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  1. Hi I wonder if there is a way to make a call onStart with the element getting animated. /HippieSvin var arr:Array =[classWithOtherStuff,classWithOtherStuff,classWithOtherStuff]; var tm:TimelineMax = new TimelineMax(); tm.staggerFrom(arr, 0.5, { delay:0, y:'200', ease:Quad.easeOut, onStart:ElementInArr.doSomething}, 0.1);
  2. Hi, I have multiple small timelines added into a main timeline. And main timeline is controlled by a slider control and play pause buttons. The small timelines can be a text animation with a read time wait, or an image animation. This is my set up for text + image animation screen. I want to add a timeline to main timeline of an animation which keeps on repeating itself for the wait read time of a text animation timeline. Is there anyway to repeat an animation or play an animation in a loop for X amount of time (in seconds)? Thanx.
  3. I'd like to tween a CSS value, say a div background color, through multiple colors based on scroll position -- as if I could set up a gradient of colors (for instance a spectrum/rainbow). My thought was to set up tweens on a TimelineMax and then check on each scroll update as to percentage scrolled and seek to that percentage position on the TLM. I can do the grunt work, but I'm curious to know whether using TLM in this way would even be possible -- any help appreciated --
  4. Hi Folks, I cobbled my way into translating this character-swapping transition from a previous version that was AS3. This works OK, but it's not quite as smooth as the Flash version was. Also, I think better programmers could make it more efficient. here's my codePen: http://codepen.io/PawleyBoboli/pen/srEmB?editors=001 This seems like it is completely do-able with SplitText and TimelineLite or Max, but I struggled to come up with a solution with those tools. I appreciate any tips or insight. thanks, --Kevin
  5. I created a codepen here : http://codepen.io/keldon/pen/cGzid/?editors=011 My 'player' has a property 'timeline' which is a TimelineMax. It is created paused and I have the player.timeline.play commented out on line 72. My question is : why does the the '.add' call on line 142 immediately execute? I would think it wouldn't execute until the parent timeline reaches the frameLabel 'frameDragon1'. Thanks for any help, Keldon
  6. Hey forums, I've just started using TimelineMax and have put together a small sequence. But when I click to play it in reverse there is a small 1 second delay before it moves any animation yet when I click to play it forward there is no delay. This is what I have got. var aboutMenuTimeLineIn = new TimelineMax({paused: true}); buildMenuTimeline(); function buildMenuTimeline(){ var menu = $('.popup-menu-container'); var overlay = menu.prev(); aboutMenuTimeLineIn.to(overlay, 0.3 ,{autoAlpha: 1}) .to(menu,.5, { autoAlpha: 1,
  7. I'm making this thing: http://codepen.io/robbue/pen/645dff0dd2be4811590671525e340493 But I'm having some problems with the tweens not being completed, resulting in this (MBP Retina Chrome 34): Why isn't every tween completed? It's stops before reaching a value of 1/0. Is there a better way to do this?
  8. I have three elements - el1, el2, el3. My goal is to animate these 3 elements: el1 - continuous animation, el2 and el3 - animate them two times one by one. What I mean is el2 passes two full circles of animation then stops, right after this el3 passes two full circles of animation then stops, right after this el2 passes two full circles of animation... and so on. So I did this in this way http://codepen.io/anon/pen/fuxqv But I'm sure that this is not the right way and I belive that TimelineMax should have a mechanizm to control this type of animation and I just don't know about this. An
  9. Hello.. Is anyone else seeing this error in the console.. when trying to declare a new instance of TimelineMax() from the Tweenmax 1.11.5 CDN?? I see this happening, just for a simple tween test: http://codepen.io/jonathan/pen/eankc/ I get the following error in codepen and even locally for some reason: TypeError: this is undefined https://cdnjs.cloudflare.com/ajax/libs/gsap/1.11.5/TweenMax.min.js Line 16 Thanks in advance to any who reply back **UPDATE** Its so weird.. now like 1 hour later and i don't see the error anymore, but the animation runs now... so weird !
