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  1. Hello, I am having a little trouble with the SplitTextField and need a little direction. I cant find a good way to explain this, so I'm going to describe it bluntly. Example: I have two animations in a timeline, 1 should fade text in, the next should use a splittextfield to fade out by word When I run the animation as a whole, the text appears after the entire animation is complete (once the splittextfield has been disposed) My Theory: Since I am adding all the animations to a master animation at once, the splittextfield is being created right away and looking at the c
  2. Guest

    Printing a timeline

    Before I go trying to reinvent the wheel, I thought I'd ask if anyone has experiencing in printing a timeline and its nested timelines/tweens in block format. What I'm envisioning are blocks whose widths are relative to their duration, contain nested elements which can be interacted with the fin-tune and/or reorder animations.
  3. I am using TimelineMax to create a sort of comic that the user can step through. At the end of each sequence of animations, I have a label to indicate the completion of a scene, a pause, and a triggerEvent function that lets my application know that we now need user interaction to continue (typically, to display a next button). Unfortunately, when the user clicks the "next" button to continue (which simply calls the play() method of the timeline), the triggerEvent function fires again, because the playhead was paused at that same frame. There are a number of solutions I am considering s
  4. Hello, I am having a little bit of trouble finding a way to remove the split text field from a textfield once I stop the animation its in. Long story short, I made a library which creates little timelines (sub-animations) for each animation (a timelineMax for flashing text, one for bouncing text, etc.). I give the end user the ability to combine all these little tiimelines into one big timeline, so that they may do something like the following: Text fades in, text flashes, text spins, text slides off screen All is working fine until one point. If one of those sub-animations u
  5. rgfx

    Pause before loop.

