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  1. Hi all, I was wondering if someone might be able to offer some help with a scrollTrigger setup I am looking to put together... I would like to be able to know when one of the image blocks on the left comes inline with the pinned element on the right, so that I could do a visual effect on the lined up block, and then remove it and apply to the next block to lineup with the text. Im not entirely sure how to go about his at the moment, my inital thought was to create a whole other scrolltrigger for each block but I doubt that is the way to do this... any
  2. Hello i would like to repat the doHeart function on every blinkEye So on the blinkEyeTween, i set onStart:doHeart, onRepeat: doHeart It work onStart but not onRepeat What am i doing wrong ? Thaks
  3. Hello greensockers, I got a little problem here. So the onComplete function recall every time the toggleStartAnim function, and not just once. So I do not understand why... normally the cycle is finish, any idea... here some of my code : import React, { useEffect, useState } from "react"; import GifFusee from "../assets/gif/fuseeQuiGalere.gif"; import { gsap, MotionPathPlugin, TimelineMax } from "gsap/all"; import WayToMars from "./WayToMars"; import "../assets/stylesheets/Intro.css"; const Intro = () => { let currentTimeScale; cons
  4. Greetings Greensock community I have a "simple" question, which i cannot for the life of me figure out on my own. In Angular, i have several methods in my component, it could be "closeEverything()", normally i call such function with "this.closeEverything()". Now, when i try to call such method in a TweenLite.to onComplete callback, it says undefined function. So far so good. Greensock does not know anything about the Angular scope, and i reckon Angular does now know anything about the Greensock scope. Now from what i have read, i might be able to change the scop
  5. Hey, I just have a question regarding behaviour of stagger methods callback onCompleteAll. onCompleteAll does not fire whenever there are no DOM elements found by a tween - in other words, when there's no target DOM to tween (eg. ".nav-item" does not exist), onCompleteAll does not fire. I wish it would, since I have chain logic in my app. I also do not want to validate whether target elements exist every tween call. I simply resolve a promise on the callback and since stagger does not complete, promise does not resolve. How to deal with that? Thanks
  6. Hello, I've set up a timeline which has several nested animations within it. On one of the nested animations I'd like to fire an onComplete callback function so that I can change a bit of code. The problem is, the onComplete function triggers as soon as the animation begins, rather than after it. I've attached the code so you can see what I mean: function playScene1() { var tl = new TimelineLite(); tl.to(hand, .6, { x: "-= 100%", y: "+= 0%", repeat: 1, yoyo: true, repeatDelay: 0, ease: Power1.easeInOut }, 0); tl.to(globe,
  7. Hi guys! I am a beginner at JavaScript. I created codepen with hover animation. So, when I hover the blue square, the first animation begins. Then, when the first animation ends, the second animation begins. When the mouse leaves, the first animation reverse, but the callback function stills working. I need reverse for the animation inside the callback function when the mouse leaves. How can I do this?
  8. hi guys it seem the doc missing some option for deep callback setup. i found thoses in the API with vscode debugger,. onComplete:, onCompleteParams:, onCompleteScope: But I was found no information to help me on the events. It would be great to supplement the documentation. thanks
  9. (I am trying to use two separate timelines for open and close animations. I have two tests set up which have the same error.) I pass references to timelines to my callback functions. When I pass them as timeline instances, the callback function reports that they are undefined. I can work around it by passing the names of the timelines as strings but that is clumsy. What am I missing? You'll need to have the console open to see the errors. They also manifest themselves after a few toggle actions as timelines don't get reset properly.
  10. how to repeat this kind of callbacks based animation, I cant repeat this entire animation, each tween start based on callback please answer this problem TweenMax.to(".div1",0.5,{opacity:1,ease: Linear.easeOut,onComplete: function(){ TweenMax.to(".div2",0.5,{opacity:1,ease: Linear.easeOut,onComplete: function(){ TweenMax.to(".div3",0.5,{opacity:1,ease: Linear.easeOut,onComplete: function(){ TweenMax.to(".div4",0.5,{opacity:1,ease: Linear.easeOut,onComplete: function(){}}); }}); }}); }});
  11. Hello fellow tweeners! Hit a brick wall here even though I feel like I've done the hard part. I've been referring to documentation for hours trying to solve this. I'm trying to fire my page loading counter after it fades in, via the tween that does so. Everything is setup & neatly organised/labeled but I'm just butchering the last part lol. The three parts I'm using are marked with lots of asterisks & notes explaining what I'm trying to do. The load counter needs to be nested inside the "onComplete" callback which is already being fired by my tween (console log
  12. Hi, I would like to create a timeline "A" from which I do some animation and then play another timeline "B" and potentially a timeline "C". I know I can do that by doing A.add(B.play) but as I understand it it merely means B is started at the point in A where I include it. I would like to ultimately be able to fire a callback once A, B and C are all finished without having to worry about whether B plus the elapsed time in A before is start B is longer than the total duration of A. Is there a nice way to create this structure and add a callback once all the timelines end?
