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  1. Obviously addChild(mc1); works on a single clip, but how would I bring the current movie clip in the sequence to the front? Thanks. Here's my code. var mcArray:Array = new Array(mc1,mc2,mc3,mc4,mc5); var timeline:TimelineMax = new TimelineMax({repeat:1}); timeline.insertMultiple (TweenMax.allTo(mcArray, 2, {bezierThrough:[{z:0}, {z:-200}, {z:0}], orientToBezier:false, ease:Linear.easeNone}, 1));
  2. I was curious if there is a way to "overwrite" the globalTimeScale with the one assigned to a given TweenMax instance. For example: - I set the entire playback to slow-motion by setting globalTimeScale( 0.25 ); - Then, whenever I shoot enemies, I want to delay the SFX call with TweenMax.delayedCall in realtime timeScale, so I use: TweenMax.delayedCall( pTime, playSFX, [pSoundClass, pLoop]).timeScale(1); But this still animates according to the globalTimeScale (I'm assuming it does timeScale x globalTimeScale = 1 x 0.25 = 0.25). This DOES seem like the correct typical behavi
  3. 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
  4. Hey all, I understand that TweenMax simulates flash behaviour and always rotates to the nearest point, but I'm having some problems in some ocassions, I'm not exactly sure why... I have a movieclip that has an initial rotation of -161, I want it to rotate to 147. Ok, so with some basic calculations give me the following: A ClockWise ROTATION: - Would take 308 degrees. A CounterClockWise ROTATION: - Would take 51 degrees. However, when I rotate the movieclip it rotates ClockWise direction, which would take longer. What am I missing here? What I did: Pla
  5. Hi, I was implementing a tween based on CSS3's background-size today. That would map to "backgroundSize" as defined in CSSPlugin.js. However, the tween doesn't work in the latest Firefox. While it works perfectly in the latest Chrome. I digged down until I found about this condition in _parsePosition function in CSSPlugin.js: _parsePosition = function(v, o) { if (v == null || v === "" || v === "auto") { v = "0 0"; } Debugging this, I found that 'v' was passed in as 'auto' in Chrome. But it was passed in as 'auto auto' instead in Firefox. Since 'v' w
  6. Quick question here, sorry if this is answered somewhere else (couldn't find an answer). Simplified scenario... Let's say I have a div "#container" with an image inside it. Then I attach a tween to the image which rotates it infinitely. Then... using jQuery, I replace the contents of #container with a new image. Will the Tween that was attached to the original image (which is now gone) continue to eat memory, or is it now eligible for garbage collection? Do I first need to "Kill" all of its tweens before removing it? My real situation is much more complicated but that is the
  7. Hi there, for a mobile car game i use Starling and TweenMax for all animations. Since i would like to show a realistic driving behaviour the cars should also be able to brake and accelerate when obstacles occur or vanish. I thought about changing the timeScale property of the car's tween that needs to brake (from 1 to 0) or accelerate again (from 0 to 1) with another Tween. First tests show me that the animated cars with a changed timeScale property do not drive that fluent anymore as with a value of 1.0. What do you think, is this a good and performant approach to implement that beha
  8. Hey Jack, I'm trying to improve on the current method of applying animating values to Webkit's 3D transforms ( this is my current jQuery implementation http://chrisgannon.w...-and-greensock/ ). The new method I'm trying is as follows (and allows the tween to be used in TimelineMax etc). var myObject = {value:100}; TweenMax.to(myObject, 3, {value:400, onUpdate:applyValue, onUpdateParams:[myObject.value]}); function applyValue (val){ console.log(val); //always passes 100 }; I may be missing something here but I would expect the 'val' parameter to be updated onUpdate
  9. Hello, I'm working on an animation that will become a screensaver. Below I have a for loop that tweens an array of sprites from alpha 0 to alpha 1. It executes exactly as I need it, but when I try to tween endframe (as written in the second TweenMax) the delay of 18 seconds and the repeatDelay of 2.5 only works on the first loop. After the first loop, endframe fades in and out every 2.5 seconds. Here is the code snippet: for (var i:int = 0; i < gridBoxes.length; i++) { TweenMax.to(gridBoxes[i], .5, {alpha:1, delay:Math.random() * 7, ease:Circ.easeIn, repeat:-1, yoyo:true, repeatD
  10. I have a banner add that's about 34kb, so I've got 6kb to spare. Is it possible to add in blurFilter and only blurFilter? I tried commenting out the plugins from TweenMax.as, but it still bumps my file up to 46kb, before and after. PS. I'm on 11.691 (AS2)
  11. Not a problem, but I wondering why the following happens. I recreated a cockpit instrument environment and the tweens are updating the cockpit instruments towards the next array index value (currentSpeed, currentAlt, etc) every 0.5 second. Each instrument has its own array where to update from. The really strange thing is (which caused me sync problems before) that the speed and altitude array index is updated twice as fast as the others. However the instruments keep synced somehow.....? I'm tracing in the actionscript now only Speed, Alt and N11. How is that possible since all tween
  12. Hi folks! Iam making a platform game, where the Hero can get extra time for picking up some jewel! For time tracking i'm using TweenMax. Is there any way, to pause tween, and skip back(reverse) let's say with 5 seconds? Any help appreciated! tnx daniel
  13. Hi all, I'm in my first JS GSAP project and I've just discovered what seems to be a long standing issue with Javascript: fading in elements after the page has loaded, causing a "flicker" before they're able to start in their opacity:0; state. I have my elements starting at opacity:0; in my CSS and in my JS, I'm using TweenMax.from to {css:{autoAlpha:0}. What's the best practice here to prevent that flicker? Any good workarounds specifically using GSAP correctly for a simple fade in? Thanks as always!
