation of 180 degrees and scaleY of -1. There are infinite combinations that are identical, but when you set transform-related values with GSAP, everything is saved in a perfectly accurate way. Performance - GSAP caches transform-related values to make things super fast. Parsing all of the components from a computed value is more expensive. If you are worried about a flash of unstyled content, you can handle that by using a technique that hides the element initially and then shows it via JavaScript as this post covers. Or you can set the initial styles with CSS rules and ALSO set them in GSAP. Not using xPercent and yPercent Did you know that you can combine percentage-based translation and other units? This is super useful if, for example, you'd like to align the center of an element with a particular offset, like {xPercent: -50, yPercent: -50, x: 100, y: 300}. We often see people use percent values in the x and y properties which is technically possible but can cause confusion at times. For example, if you set x and y to "-50%" and then later you set xPercent: -50, you'd see it move as if it's at xPercent: -100 because the x and xPercent both have -50%. Whenever you're setting a percentage-based translation, it's typically best to use the xPercent and yPercent properties. // Not recommended x: "50%", y: "50%", // Recommended xPercent: 50, yPercent: 50 Recreating animations over and over Creating your tweens and timelines beforehand has several advantages: Performance - Instead of having to create them right as they’re needed, you can do it ahead of time. Additionally, you need fewer instances of animations. Most of the time you’d never notice, but it’s good practice. Simplified logic - This is especially true when related to user interaction events. Freedom - Want to pause an animation when an event happens? Do it. Want to reverse an animation when the user does something? No problem. This sort of thing is much more difficult to handle when you create animations inside of event callbacks. Most of the time when you create animations beforehand, you will want to keep them paused until they’re needed. Then you can use control methods like .play(), .pause(), .reverse(), .progress(), .seek(), .restart(), and .timeScale() to affect their play state. Here’s a simple example: See the Pen Playing and reversing an animation on hover by GreenSock (@GreenSock) on CodePen. For more information related to creating animations beforehand, you can see the animating efficiently article. One exception to this rule is when you need things to be dynamic, like if the initial values may vary. For example, if you’re animating the height of the bars in a chart between various states and the user may click different buttons quickly, it’d make sense to create the animation each time to ensure they flow from whatever the current state is (even if it's mid-tween) like the demo below. See the Pen Playing and reversing an animation on hover by GreenSock (@GreenSock) on CodePen. Adding tweens to completed timelines A common pattern of mistakes that I’ve seen goes like this: const tl = gsap.timeline() tl.to(myElem, { x: 100 }); myElem.addEventListener("click", () => tl.to(myElem, { x: 300 }) ); Did you catch the mistake? If you add new tweens to a timeline that is already completed, they won’t be called unless you re-run the timeline. Almost always in these situations you should just use control methods for a previously created animation or create a new animation instead (not using an existing timeline) following the guidelines that we covered in the previous section. Not using loops If you want to apply the same effect to multiple elements (sections, cards, buttons, etc.) when a certain event happens to each one, you should almost always use a loop. For example, don’t use a selector like "button" when you want it to affect just one button. For example, if you wanted to fire an effect when each button is clicked: // BAD: immediately animates ALL buttons at once! gsap.effects.explode("button", { direction: "up", duration: 3 }); // GOOD: animation is specific to each button, and only when clicked gsap.utils.toArray("button").forEach(btn => btn.addEventListener("click", () => gsap.effects.explode(btn, { direction: "up", duration: 3 })) }); Inside of this loop, you can use a selector that is scoped to the given element so that you're only getting things INSIDE that element. For example: gsap.utils.toArray(".container").forEach(container => { let info = container.querySelector(".information"), silhouette = container.querySelector(".silhouette .cover"), tl = gsap.timeline({ paused: true }); tl.to(info, { yPercent: 0 }) .to(silhouette, { opacity: 0 }, 0); container.addEventListener("mouseenter", () => tl.play() ); container.addEventListener("mouseleave", () => tl.reverse() ); }); See the Pen Who's That Pokémon? - forEach example demo by GreenSock (@GreenSock) on CodePen. Importing GSAP incorrectly A common issue people face when using GSAP in a module environment is importing GSAP or its plugins incorrectly. Most of the time import errors error can be avoided by thoroughly reading the relevant parts of the installation page. I won't copy all of the details into this post, but be sure to make use of that page if you're facing any sort of import error. It even has a very handy GSAP install helper