  13. Hi, while developing a responsive GSAP animation, I came across these problems. Please refer to the codepen link for my code. * when resetting the timeline to 0, why aren't the elements properly reset to their initial position? (line 28 in js) * after the first red box has tweened, the timeline will pause until the green box is clicked. However why is the extra delay needed for the second callback to not execute when resizing the browser at that time? (line 38 in js). The only thing I can think of is that a function does not add any duration to the timeline, result
  14. Hi ! I'm starting with TweenMax and got stucked with an issue. I have a menu which each links can start an animation but they can overlap and make the tween bug. I'd like each function to complete before being able to start another one. I've found that I should use onComplete but I don't get what I am suppose to do then. I've made a JSFiddle to demonstrate the issue I have. On .mouseover, the tween start but if I hover too fast on an other link, it bugs. :/
  15. I'm trying to open a new browser window via window.open() after a user has clicked on a button and the button performs an animation first, but I can't simply execute the window.open() in the tweens' callback because the browser no longer believes the call was initiated by a user action... and so it blocks the window as a popup. I've was working on a fix by creating a pop-under and then focus it from the tween callback, but this doesn't feel clean OR stable. I was thinking/hoping there was some sort of option I might be able to pass to the tween that would somehow maintain the integrity of
  16. Hi, I know how to call a function when a timeline animation is complete, but what if I want to call it in the middle of the animation? I want to call the displayContent() after the height=0 animation is called, how should I do that? var $outerBox = $selectedTab.parent('.standard-width'); var animate = new TimelineLite({ paused:true //onComplete:myFunction, //onCompleteParams:["param1"] }); animate.to($outerBox , .4, {height:0,opacity:0,ease:Power2.easeInOut}) .to($outerBox , .4, {height:100,opacity:1,ease:Power1.easeIn}) animate.play(); function di
  17. Hey, I'm struggling with a callback and clearProps, I've tried few options (found here : https://greensock.com/forums/topic/7299-timelinemax-reverse-callback-problem/) and none of the solutions works, I'm probably missing something or I don't get it. navAnim.reverse(-1).timeScale(1.2).eventCallback("onReverseComplete", navAnim.set(mainNav, {clearProps:"all"})); Doesn't work navAnim.eventCallback("onReverseComplete", navAnim.set(mainNav, {clearProps:"all"})) navAnim.reverse(-1).timeScale(1.2); Doesn't work function removeProps(){ navAnim.set(mainNav, {clearProps:"all"}); } navAnim.e
  18. Hi there, Having a bizarre issue with Callback functions within a repeating timeline & I can't seem to resolve it! I'm fairly new to this, but I can't seem to figure out / research what I'm doing incorrectly. What I'm attempting to achieve is this animate div in let it sit for 2 seconds animate div out move onto div with same class rinse / repeat Like I said I'm fairly novice, but I know I need to use a timeline because I'm planning on stopping the animation at some stage. Any direction would be greatly appreciated Cheers! Matt
  19. Hi all, Can you use use onComplete() method within TL max timeline or just in the creation of the TL object i.e, var tl = new TimelineMax({}) ? tl.to($var 3, {bottom:-50}) .to($var1, 1.5, {right:300, ease:Elastic.easeOut, onComplete:complete}); Thanks Nick
  20. I think this library is awesome and works great! Thanks for taking the time to make it So I am building a page that when you click on a button, a bunch of photos will fade and scale down into random positions in a container. I have made three different timelines for each group of photos that will incrementally increase in speed until the last group which will slow back down again. The animation is smooth and works great. My problem is I have created a button that will slide out when that last timeline finishes. When someone clicks on it, I want to be able to just replay the entire animation
  21. I am unable to get the callback functionality to work while using Meteor framework. I have copied functions straight from the GSAP docs and i still get type error: this._callback is not a function. I have tried everything and looked everywhere for a solution but no dice. Please, any help would be greatly appreciated. If callbacks don't work with Meteor or i am just flat out doing something wrong please let me know. I would add a codepen but i don't believe they have a Meteor framework to use. Template.home.rendered = function(){ TweenMax.staggerTo(".img", 1, {rotation:360, y:100, o
  22. Hi everyone, like you can see in the codePen I'm working on something like an app-onboarding. It's one of my first "serious" TweenMax project and I'm still not a pro so maybe you can see some errors somewhere, but my question is another. Like you can see at the end I would restart the entire animation, but I made it with a main timeline and some secondary timelines (some are nested inside the main one, some are external). Like you can see if you try to restart the animation more than one time something is going wrong, and I cannot understand why because in you check the "onComplete" functio
  23. Hello, in my script im using a draggable for navigation. In the throwProps-callback the draggable is disabled. Now i want to enable it in an oncomplete callback of my timeline, but itis doing nothing. I can log the draggable instance but calling the method isnt affecting anything. The draggable stays disabled. After every section in my timeline my timeline callback is called. Then I want to enable my dragger to grant navigation. OnThrowPropsComplete I want to disable the dragger and navigation to dont disturb the timeline. Draggable instanciation: draggerInstance = Draggable.c
  24. Hi, I'm having some troubles because the order of execution of callbacks and events seems different when I have nested timelines. I have reproduced a simple scenario: I have a timeline with a tween, then a call to a function that pauses the timeline, then another tween. Both tweens are "fromTo" with immediateRender = false. I have added also complete callback on the first tween and start callback on the second one in order to log them. The result is: - first tween completed - timeline paused The second tween is not starting and its start callback is not executed, as I would expect. Then, I
  25. TweenMax.staggerTo(".box", 1, {rotation:360, y:100}, 0.5, onCompleteAll:test); function test(){ alert("example") } Why doesn't work????? Green sock documentation: "Note that if you define an onComplete (or any callback for that matter) in the vars parameter, it will be called for each tween rather than the whole sequence. This can be very useful, but if you want to call a function after the entire sequence of tweens has completed, use the onCompleteAll parameter (the 5th parameter)."
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