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  1. I'm a little bit stumped on how to make this feature work... I've got cards are flipping the way I'd like them to (Thank you GSAP!) However I want to add the functionality that if a card is already flipped over and the use clicks on another card's 'view' to flip a second card over... I want the first card (that is already flipped over to it's back) to play in reverse (and go back to its starting position) and then the second card can flip over. Much like this: http://www.google.com/landing/now/#cards/ Any help is GREATLY appreciated, as I can't figure out the proper way to ach
  2. Hello Every One, I would like some advice from this community of experienced interactive animators! I've been tasked with a "simple" scroll-based animation. With the first part of it featuring simple collision detection of circular objects. I'm wondering if I should FAKE the physics with static animation, OR use some kind of simple 2D physics with collision detection. I'll be using ScrollMagic to control a TimelineMax sequence, animating with SVG elements. Here is a brief overview of the animation: About 10 circles of various sizes float in 2D space, bouncing off each other
  3. How can I force each segment of TimelineMax to be TweenMax instead of TweenLite as it seems it is happening now. I have: var tl:TimelineMax = new TimelineMax(); tl.to(mc, 1, {x:100}); if I check this with trace ( tl.getActive(false,true,false)[0]; ) I will get TimelineLite. do I have to do tl.add ( TweenMax.... ) or there is a way to make TweenMax to be default for each addition to TimelineMax if lined with .to, .from, .fromTo ... ?
  4. I want to control my GASAP timeline that I have created in Adobe Edge Animate so this is what I do. //declare my variables var square1 = sym.$("square1"); square2 = sym.$("square2"); square3 = sym.$("square3"); square4 = sym.$("square4"); var tl = new TimelineLite(); //my simple timeline tl.to(square1, 2, {x:445}) .to(square2, 1, {x:-150}) .to(square3, 1, {y:"-=160"}) .to(square4, 1, {y:"-=160"}) sym.$("pauseBtn").click(function() { tl.pause() }); sym.$("playBtn").click(function() { tl.resume() }); and so on... (yeah I figured it out and this is the course I used t
  5. Hello. I am in need of serious help with this problem I'm facing. First off let me tell you what I want to achieve with my code. On click of a button at the top-center of my screen, 4 fishes are to be tweened with bezier movements to simulate 'swimming' through water. They have other functions but this is the part that I need to get working. function tweenFish():void { var numY:Array = new Array; for (var count:Number = 1; count < 5; count++) { numY.push(count+8); } numY.reverse(); trace(tweenArr, round); for (var numX:Number = 0; numX < 4; numX++)
  6. Hi, I'm working on a new interface using SVG, GSAP and JQuery. I'd like a fluid interface with smooth interactions, and without staggered effects as you can see on this codepen (when the mouse move too fast between the plygons). I'd like something like this (each area back to its place before activating the new MouseEvent) but without the memory effect wich append a new Timeline each time the mouse is over a new area. I tried a lot of things like tl : new Timeline ({onStart:removeMouseEvent, onComlpete:addMouseEvent}) but the result is never what i want exactly. Is there a way
  7. In the Greensock Home Page animation it shows how to use a different code for IE8 using an if (_isOldIE) ..else statement. Then, in the codepen it states: tl.add( new TweenMax(star, duration, etc. etc. Is it possible to add a TimelineMax sequence there instead of TweenMax and is there a codepen example of this anywhere?
  8. After a lot of back & forth regarding animation on a current project, I whipped up an export script to translate After Effects CC compositions into TweenMax/TimelineMax documents. I'll be adding more documentation & examples, but if you'd like to give it a try, you can find the script at: https://github.com/Meandmybadself/AfterMax
  9. I haven't been able to find an exact way to reproduce this. I have a simple timeline ($elBg is a jquery element): tl.add('intro').addPause('intro') .to($elBG, 2, {left: '-1040px'}) .add('something').addPause('something') .to($elBG, 2, {left: '-2040px'}) .add('ending').addPause('ending') .to($elBG, 2, {left: '-3040px'}); And I have two buttons that trigger .play or .reverse to move between the scenes. Every now and then the pause is skipped over and it continues to the next scene. I can't find an exact way to reproduce this I'm afraid as most of the time it works as expected. I have solved
  10. Hello (first of all sorry for my poor english...) I want to stop my animation (drawing svg path using timelineMax and TweenMax) at the end, I try several things but nothing works... My code looks like this : var tween = new TimelineMax() .add(TweenMax.to($path1, 2.5, {strokeDashoffset: 0, ease:Linear.easeNone})) // draw path1 for 2.5 .add(TweenMax.to($path2, 1, {strokeDashoffset: 0, ease:Linear.easeNone})) // draw path2 for 1 .add(TweenMax.to($path3, 1.2, {strokeDashoffset: 0, ease:Linear.easeNone})) // draw path3 for ... .add(TweenMax.to($path4, 1.5, {strokeDashoffset: 0, ease:Linea
  11. I have three timelines, playButtonAppear, playButtonPulse, and playButtonDisappear. Basically, the appear and disappear ones will always overlap the basic pulse state, so the goal is to smoothly transition between the pulse's bounce, and the animation of the appear or disappear. To control this, there is an offset where one meets the other, and fiddling with it helps to dial in to make sure the overlapping items are in sync. This is all great, but I'm noticing that the values I set (even when absolute as opposed to += or -=) are not the actual values being used. For instance, if s
  12. I wonder how to skip resp. merge tweenTo() event when triggered multiple times. Let me give an example first of all to illustrate my purpose: http://jsfiddle.net/vvweosts/1/ For now every single animation finalizes seperate each time when the button is triggered multiple times before given tweenmax is complete. But i would like to some kind of merge all triggered tweenTo() to one single animation. One tweenMax has a duration of 2sec that scale for 0.1. When i trigger the button 4 times immediately consecutively i would like the animation to end at scale(0.4) with a duration o
  13. Hi All, I have created a timeline which triggers an animation of a few lines of text and a couple of images. I heavily simplified the code to keep it simple in my Codepen example. My problem is that when I click to re-trigger the animation whilst it is already animating, the animation starts behaving in a way that I would not expect it to. Some of the text and/or images fade out or stop loading. I'm two months into Javascript and GSAP so I'm sure it's down to my logic. I just cannot work out how to stop this happening. Help will be very much appreciated. Thanks for your time.