tool that can generate the correct import code to use in most environments. Using the old/verbose syntax Drop the Lite/Max I regularly see people using the old syntax even though they are loading GSAP 3. Old habits die hard. Even though the old syntax still technically works, the new modern GSAP 3 syntax is sleeker and simpler. Plus the old syntax won't be supported in GSAP 4 (which is far off in the future, but it's still a good idea to write future-friendly code). For example instead of using something that has Lite/Max in it, just use gsap: // old TweenLite.to() TweenMax.from() new TimelineMax() // new gsap.to() gsap.from() gsap.timeline() Use the string form for eases The shorter string form of eases requires less typing and lets you avoid extra import statements in module environments. // old Power2.easeOut Sine.easeInOut // new "power2" // The default is .out "sine.inOut" Duration belongs in the vars parameter Putting the duration inside of the vars parameter does require a bit more typing, but it makes things more readable and intuitive. GSAP’s defaults and effects are very helpful but you can’t make use of them if you’re putting the duration as the second parameter. // old gsap.to(elem, 1, { x: 100 }); // new gsap.to(elem, { duration: 1, x: 100}); // using GSAP’s defaults: const tl = gsap.timeline({ defaults: { duration: 1 } }); tl.to(elem, { x: 100 }); // no duration necessary! tl.to(elem, { y: 100, duration: 3 }); // easily overwrite the default value For a more full listing of changes in GSAP 3, check out the GSAP 3 Migration Guide. Numerical values don’t usually need to be strings For example if you want to set the x transform to 100 pixels, you don’t need to say x: "100px", you can just say x: 100. Simple! The only time when you need to pass numerical values as strings are if you need to change the unit (like x: "10vw") or pass in a complex value (like transformOrigin: "0px 50px"). The target of a tween can be a selector string I often see people do something like this: gsap.to(document.querySelectorAll(".box"), { x: 100 }); Or even with jQuery: gsap.to($(".box"), { x: 100 }); Both of the above will work but could be simplified by passing a selector string in as the target; GSAP will automatically use .querySelectorAll() to get a list of all of the elements that match. So the above can be written simple as gsap.to(".box", { x: 100 }); You could also pass in a complex selector string like ".box, .card" and it will select all boxes and cards. Or use an Array of elements so long as they are of the same type (selector string, variable reference, generic object, etc.). Conclusion So how'd you do? Is your GSAP code clear of these common mistakes? Hopefully you learned a few things. As always, if you need any help, the GreenSock forums are a fantastic resource. We love to help people develop their animation superpowers. If you're looking for another great learning resource, read how to animate efficiently! Now go forth and tween responsibly!
  7. Thanks Zach. I used the onUpdate method and tweens per tick with overwrite. I initially used the same values for duration that I had used for the scrub, which should then theoretically take the same amount of time (without a performance drawback and infinite ticks per second). I had to change the values a bit because it got a bit slower after all, i think. But maybe that's just subjective because of the blinking before. https://codepen.io/Skadi2k3/pen/RwrjqWP?editors=0010
  8. Hi guys, I am using ScrollTrigger batch like this: gsap.set(".column", {opacity: .5, y: 20}) var scroll = ScrollTrigger.batch(".column", { batchMax: 6, interval: .3, onEnter: batch => { gsap.to(batch, { opacity: 1, stagger: .3, duration: .5, y: 0, overwrite: true, }); }, onLeaveBack: batch => { gsap.to(batch, { opacity: 0.5, duration: .3, y: 20, overwrite: true }); }, start: "center bottom", end: "center top", }); scroll.getAll().kill(); And I tried to kill it like in example above, but it doesn't work. I am trying to be able to overwrite ScrollTrigger instance that I created - say that this code exists in my base.js file, now I am wondering if there is a way of overwriting all of those animations or simply get rid of them in my project.js file?
  9. .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.
  10. 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.
  11. 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.
  12. 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?
  13. 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
  14. 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.
  15. 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
  16. 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)
  17. 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
  18. 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);
  19. 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 }), }) }, [])
  20. 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
  21. 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!!
  22. 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
  23. 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!
  24. 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. 👍
  25. 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"}); });
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