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  1. Note: the ActionScript version of the GreenSock Animation Platform still works great and you're welcome to use it, but it is no longer officially supported. Our customer base made it very clear that JavaScript was the future of web-based dynamic animation, and we have been focused there for years. Please see the JavaScript Getting Started Guide for more information. Quick links Introduction Installing the code Importing Basic tweening with TweenLite Special properties Plugins Overwriting other tweens Controling tweens Which class do I use? TweenLite? TweenMax? TweenNano? Building a sequence with TimelineLite Need help? Introduction Animating with code may seem intimidating at first, but don't worry - you'll get the hang of it quickly. The GreenSock Animation Platform (GSAP) was engineered to make it simple and intuitive. For now, we'll focus on getting you up and running with the core engine, TweenLite, and then we'll discuss if and when you might want to put the other tools to work for you (like TweenMax, TimelineLite, TimelineMax, etc.). Installing the code Go to your account dashboard page and click the AS2 or AS3 link in the downloads area to download a zip file containing the entire GreenSock Animation Platform in the language you specified. Unzip the file and you'll see a folder containing several swfs, documentation, and a folder named "com" - that's the critical one. Take that "com" folder with all its contents and drop it into the same folder as your FLA file (or if you're an advanced user, set up a classpath to wherever you want). Make sure that you leave the directory structure inside the "com" folder in-tact; it has a "greensock" folder with several ActionScript files inside, along with a few subdirectories. You can throw away the swfs from the zip download and the documentation, etc. if you want. The only critical files are inside that "com" folder. When you publish your swf, Flash looks for that "com" folder, reads the code from inside of it, and embeds it into your published swf. You do NOT need to put the "com" folder on your web server. Once the swf is created, it is completely independent and has no dependencies on the class files because they have been embedded into the compressed swf. Your FLA file has the dependencies, not the swf. There's a great ActiveTuts article here about using 3rd party tools in your Flash projects and it covers some of the more advanced installation/configuration options. Importing In order for Flash to understand what you mean when you type "TweenLite" (or "TweenMax" or any of the GreenSock classes), you must tell it where to find the class file(s). That's what an import statement does. It acts as a pointer that tells Flash where it should look. After all, there could be a completely different "TweenLite" class that another author created, and you need a way to tell Flash which one you're talking about. Typically you put your import statement at the top of the frame or the custom class you created. And, yes, just like any class, you must add the import statement to all frames or classes that contain code referencing it. This does not add extra kb to your file every time you import it. Flash is smart enough to embed it once and all the import statements just act as a "pointer" to the embedded class. To import just the TweenLite class, do: import com.greensock.TweenLite; To import TweenLite and TweenMax, do: import com.greensock.TweenLite; import com.greensock.TweenMax; To import all of the classes in the com.greensock package (don't worry, Flash will only embed the classes that you actually use in your code), do: import com.greensock.*; You'll probably also want to import the easing classes as well (we'll talk more about them later), so this is code that you should get used to putting at the top of your frames or class files because it covers almost everything you'd need and it's shorter than typing out each class every time: import com.greensock.*; import com.greensock.easing.*; Basic tweening with TweenLite Each tween you create needs a target (the object you want to tween), the duration of the tween (typically described in seconds), and the properties that you want to tween, along with their corresponding end values. Let's say, for example, you have a MovieClip named "mc" and you'd like to tween its x property to a value of 100 (sliding it across the screen) over the course of 1.5 seconds. You can use TweenLite's to() method to do it: TweenLite.to(mc, 1.5, {x:100}); The first parameter is the target, the second is the duration, and the third is an object with one or more properties that correspond to your target object's properties. Since it's a to() tween, you're telling TweenLite to tween from whatever the x property happens to be at the time the tween begins (now in this case), to a value of 100. If you want to also tween the y property to 200 and the alpha property to 0.5, you'd do: TweenLite.to(mc, 1.5, {x:100, y:200, alpha:0.5}); There is no limit to the number of properties you can tween. And TweenLite can tween any numeric property of any object, not