  14. This tweet is where it started https://twitter.com/gryghostvisuals/status/556154294823813120 I'm doing a series of tutorials and articles for Tuts+ on TimelineMax so I'm interested in types of effects and demos readers would like to see included in this series. Thanks in advance for your ideas posted \o/
  15. Hey, guys! I'm wondering the best way to setup a somewhat complex situation in which I can control tweens (TweenMax) from multiple timelines (TimelineMax) and/or from timelines and the tweens themselves. This is too involved for a CodePen, but it's likely just conceptual and I'll clarify, further. Here are some givens: I'm using drawSVG, but I think the analogy can apply to any tween. For simplicity, imagine a simple x tween in all cases 5 sets of 5 unique tweens (resulting in 25 unique tweens). need to animate each set in sequentially, but out simultanously. that is, "1,2,3,4,5 in"
  16. Using TimelineMax and TweenMax, when doing a zero duration tween to adjust an object's visibility at a point on a timeline, the visibility is toggled immediately instead of in sequence. Example var text = some text object var img = some image object img.css('visibility','hidden') var tl = new TimelineMax() tl.to(text,3,{left:500}) tl.to(img,0,{visibility:'visible'}) tl.from(img,3,{left:500}) The image object will be visible at the start of the timeline animation, instead of after the text object animation. Although it works if you do: tl.to(img,0.001,{visibility:'visible'})
  17. In this demo, am I missing something that prevents tweenTo from working when seek works just fine? I'm sure I'm just totally overlooking something simple... Thanks!
  18. Is it possible to move labels around dynamically after they have been created? The reason I ask is that the parameters of my tweens are changing dynamically in realtime. If the start and end point of the tween moves, then I have to remove the tween from the timeline, and insert a new tween with the new parameters. What would be very nice, is if I can create the tweens based on labeled positions, and then move those labels dynamically...with the start points of those tweens moving accordingly. Is this possible? Thanks.
  19. Hey guys! I have a div with text placed inside a container with a flexible width which means that depending on the screen width the height of the div will change. I would like to tween the height and alpha so that they start at height: 0px and autoAlpha:0 and on click the height increases to 100% of the text as it fades in. The provided example is part of a much larger timeline in my project and all other aspects of my gsap code are working great. I have read through other demonstrations using the set property, but I have not seen this working with TimelineMax, only with TweenMax. Is t
  20. Hello, I am having a little trouble with finding a good equation for animating text with a fixed play length. A user needs to be able to tell me: "I want this animation to play for [x] amount of seconds" I am using TimelineMax.staggerFrom with a SplitTextField to make this happen. I first need to ensure my understanding of StaggerFrom is correct. In this case, lets say we are doing a fade in by character. Here is my understanding of how this should work: T = total time (2 seconds in this case) C = total number of characters (let' use the word "Hello", so this i
  21. Is there is any way to reverse a timeline in a different way compare to when it plays for example in my case, I would like to move elements in the scene one by one but when it comes to reverse the scene I am thinking of moving all the elements out of the scene at once ! So is there a shortcut for this or I have to write another timeline? This is my timeline code : var tlThree = new TimelineMax(); // SP tlThree.add( TweenMax.to(".layer-thirtyFour", 0.35, {visibility:"visible", top:0}) ); tlThree.add( TweenMax.to(".layer-thirtyFive", 0.35, {visibility:"visible", le
  22. I have a clickable icon which when clicked by user I want to reverse a timeline and after the reverse process is finished play another timeline but the point is that I want to call a function just before the second timeline starts to play so here is the functions I would like to call : function day() { $('section').removeClass('night').addClass('day'); } function night() { $('section').removeClass('day').addClass('night'); } and here is the click function I wrote: $('.up').click(function() { TweenMax.delayedCall(0, function(){tlFour.reverse()}); TweenMax.delayedCall(5.4, function(){
  23. Hi guys, so about a year ago i used teenmax v 1.12, and it worked fine. I updated to the latest version somehow the same code doesn't work anymore. Can someone point me to the new changes in the codes. Or maybe if my code is wrong. Thx. TweenMax.to($("#cover"), 5, {css:{alpha:0}}) The above is the code. If i replace v 1.14 to the old version, somehow it works. By the way i'm using this in adobe Air HTML.
  24. So I am using .reverse() method for my Timeline in some cases, The questions is how could I jump to the first frame instead of waiting for it to complete the reverse ?
  25. Hello! I posted once before about a similar problem, and I was able to workaround that problem easily, but this one is a tad different. In the codepen sample I provided, there are 6 color blocks. Each one is animated in its own timeline, and each timeline is then nested in a master timeline. In this master timeline, I set up a pause at the end of each nested timeline, so that playing the timeline only plays one scene (or, in this example, one animation) at a time, then pauses and waits for the user to press "continue". It is also paused at the start, so you must press "continue" to
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