  10. Hey guys. This is my first foray into TimelineMax. I'm trying to build an app that will take the same timeline and repopulate with another clip before it plays again. So far, the only way I've been able to make it work throws errors. Any advice? var elements:Array = new Array(mc0,mc1,mc2) var counter:Number = 0; var tl:TimelineMax = new TimelineMax({paused:true, repeat:0});; var mc = elements[counter]; function stopIt():void { tl.pause(); } stage.addEventListener(MouseEvent.CLICK, resume) function resume(e):void { tl.resume(); tl.to(mc, 1, {x:100, onComplete:stopIt}); tl.to(mc,
  11. Hi, I have a simple question: Is there a way to alter the offset during animation? t1.to(contain, 1, {left:"-100%"},"+=4", "one") So in this case... to make "+=4" turn into "+=0"
  12. Hello everyone! Here is the link to my codepen: http://codepen.io/reggiegulle/pen/zCHyn As my code stands, it is fairly straightforward, and it does manage to accomplish what it was meant to do. It's just one basic timeline with buttons and all the following functions are grouped at the bottom of the code, like so: $("#debeersTopPanel").on("click", function(){ debeers.tweenFromTo("ringFadeIn","ringPause"); }); function ringBack(){ $("#BackButton1").on("click", function(){ debeers.tweenFromTo("ringFadeOut","ringToStart"); }); } $("#debeersBottomPanel").click(function(){ debeers.t
  13. Currently I can't find anything in the documentation to register a function to be called each time the playhead change. You can listen to `onUpdate`, but this function doesn't trigger when you `timeline.seek(2)` to a position. Any solution to be notified by every changed to the playhead without adding tons of timeline callbacks?
  14. So I have a loop of lights lighting and diming - right now I have this happening in timelinelite with results that I find satisfactory. However, I'm wondering if any of you devs have a even more streamlined way of accomplishing this via timelinemax and an array? Can you let me know anymore details about the technic I'm demonstrating here? var tl = new TimelineLite(); tl.to("lens_flare1", .25, {alpha:1, scaleX:1.2, scaleY:1.2}) .to("lens_flare1", .25, {alpha:0, scaleX:1, scaleY:1}) .to("lens_flare3", .25, {alpha:1, scaleX:1.2, scaleY:1.2}) .to("lens_flare3", .25, {alpha:0, scaleX:1, sca
  15. What's a better way to make a sequence like this shown here, but utilizing timelinemax? TweenMax.to("lens_flare1", .25, {alpha:1, scaleX:1.2, scaleY:1.2, repeat:3, repeatDelay:1, delay:1}); TweenMax.to("lens_flare1", .25, {alpha:0, scaleX:1, scaleY:1, repeat:3, repeatDelay:1.25, delay:1.25}); TweenMax.to("lens_flare2", .25, {alpha:1, scaleX:1.3, scaleY:1.3, repeat:3, repeatDelay:1.1, delay:1.1}); TweenMax.to("lens_flare2", .25, {alpha:0, scaleX:1, scaleY:1, repeat:3, repeatDelay:1.35, delay:1.35}); TweenMax.to("lens_flare3", .25, {alpha:1, scaleX:1.2, scaleY:1.2, repeat:3, repe
  16. Hi, I urgently need a way to draw say dots along an entire path of a TimelineMax. The path does not need to animate. It just needs to be drawn initially. Can anyone point me in the right direction? ANy help appreciated. Sample timeline: //create timeline self.llnTimeline = new TimelineMax({ delay: 1, smoothChildTiming: true, timeResolution: 0, onUpdate: function() { } }); self.llnTimeline.seek(0); self.llnTimeline.add(TweenMax.to(self.llnPlane, 12, {
  17. Hi I am trying to achieve a nice switching animation with hint for the user. <div class="messageBox"> <div class="start"> Please start by entering name of your chosen product. </div> <div class="pickup"> Perfect now pickup your item </div> <div class="selected"> Selected </div> <div class="notFound"> Nothing found, it's possible we are not having this for you yet </div> </div> Javascript code like this var transf
  18. I'm making the switch from Flash to GSAP HTML5 animation and want to really make sure I'm doing this the best way. Right within my html doc I have a series of animation that utilize TimelineMax so that I may loop the entire set of animations. I have a few questions about these. First of all here is the code: <script> window.onload = function(){ var tl = new TimelineMax({repeat:2, repeatDelay:3}); tl.add( TweenLite.to(container, 1, {autoAlpha:1, ease:Quad.easeIn}) ); tl.add( TweenLite.to(my_films, 1, {width:177, height:44, alpha:1, ease:Power1.easeIn}) ); tl.add( TweenLite.from(season2,
  19. Hi, I'm tweening a timeline to a label but there doesn't seem to be any way of controlling the duration myTimeline.tweenTo("zoom1"); I want something like this, 3 seconds TweenMax.to(myTimeline, 3 ,{tweenTo:"zoom1"}) Is it possible?