just a predetermined list of DisplayObject/MovieClip properties. Since there's an AS2 version as well, you can simply change the property names to reflect their AS2 equivalents, like: TweenLite.to(mc, 1.5, {_x:100, _y:200, _alpha:50}); Here's an interactive demo that allows you to build tweens yourself and see the corresponding code at the bottom: There is also a very useful from() method that allows you to define the starting values in the tween and go backwards. So the current values will be used as the end values, and the ones you define in the tween will be the starting values. This makes it easy to, for example, set things up on the stage where you'd like the objects to end, and then animate them into place. Let's say your mc object's y property is at 200 and alpha is at 1, and you'd like to have it "drop" into place from above while fading in over the course of 1.5 seconds, you could do: TweenLite.from(mc, 1.5, {y:0, alpha:0}); If you prefer a more object-oriented approach and/or would like to store references to your tweens in variables so that you can control them later (for example, pause(), resume(), reverse(), restart()), you can create a tween like this (which is identical to a to() tween): var myTween:TweenLite = new TweenLite(mc, 1, {x:100, y:200, alpha:0.5}); Special properties A special property is a reserved keyword that TweenLite recognizes and handles differently than it would a normal property. One example is delay which allows you to delay a tween from starting until a certain number of seconds has elapsed. For example, this tween will wait 2 seconds before beginning: TweenLite.to(mc, 1, {x:100, delay:2}); TweenLite recognizes several special properties that are quite useful, like onComplete, ease, overwrite, paused, useFrames, immediateRender, onStart, onUpdate, onCompleteParams, and more. Please read the full documentation for details. Two of the most common special properties you'll likely use are ease and onComplete. To alter the rate of change during a tween, you can choose from many different easing equations from either the com.greensock.easing package or Flash's own easing classes or Robert Penner's. The interactive demo above allows you to chose different equations and see how they affect the tween. The onComplete special property gives you a way to call any function when the tween completes, making it simple to create a chain of events. Here is a tween that uses the Elastic.easeOut ease, delays its start time by 0.5 seconds, and calls myFunction() when it completes: TweenLite.to(mc, 1.5, {x:100, ease:Elastic.easeOut, delay:0.5, onComplete:myFunction}); function myFunction():void { trace("tween finished"); } Plugins Think of plugins like special properties that are dynamically added to TweenLite (and/or TweenMax), giving it extra abilities that it doesn't normally have by default. Each plugin is associated with a property name and it takes responsibility for handling that property. For example, the FrameLabelPlugin is associated with the frameLabel property name so if it is activated it will intercept the frameLabel property in the following tween and manage it uniquely: TweenLite.to(mc, 1, {frameLabel:"myLabel"}); If the FrameLabelPlugin wasn't activated, TweenLite would act as though you were trying to literally tween the mc.frameLabel property (and there is no such thing). Activating a plugin requires a single line of code and you only need to do it once in your application, so it's pretty easy. Simply pass an Array containing the names of all the plugins you'd like to activate to the TweenPlugin.activate() method, like this: import com.greensock.plugins.*; TweenPlugin.activate([FrameLabelPlugin, ColorTransformPlugin, TintPlugin]); To make it even easier, I created the Plugin Explorer which writes the code for you. All you need to do is select the plugins and copy/paste the code from the bottom of the tool. It also displays interactive examples of each plugin and the associated code so that it's easy to see the correct syntax. TweenLite does not activate any plugins by default, but TweenMax does. When a plugin is activated, it affects both TweenLite and TweenMax. Overwriting other tweens An often overlooked aspect of tweening is how (and if and when) tweens overwrite other tweens of the same object. For example, let's say you have a button with ROLL_OVER and ROLL_OUT handlers that tween its alpha higher on ROLL_OVER and lower on ROLL_OUT. To further complicate things, let's say the ROLL_OVER tween lasts 2 seconds and the ROLL_OUT tween lasts 1 second. What should happen if the user rolls over/out/over/out quickly? See the problem? If tweens are allowed to run without any kind of overwriting, they'll build up and fight with each other (one trying to tween the alpha higher, and the other lower). In this example, when the user rolls over, a 2-second tween would start increasing the alpha to 1, but if the user rolled off 0.2 seconds later, another tween would begin, causing the alpha to decrease. When that tween finishes 1 second later, the ROLL_OVER tween is still going (since it had a duration of 2 seconds), so the alpha