    Hello, Trying have the last animation sit for 0.5s before it restarts. Tried a few things that are commented out. Dug around a bit with no luck. window.onload = function() { var logo = document.getElementById("logo") // tweenBtn = document.getElementById("tweenBtn"); //var tl = new TimelineMax({repeat:-1}) var tl = new TimelineMax({repeat:-1}) //logo will animate 100px to the right of its current position tl.to(logo, 0.5, {left:"+=100px"}) .to(logo, 0.5, {left:"+=100px"},"+=0.5") .to(logo, 0.5, {left:"+=100px"},"+=0.5") .to(logo, 0.5, {left:"+=100px"
  6. Hi guys! I'm developing a mobile app with computer network animations, using GSAP. My intent is to show multiple messages to user using tl.call() function of TimelineMax, with $ionicPopup, before the animation starts. See the code: function($scope, $stateParams, $ionicPopup) { TweenLite.defaultEase = Power1.easeInOut; var tl = new TimelineMax(); tl.call(function() { tl.pause(); $ionicPopup.alert({ title: "Informação", template: "{{'SEQUENCE_NUMBER_PRESENTATION_1' | translate }}" }).then(fun
  7. If you look at the Codepen demo you will see I have three buttons, each linked to a different timeline. Clicking a button starts a timeline, which then pauses. I have two issues: 1) I don't want a button click to start a timeline if one is already active. I tried changing the test to if ( ( timelines[1].progress() === 0 ) && ( !timelines[current].isActive() ) ) { but that doesn't work. 2) My button code would obviously be better in a for loop, but if I do that JSLint says I shouldn't declare functions within a loop. I've googled for solutions but what I've foun
  8. Is there a way to set a callback after instantiation of a TimelineMax object?
  9. import com.greensock.*; import com.greensock.easing.*; TweenLite.defaultEase = Linear.easeNone; var tl:TimelineMax = new TimelineMax(); tl.add( TweenMax.to(mc1,2, {x:"500"}),0.5 ); tl.add( TweenMax.to(mc2,2, {x:"500"}),1 ); tl.add( TweenMax.to(mc3,2, {x:"500"}),1.5 ); tl.add( TweenMax.to(mc4,2, {x:"500"}),2 ); tl.add( TweenMax.to(mc5,2, {x:"500"}),2.5 ); stage.addEventListener(MouseEvent.CLICK,Rewind); function Rewind(e:MouseEvent) { tl.tweenTo(0); } Hi, I'm trying to tween a TimeLine to a certain time in the timeline (0, in this case). Is it possible to control how quickly this it
  10. Hi all, I'm doing a front page with 5 animations where one fades away in place of another, and so on, and then it loops. Rather than write one enormous hideous looping timeline I thought I'd make each of the animations a separate timeline and use callbacks to trigger subsequent timelines and JQuery to fade the relevant DIVs in and out. A condensed version of my code is below. The callbacks work great until I get to the last animation (vr_pan5). It fades in the DIVs required to replay the first animation, but then doesn't restart the first animation (vr_pan1). I tried shufflin
  11. Hey there guys! I've spent a good deal of time trying to figure this out - so now I've decided to ask a bit of help. When running and reversing timelines, the properties might change. Is there a way of updating these properties on the fly? I've come up with a small example, check out the codepen! Please let me know if you need me to clarify anything
  12. This may be obvious, but I was wondering the best practice for dealing with Timelines on rollover/out states? Specifically I do a Timeline animation on rollover of an object (using jQuery's hover()) — on rollout I want to kill that timeline and tweenback — I use a simple TweenMax on the rollout because I don't simply want to reverse the Timeline (that would be the obvious and elegant solution), as the 'out animation' is different from the 'in animation'. The best I could come up with is to store the Timeline in the object, and then kill it on rollout (myTImeline.kill()) and then do t
  13. I am having some issues related to tweening HTML elements in 3d — specifically <li>'s in this case. I'm working on a site which is generated by PHP and have a menu generated for me of this type (the real menu is longer) <ul id="menu-main" class="menus menu-secondary sub-menu sf-js-enabled"><li id="menu-item-42" class="menu-item menu-item-type-taxonomy menu-item-object-category menu-item-42" style="visibility: visible; opacity: 1; transform: translate3d(0px, 0px, 0px);"><a href="http://whatever.com/category/about/">About</a></li> <li id="menu-item-13502
  14. Hi there. This is a straight forward question. What is the best technique for coding a replay button in Greensock AS3? Would TimelineMax be best? Could I see an example? Thanks in advance for any assistance.
  15. Hi, I am trying to animate two div in the same ScrollScene simultaneously but only once has animation, the second is not animated. I just made a fiddle for this problem, I have other ScrollScene before and after. Codepen URL: http://codepen.io/dhenriet/pen/qtsgi
  16. Have a sequence of overlaid images, am animating their opacity. The animation is looped, but pauses mysteriously for three seconds or so at certain points. Frustatingly the codepen does not recreate the issue - using coloured boxed only, it seems to proceed without pause. Am using image files each 590 kb (1024 x 768). Please note - this is designed for use as a local site only. Is this something to do with the browser cache? Am using Chrome on a Mac. The overlay of CSS animation does slow it down, but removing it does not rid the pausing issue. Alternatively, co
  17. Hello, I am have a simple animation that hides and shows the navigation. I made this into a TimelineMax sequence where on mouseenter it plays the time line, and on mouseleave it reverses the time line. With out setting a timer for 2 seconds, how can I delay the start of the reverse when the user rolls off? Here is what I currently have. var navTL = new TimelineMax(); navTL.to( $navMenu, 2, { alpha : 1, left : 0, ease : Strong.easeOut }, 'start' ) .staggerTo( $navMenu.find( '.top-btn' ), 1, { alpha : 1 }, 0.2, 'start' ); navTL.pause(); $navArea.on( 'mouseenter',function
  18. Hi! Is it possible that the onComplete and totalDuration methods of TimelineMax doesn't work at all? version 12.1.5 I have nested TimelineMax instances all has totalDuration = 0, the nested onComplete callback functions doesn't get called. The main TimelineMax onComplete function is triggered immediately though. Or I missed something in the last few months.. Thank you. Gergely.
  19. I don't know. What am I doing wrong? My code is essentially like this: var tl = new TimelineMax({paused:true}) tl.to($("#pin"), 1, {x:455,y:198, onComplete:myFunction, onCompleteParams:["params"]}) .addLabel("play_from_here") .to($("#pin"), 1, {x:737,y:307}) tl.play(play_from_here) using play(), resume(), seek(), it doesn't matter, it always trigger all events on the way.
  20. Hi, I'm still new to GSAP and considering that I couldn't find anything helpful, I suppose that I'm missing something obvious. Basically, I have a timeline which I need to kill/clear, then rebuild it. The new tweens in the timeline have the same target as the old ones, although they might have different properties. This is the simplest demo of my problem: http://codepen.io/nyordanov/pen/gAcjI You will see that #test gets stuck. What is the correct way of doing this?
  21. Hi, I'm trying to run a sequence with multiple objects using a single TimelineMax instance, then moving between different labels on the timeline. Mostly this works well, but if I add another object to the sequence, with a delay, going to the specified time doesn't reset the objects properly. E.g. tl.insert(TweenMax.to(obj1, 1, {x:100, y:100}), 0); tl.insert(TweenMax.to(obj1, 1, {x:200, y:100, delay:1}), 0); //At this point tl.gotoAndStop(0) will reset the animation fine. if I add a tween of another object to the timeline, which has a delay also, then tl.gotoAndStop(0) doesn't
  22. I have a situation where a slideshow is dissolving between images. I am using TimelineMax and allowing the slideshow to loop endlessly. I need to give the user the ability to pause and restart the slideshow... easy enough using pause(). However I would like to make sure that if an image has already started tweening (dissolving into the next image), that the tween doesn't pause part way through... resulting in two semi-transparent images on top of each other. Is there a way to pause the timeline but allow any existing tweens to complete first?
  23. Hello, I want to add a class to an object on a specific position in the timeline. tree.add($('#map-container').toggleClass('show-map'),3); didn't work. (tree is a timeline) How can I make something like this? Thanks in advance: Thomas131
  24. Hi, thank you team greensock for the terrific work you're doing! I'm a big fan of your engine and your support! In my project I'd like to go forth and back on the timeline of a movieclip (which has a bitmap on each frame) while scrolling with my mouse wheel. For that I am creating a frames-based tweenMax and adding it to an also frames-based timelineMax. Then I am using the "tweenTo" method to go forwards or backwards on the timelineMax according to the values I create while scrolling. Tweening forwards seems to work, but it wouldn't tween back when the value decreases again.
  25. Hello, Is somewhere a more minimal example of tweendeck aviable than this one? Thomas131