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  1. I am trying to sync a short audio clip to fire at every 180px as a div scrolls horizontally. If this animation were linear, it would be easy...but I am using Power4.easeOut and I am not sure how to synchronize the audio clip with the rate of deceleration in the tween. Any help on this issue would be much appreciated! Essentially, I want the audio clip to fire every time one of those blue squares passes the green line in the middle (view codepen). $(document).ready(function() { // Animation Variables var target = $('.animation--scroll'); var animTime = 3; var random = Math.random()
  2. Hi, I recently discovered GSAP and it looks amazing. I'm currently developing a game, and I want to change my hardcoded animations to use GSAP. I have an Air drop animation. (plane fly from from A to C, and drop parashoot at B Currently its all handled with an animate function thats called every frame with a delta-time. And i have all the control in the world. but its just alot of work and time for simple animation). My problem converting to GSAP: When the parashoot is dropped, it starts with a scale of "1.2" in both x and y. and over 5 seconds the scale animates to "0.4".
  3. rgfx

    Animating Timescale

    Trying to start my animation slow and then speed up gradually. I read there is way to animate timescale, but am not sure how. Does https://greensock.com/customeasework for JS? If so is there an example of implementation? Thanks.
  4. Why isn't the default ease set to "ease: Linear.easeNone"? I spent half of a day trying to figure out why my objects were bunching up.
  5. mlovett

    Ease on Play

    Hello all! So I have button that plays a timeline when it's mousedown and then stops when mouse up, but I want it to ease into the play every time the button held down, so it doesn't feel so linear. I haven't really used TweenLite very much, and I have the TweenMax script in my document. So far my code looks like this: var omni = sym.getSymbol("omnibed_side"); var pos = omni.getPosition(); if (pos < '3000') { omni.play(); } else { omni.stop(); } I was thinking it'd go inside the "if" statement. Any help would be greatly appreciated! -mlovett
  6. Hi, For the purpose of distilling this problem to its principal components, let's say I have 2 object that are side by side, say at y=100 pixels. I want both of those to fall down the screen, but to different destination y locations. I want them both to accelerate (easeIn), at the same speed, even though their distance to tween is different. Also I want to cap their final velocity, so they never fall faster than pixels/sec. Here is an illustration: (initial position) Sprite1 Sprite2 (fromX = 0, fromY = 0)
  7. hi, I am new to greensock js but it just seems to be awesome. I just got started tonight as I had to find a way to smoothen a javascript animation in one of our other projects. GreenSock animation it seems does not cause other animations to stutter/stop/jerk. But I quickly need this small help I have to move (100px?) an html element from point a to point b, and then fade it out. I have to keep repeating this sequence. A normal move should suffice but if I can add some easing or something then it will be great. Let me explain the scenario: I have an arrow that actually represent
  8. I'm trying to ease an element that is being translated to the left by a percentage amount. Easing doesn't seem nearly as effective as when I'm translating by a pixel amount. Any ideas on what I should do?
  9. I have movie clips rotating in a circle. When they near the end of their rotation, they slow down. I would like the rotation to be at a constant speed the whole time. This is my code: var circle:CirclePath2D = new CirclePath2D(275, 200, 45.15); function rotateCircle():void{ TweenLite.to(Circle3, 4, {circlePath2D:{path:circle, startAngle:90, endAngle:90, autoRotate:true, direction:Direction.COUNTER_CLOCKWISE, extraRevolutions:1}}); TweenLite.to(Circle2, 4, {circlePath2D:{path:circle, startAngle:18, endAngle:18, autoRotate:true, direction:Direction.COUNTER_CLOCKWISE, extraRevolutions:1}}
  10. Hi, I am trying to make an animation where a wheel eases in to rotate quickly then stops really slowly for 10 seconds. So I would like it to run slowly for about the last 3 seconds. I am struggling to get this really slow ease out and was hoping someone would have some advice? I have looked at every ease class available, I have tried making my own custom ease, but it seems I just cannot physically achieve the ease out I want. I have also tried using the ThrowProps plugin but again the easing was not good enough. All I want is an ease out that causes the rotation to move really slow
  11. What is the most reliable and efficient way to detect if EasePack JS file was already loaded elsewhere on the page and is available (in an effort to prevent loading it again)? [EDIT: also, detecting if the various plugins were loaded too would be helpful]
  12. I know you can set a defaultEase for TweenMax, but how can I set it for a TimelineMax? I've tried... var tl = new TimelineMax({defaultEase:Power2.easeInOut}); ...and other variations but nada happens. Is it possible? Thanks
  13. HI, I am currently creating a little Flash IDE animation exporter which exports a timeline animation using JSFL. Part of what i am exporting is the custom ease curve that you get in the IDE. Here is an example of what it spits out: [{ x:0.00000, y:0.00000 },{ x:0.33333, y:0.00000 },{ x:0.66667, y:0.33333 },{ x:1.00000, y:1.00000 }] What i am trying to do it convert this curve into a CustomEase. This is what i am currently doing: 1. First put all the x values into an array and another for the y. ( points.x and points.y ) while( i < points.length ) { bezierPoints.x.push( point