would suddenly jump up and finish off at a value of 1 even though the user rolled out! Don't worry. We've got you covered. By default, whenever a TweenLite instance renders for the first time (after any delay), it analyzes all other active tweens of the same target and checks for individual overlapping properties. If it finds any, it kills the offending overlaps (again, only the individual properties). This overwrite mode is called "auto" and it is typically the most intuitive. However, there may be times when you want the new tween to kill all other tweens of the same object regardless of their start times or overlapping properties. That is what the "all" overwrite mode is for. And to skip overwriting altogether, you can define an overwrite mode of "none". There are several other modes to choose from too, so check out the full docs for details. You define an overwrite mode with the overwrite special property like this: //overwrites all tweens of mc immediately TweenLite.to(mc, 1, {x:50, overwrite:"all"}); //doesn't overwrite anything (allows conflicts) TweenLite.to(mc, 1, {x:50, overwrite:"none"}); //overwrites only individual overlapping properties on concurrent tweens of mcmyElement (this is the default, so you typically don't need to specify any overwrite in this scenario) TweenLite.to(mc, 1, {x:50, overwrite:"auto"}); //set the default overwrite mode to "all" instead of "auto" TweenLite.defaultOverwrite = "all"; Of course you can manually kill all the tweens of a particular object using the TweenLite.killTweensOf() method, but the nice thing about defining overwrite modes is that the overwriting doesn't kick in until it's necessary (when the tween renders for the first time) which is essential when working with complex sequences. Controlling tweens Once a tween is created, you may want to pause(), resume(), reverse(), play(), restart(), invalidate(), or kill() it. It's pretty easy, actually: var myTween:TweenLite = new TweenLite(mc, 1, {x:100, y:100}); //pause myTween.pause(); //resume (honors direction - reversed or not) myTween.resume(); //reverse (always goes back towards the beginning) myTween.reverse(); //play() (always goes forwards) myTween.play(); //restart myTween.restart(); //invalidate (clears out any starting values that were recorded and forces the tween to re-initialize on the next render) myTween.invalidate(); //kill the tween immediately myTween.kill(); //kill all tweens of the mc object TweenLite.killTweensOf(mc); TweenMax has some additional static methods for getting all the tweens of a particular object, pausing them all, resuming, getting tweens of objects that are children of a certain DisplayObject, and more (see documentation for details). Which class do I use? TweenLite? TweenMax? TweenNano? If you can afford the file size (roughly 23kb with the default plugins), just use TweenMax. It is the most full-featured tweening engine and it automatically handles activating a bunch of useful plugins by default, so it makes things very easy. If, however, you're concerned about file size and want precise control over which plugins get activated, TweenLite is for you. It's amazingly capable for its size and has all the essentials crammed into about 8kb. It is really the core of the whole platform and has become incredibly popular. If you simply must shave off another 6k and are willing to sacrifice quite a few features (most notably lack of support for plugins and insertion into TimelineLite/Max instances), use the ridiculously small 2k TweenNano. I would strongly recommend sticking with TweenLite or TweenMax if you can, though, because they offer much more flexibility than TweenNano. All of the engines use exactly the same syntax, so these lines will produce identical results: TweenNano.to(mc, 1.5, {x:100, y:200, onComplete:myFunction, ease:Strong.easeOut}); TweenLite.to(mc, 1.5, {x:100, y:200, onComplete:myFunction, ease:Strong.easeOut}); TweenMax.to(mc, 1.5, {x:100, y:200, onComplete:myFunction, ease:Strong.easeOut}); Keep in mind that TweenMax extends TweenLite, so it does everything TweenLite does, plus more. And the plugins that are activated by default in TweenMax can also be activated in TweenLite (the only exception being roundProps), so with a couple of extra lines of code at the start of your application, TweenLite can have many of the same capabilities as TweenMax (activating plugins increases the file size beyond 4.7k obviously). There are several features that are only available in TweenMax, though, so check the documentation. Sequencing and grouping tweens with TimelineLite Unlike most other scripted animation tools, sequencing in GSAP is much more flexible than building a queue of tweens that run one-after-the-other. You have complete control over the relative timing of each tween - they can overlap as much as you want. And you can control entire sequences as a whole, reverse smoothly anytime, jump to any point, adjust the timeScale(), etc. and everything renders in the proper order. Watch this video for a visual demo showing how TimelineLite can save you a lot of time. Although the video uses the HTML5/JavaScript version of