  20. I'm no expert with greensock, but I have done some (I thought) more complicated timelines than this one in the past, so I'm baffled as to why this doesn't work. I'm just trying to do the (admittedly overdone) thing where several rectangular top DIVs replace each other by exiting left and entering right at intervals. JSFiddle is here: http://jsfiddle.net/cheolsoo/uLNgX/ If you comment out the JS, you'll see the women doing yoga. That's meant to be the initial DIV. The problem is that once I uncomment the JS, that particular DIV is no longer the one that's initially shown. The
  21. Hi, Firstly, let me say a huge thanks to Greensock for providing such amazing tools over the years, I've been using your products since AS2 Tweenlite and they never fail to amaze me with their power and usability...thank you!! I have made a simple fiddle to demo the problem here : http://jsfiddle.net/x0b/cXR7L My situation is this: I want to have a main timeline that has 3 sections - an intro, a changeable middle section and an outro, in that order. Once the user has completed the middle section and the outro, they click a button and a new middle section replaces the current one,
  22. Hey all, I'm currently playing with the timeline and setting up a sequence of animations. So far i've used tl.to in my sequencing and all went good. I then wanted to implement .fromTo however that seemed to mess up my timeline. My objective is fairly simple, summarized in the following steps. 1. I do some initial CSS tweening 2. I fade up some text 3. I tween my div to the outer right 4. I change up some text 5. ISSUE: I now want to re-position my div to the outer left and tween it into center again. Ive set up an illustrative codepen example here: http://codepen.io/mrsgs
  23. Quick question: how would we set a repeat for a SteppedEase animation that's sitting inside a timeline? I noticed today that the repeat I had in this sample of code wasn't having any effect: var t1 = new TimelineMax(); t1.from("#object1", 5, { backgroundPosition: "500px 0px", ease:SteppedEase.config(5), repeat: 2, repeatDelay: -0.5 } ) t1.from("#object2", 5, { backgroundPosition: "500px 0px", ease:SteppedEase.config(5), repeat: 3, repeatDelay: -0.5 } ) Is there another way to declare the repeat, or would it be better off creating a set of functions that can set the repeat?
  24. I'm using TimelineMax to create an animation. I add tweens to it with, for example, the to-method. I know it's possible to set a label to a tween on the same line as adding it to the timeline like this: tlMain.to(sky, 2, { alpha: 1}, 'skyIn') ...and how to timeoffset a tween in the timeline by using [label]+=[value] or [label]-=[value]: tlMain // MOVE IN SKY + SNOW 0 .to(sky, 2, { alpha: 1}, 'skyIn') // fade-in sky .to(snow[0], 2, { alpha: 1}, 'skyIn+=0.5'); // fade-in snow 0.5 seconds after moving in the sky But what I would like to archive is: - add tw
  25. Hi Guys, I'm wondering can you give me a little help. I'm using TimelineMax within and for loop and the animations are being messed around... basically it looks like everything is being scarmbled CODE: for(var i:uint = 0; i < attackEnemiesToAnimate.length; i++) { enemyToTrack = attackEnemiesToAnimate[i]; createAnimation(enemyToTrack); if(enemyToTrack.x == stage.stageWidth - 20) { attackEnemiesToAnimate.splice(i,1); this.removeChild(enemyToTrack); enemyToTrack = null; } enemyToTrack = null; } private function createAnimation(e:Enemy):void { var tl:Time
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