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  1. I was wondering about the best way to handle a jQuery resize event when a user resizes the browser window. I am using TimelineMax and currently I am pausing the timeline, moving it to the very start of the timeline and then removing the timeline object, initializing a new one and rebuilding the timeline each time the browser resize event is fired. I was thinking there might be a better way to do this. I found this answer on StackOverflow here. Having said that, this solution works, but it moves the timeline to the start every time. If I try and resize the window and pause the timeline at
  2. hi Greensock A few questions reagrding killAll() 1) Where did the last parameter go? In Flash : killAll(complete:Boolean = false, tweens:Boolean = true, delayedCalls:Boolean = true):void vs. Docs : killAll(complete:Boolean = false, tweens:Boolean = true, delayedCalls:Boolean = true, timelines:Boolean = true):void 2) TimelineMaxs onComplete fires after TweenMax.killAll();??? package { import flash.display.Sprite; import com.greensock.TweenMax; import com.greensock.TimelineMax; import com.greensock.plugins.*; import com.greensock.easing.*; import
  3. Hi, I am having trouble getting onUpdate event to fire in a TimelineMax that I have nested inside of another TimelineMax. Basically i have a "master" timeline, and a bunch of different "section" timelines. The master timeline has its own onUpdate , but I would like the onUpdate for each of the different sections to call a different function. for example... var master = new TimelineMax( {paused:true, onUpdate:masterUpdate}); var sec1 = new TimelineMax({paused:true, onUpdate:sec1Update}); var sec2 = new TimelineMax({paused:true, onUpdate:sec2Update}); master.add([sec1, sec2], "+
  4. Hi. I declare var cacTimeline; as global variable. I then use it like this in function1 for example : function1 () { cacTimeline = new TimelineMax(); cacTimeline.to($linePath,0.5,{height:300}); ...... } I then want to reverse it in function2 and have a onReverseComplete or some callback at the end. But for the sake of my app , I have to append this callback in function2 , not in the object declaration. function2 () { cacTimeline.addCallback(callback_function_name,0); cacTimeline.reverse(); } Fires the callback_function_name twice. One at the start of the twee
  5. Big thank you to everyone that makes this forum such a huge asset. I'm having an issue with a Kiosk I'm working on. Basically i've built it with each "slide" on its own flash timeline frame. For each flash timeline frame I have a GS timelineMax to make everything awesome. My issue is that when jumping to the next flash frame I get a momentary "flash" or blink of the content that is set to animate .from. it quickly goes away but is really unsightly. here's an excerpt. any help would be greatly appreciated. var timeline1:TimelineLite = new TimelineMax({ onComplete:goToTwo});
  6. I have a scrolling set of thumbnails that is fed from a backend — thus a varying amount of images. These are masked by a div with overflow:hidden. The thumbnails scroll left and right depending on where mouse is over them (left or right) and also with two external arrows: mouseOver over the arrows scrolls the thumbnails left and right. I set up the entire thing as a TimelineMax. Very nice -- play from 0 to 1 depending or reverse it, if I want to go the other way. The issue I'm running into is making this work on an iPad. The client doesn't want me to invest the time into sett
  7. Hi, I am writing pretty simple game that utilizes MVC pattern. Model is calculating data stored in Array and dispatches events to View that tries to reproduce and visualize it. I wanted to implement View in the way that TimelineMax is handling the tweens by queing it up and play it at the certain point of time. Here is the mainLoop from Model public function mainLoop():void { applyBonus(bonuses); fall(); applyBonus(bonuses); dispatchEvent(new Event(BoardModel.PLAY)); } the function applyBonus or fall just dispatches appropriate events to View. The listeners to this
  8. Hi, this is my first post as I just started to play with Greensock and so far it has been really useful Im just having a hard time trying to figure out a couple of things. Iets say I add an element to my timeline var tl = new TimelineMax(); tl.to($("#element"), 8, {css:{left : 100}, onUpdate:detectSomethingChanged}); This element is positioned through CSS in a default location then it starts to move. Now whats happening is that my callback function detects if the mouse is on top of my element, if so, it fades it away : tl.to($("#element"), 2, {css:{opacity : 0}, ov
  9. Hello, I'm trying to animate a rectangle created with KineticJS, however I keep getting "Uncaught TypeError: Cannot read property 'setX' of undefined" the code is the following: var scrub = new Kinetic.Rect({ x: 0, y: 0, width: 4, height: 120, fill: '#ff3019', draggable: true, id:'scrub', name:'scrub', dragBoundFunc: function(pos) { return { x: pos.x, y: this.getAbsolutePosition().y } } }); TimelineMax({paused:true}); tl.insert(TweenMax.to(scrub,5,{css:{setX:500},onComplete:function(){ console.log('to 500'); }})); tl.insert(TweenMax.to(scrub,5,{css:{setX:800},onCo
  10. Hi, Let me congratulate GreenSock for the hard work and success. My question is, how to do next and previous in TimelineMax. ? I am able to play,pause,reverse and resume but how to go to the next/previous frame of the animation? any help will be highly appreciated.