  14. I am using TweenMax to fade some interface arrows on an AIR / iOS project, using the following (slightly simplified) code: TweenMax.to( overlay.arrowE, 0, { alpha:overlayFactorX + minOverlayAlpha, colorMatrixFilter: { saturation:overlayFactorX }} ); The tween essentially responds to a user drag action, and highlights one arrow graphic (colour and alpha up) to show the direction of travel, whilst other arrows recede (colour desaturates to greyscale, and alpha decreases). A bigger drag creates a stronger highlight. Everything works fine when viewed in preview on PC, and the code does
  15. I completed a series of tests and examples and I created a very simple game that uses TweenMax as its animation core. I believe some things should be more smooth (99% has something to do with my code). Let me know what do you think. (Animation or coding wize). feel free to use the code as you like. http://netgfx.com/trunk/birdbreak/
  16. This is a pretty cool example of how to combine AE to make buttons in flash http://www.gotoandlearn.com/play.php?id=67# They used some other tweener then greensock, but the transition would be pretty easy to do in tweenlite/max. The guy embeds the button into flash which is easy. But what if you had 5 buttons and suddenly your size is up to 3-5mb or so of the fla file. What is the best way to call these flv's without embeding them into the timeline ? Via videoloader? I've seen the tutorial on nettuts but seems pretty complicated. Any examples on how do to this as simple as possibl
  17. G'day Jack, Just a quickie Q about TweenMax and the plugin system. Do you know if it's possible to make an addon to TweenMax which would allow an object to have it rotation tweened to look at or rotate to another object? I know Math scares off a lot of people when it comes to getting a game up and running that's why I really want to make this tutorial set super simple. If you could point me in the right direction to making a plugin that would be great. So instead of: var dy:Number = gunTurret.y - stage.mouseY; var dx:Number = gunTurret.x - stage.mouseX; var angle:Number = Ma
  18. un4given

    IE

    I am getting the error "invalid argument" from TweenMax.min.js line 16 in IE9 simulating IE8. Im trying to test my TweenLite code in IE8 &> but cant get past this error. Any help would be appreciated. -----update----- changed from TweenMax to TweenLite + CSSPlugin but now the error is popping up in the CSSPlugin script, line 14, character 12005. D
  19. Hey every one, i'm newbie with Starling and greensock I try to use Greensock with Starling but i find down there's some problem When i try to make a glow filter with MovieClip of starling. i got this error <B>ReferenceError: Error #1069: Property filters not found on starling.display.MovieClip and there is no default value.</B> Here is the code TweenPlugin.activate([FilterPlugin]); TweenMax.to(heroArt, 1, {glowFilter:{color:0x99cc33, alpha:1, blurX:30, blurY:30, strength:3}}); with heroArt is the MovieClip from starling.display.MovieClip But if i use heroA
  20. Hey all. I've been playing around with TweenMax, and I was curious of something. I really like the functionality demonstration available on the site - the ones that showcases all the Greensock Tweenmax features, particularly the one that lets you move around the bezier curves via an interface. I was wondering if something like that is available, but in another resolution? I'd love to use a program like that for prototyping some animations, but at different (particularly larger) resolutions. I've got some complicated paths in mind, but it's hard for me to mentally work out what the x/y
  21. Hello everybody ::- ). I have a board with many well organized objects on it. I would like to create an animation where they all start circling at various speeds. But the problem is that I want them to start on their circle paths from their current locations, swirling around the center of the screen. Any idea how I could do this? I guess I could use Pythagora's theorem to find out the radius of the Circle, but I'm unsure how I could find out the progress of the Object onto its Circle Path, so that I only start the animation from that point. Otherwise, when I add it to the Path, it'll l
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