  11. I have an infintie scrolling stack (actually its only 4 items looping) - and it's made up of a bunch of tweens, designed to seamless loop from progress 0-1, 0-1,0-1 and so on. So if I use tl = new TimelineMax({repeat:20}); It will play seamless. Eventually I want to swipe the stack and it just rolls continuesly until it has lost momentum... (think mobile browser scrolling - where you flick your thumb and it scrolls ahead smoothly) So I paused the timeline and test with a tweening. For instance I want to move the stack 8 positions (that is moving twice through the stack of 4
  12. Adding autorotate to my bezier curve stops it from working in Safari (5.1.7) It just pins around in one spot and doesn't follow the curve. Removing the auto rotate parameter fixes it. Anyone any ideas?! Can't find anyone with this problem and not sure what to do about it, I really need it to auto rotate with the curve. Works in all other browsers! var anim = new TimelineMax(); anim.append(TweenMax.to($('#anim'), 2, {css:{bezier: {values: [{left:'3578px', top:'2417px'},{left:'3431px', top:'2362px'},{left:'3190px', top:'2252px'}], autoRotate: true}}, ease: Linear.easeNone}));
  13. I'm experiencing a problem only on ios, Safari and Dolphin. When the page first loads, the TimelineMax animation will not play. If I tap somewhere on the screen (not on a button) or reload page, everything plays. I cannot seem to figure this out and I have tired rearranging the order of the way the page loads and to no avail, nothing works unless I reload the page or tap on the screen in a random spot. I checked the console.log and no issues. I could really use a bit of help on this one. URL: Works on: DESKTOP: Safari, Chrome, FF and Opera Broken on: iOS: Safari and D
  14. Hi everyone, I'm new on this forum, first thanks to Greensock for the awesome library. But... I have a serious problem with the timelineMax. What i want to do: - declare 2 or more timelineMax's with tweens on the same target - calls multiple times in a short time the gotoAndStop method on a (random) timeline. - the latest gotoAndStop must overwrite every other tweens or timelines. The problem is that mostly the latest timelineMax.gotoAndStop is not set. You can see a simple example of my problem in my attachment. Just publish the fla with and without the comments on line 2
  15. Hi I have made a banner with in and out functions connected to a timelinemax in AS2 Everything works smooth, the problems is that i want it to loop seamlessly, there is a glitch between the last animation and the first. Any hints on how to solve this? See attached file. Thanks banner_loop.zip
  16. I'm having an issue with sequencing some animations. I would ultimately like the duration of the timeline to be equal to 2 seconds but only have the following objects animate at specific points in the first second. Goals: 1. Duration of TimelineMax = 2 seconds 2. Specifically time the elements to start and finish there animations within the first second. 3. Loop timeline So far I have the loop working and all animation running. the problem is that the duration is not 2 seconds long. I could really use some help straightening this out. Thank you in advance. tl1.insertM
  17. Ok, I am pretty new to this flash / actionscript so please help me get on track... I am trying to do the following: FirstSwf -- contains a timelinemax that animates a text from left to right SecondSwf -- contains a X number of photos that fade in and fade out with Y animation duration (number of images is dynamically parsed via XML configuration) ThirdSwf -- contains a timeline that animates a text from bottom to top (sort of like credits screen) Main.swf -- This is where I am stuck. I want to load the three SWF's into a master timeline inside main.swf and than sequentially
  18. Hey guys... This is my first post to this forum... I am working on a project and i want to have a tweening effect similar to the 'Custom Presets : fly-in pause fly-out' option in Flash IDE. Its just that i want to create it with action script and want to control it properly through code. For the rest of the tweening in my project i am using 'Greensock's TweenMax'. So if someone can help me creating the same effect in this engine it would be helpful. Thanks.
  19. Hii I'm loading in a swf animation with a couple of frame scripts embedded on the loaded swf timeline. I managed to load in the swf, place it into a TweenMax instance, and placed that TweenMax instance into a TimelineMax instance so I can control the playback. The only issue I'm having is that the swf animation frame scripts are not firing off. This is an example of how I'm setting up the above: // This occurs after the swf is loaded var intro = LoaderMax.getLoader("transition_intro").rawContent; var introTransition:TweenMax = new TweenMax(_intro, _intro.totalFrames, { useFrames
  20. Could someone lend me some knowledge?!! Is it possible to take this addLabel string: overviewtl.addLabel("Sequence 01", overviewtl.duration); and have it update a dynamic text box on the stage. It's for client editing purposes, so they can have a reference to the sequence name within a long timelineMax build. My knowledge of AS3 really lets me down sometimes, but I usually manage from Carl's tutorials and the forums here to get what I need to work. This case, I'm stumped! I've already built in the progress bar and slider + play pause functions which all work a treat - this final
  21. I'm having a ton of trouble trying to use TimelineMax for JS. I cannot get it to work at all. I must be missing something (if not a few things). I am trying to use the appendMultiple and insertMultiple methods, but nothing seems to be happening. <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>Tweening</title> <link type="text/css" href="exts_css/objects2Move.css" rel="stylesheet" /> <script type="text/javascript" src="exts_js_global/thirdParty/greensock-v12-js/src/minified/plugins/CSSPlugin.min.js"></script> &
  22. I got a TimelineMax which repeats non stop (repeat = -1) UNTIL a certain event happens. When that happens, what I want is the animation to STOP REPEATING. Unfortunately, setting repeat to 0 also resets the "playhead" to 0 instead of waiting for the current animation to finish. I don't know if there is another method to do this. Also note that I'm using the OLD animation platform (2012-06-30 / TimelineMax 1.698). To accomplish my task, I had to make "_cyclesComplete" in TimelineMax publicly accessible (via property). Then: tl.repeat = tl.cyclesComplete; So the suggestion is
  23. Hi Is there a way to to add a listener when the timelinemax instance reaches a label or would I have to use TimelineMax.currentLabel on the onUpdate to see the label change? Thanks!
  24. I'm propably missing something stupid >_< . My code is very simple: mainTimeline = new TimelineMax( { onComplete: test() } ); mainTimeline.append(TweenMax.from(header,2,{x:-header.width})); Why on earth "test()" function would fire instantly without waiting for tween to end? What am I missing? Regards. Luken
  25. Berry

    IE issue

    I am new to both Jquery and TweenMax but so far I love using TweenMax js. I took the code from http://www.snorkl.tv...script-preview/ exploding bunnies example and tweaked it a bit to get a effect of multiple rain drops falling on the screen. It looks good in firefox, chrome and safari but in ie 7 and 8 (I don't currently have access to ie 9) it is not displaying correctly. There is only 1 rain drop displaying and it is grey instead of the white png. Also I have it paused when loaded and have a click event to play the tween but it is playing upon load. Any ideas of what I am doing wrong?
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