GSAP, the same concepts apply to ActionScript. Of course you could sequence tweens by using the delay special property on all your tweens, but that can get complicated when you build a long sequence and then later want to change the timing of something early in the sequence (you'd have to adjust all the delay values in tweens after that). Plus it would be a pain to control the whole sequence, like to pause() or resume() or reverse() the group on-the-fly. Sequencing is much easier with TimelineLite and its big brother, TimelineMax. Let's jump into some sample code: //create a TimelineLite instance var tl = new TimelineLite(); //append a to() tween tl.to(mc, 1, {x:50}); //add another sequenced tween (by default, tweens are added to the end of the timeline which makes sequencing simple) tl.to(mc, 1, {height:300p, ease:Elastic.easeOut}); //offset the next tween by 0.75 seconds so there's a gap between the end of the previous tween and this new one tl.to(mc, 1, {alpha:0.5}, "+=0.75"); //overlap the next tween with the previous one by 0.5 seconds (notice the negative offset at the end) tl.to(mc, 1, {rotation:360}, "-=0.5"); //animate 3 MovieClips (mc1, mc2, and mc3) to a rotation of 60 degrees, and stagger their start times by 0.2 seconds tl.staggerTo([mc1, mc2, mc3], 1, {rotation:60}, 0.2); //then call myFunction() tl.call(myFunction); //now we can control the entire sequence with the standard methods like these: tl.pause(); tl.resume(); tl.restart(); tl.reverse(); tl.play(); //jump to exactly 2.5 seconds into the animation tl.seek(2.5); //slow down playback to 10% of the normal speed tl.timeScale(0.1); //add a label named "myLabel" at exactly 3 seconds: tl.add("myLabel", 3); //add a tween that starts at "myLabel" tl.add( TweenLite.to(mc, 1, {scale:0.5}), "myLabel"); //jump to "myLabel" and play from there: tl.play("myLabel"); Think of a timeline (as in a TimelineLite or TimelineMax instance) like a collection of tweens that are positioned at specific places on that timeline. It controls their playback. Timelines can be nested inside other timelines as deeply as you want. This is a very powerful concept because it allows you to control entire sequences in a modular way. Imagine 100 characters individually animating into place in a staggered fashion (100 tweens). They could all be grouped into a TimelineLite instance and then controled as a whole (using common methods like pause(), resume(), reverse(), restart(), etc.). In fact, you could create functions that return animations wrapped in a TimelineLite so that you can easily build a larger, more complex animation in a modular way. A central concept to grasp is that every tween is inserted into a timeline. By default, it's the root timeline inside the engine. When a timeline is playing, its virtual playhead advances. If you reverse() a timeline, the playhead travels in the opposite direction back towards its beginning. As the timeline's playhead encounters tweens, it plays them accordingly. For example, if the playhead is positioned halfway through a tween, that tween will render as though it is 50% finished. If the timeline's timeScale() is set to 0.5, that would cause the playhead to travel at half speed. Consequently, any tweens it encounters would also appear to progress at half speed. Once you get the hang of how timelines work, they can revolutionize your animation workflow. Just like tweens, timelines play immediately by default but you can pause them initially using pause() or by setting paused:true in the vars parameter of the constructor. There are quite a few methods available in the timeline classes that give you precise control, and we'd encourage you to look through the docs to see what's available. If you can think of something you'd like to do, chances are there's a way to do it. Just like the way TweenMax extends TweenLite, TimelineMax extends TimelineLite, using identical syntax and adding several useful (but non-essential) features like AS3 event dispatching, repeat(), repeatDelay(), getActive(), getLabelAfter(), getLabelBefore(), currentLabel(), and more. Please refer to the TimelineMax documentation for details. Here's an interactive demo of TimelineMax: Need help? Feel free to post your question on the forums. Keep in mind that you'll increase your chances of getting a prompt answer if you provide a brief explanation and include a simplified FLA file (and any class files) that clearly demonstrates the problem.
  2. Feature lists are nice, but they can get lengthy and they don't always tell the story in a way that's relevant to you as the developer or designer in the trenches, trying to get real work done for real clients. You hear plenty about theoretical benefits of CSS animations or some whiz-bang library that claims to solve various challenges, but then you discover things fall apart in all but the most modern browsers or the API is exceedingly cumbersome or there frustrating "gotchas". You need things to just work. .project-post p { font-family: "Lucida Grande", "Lucida Sans Unicode", Helvetica, Arial, Verdana, sans-serif; } .project-post h2 { padding-top: 16px; margin-bottom: 10px; } .expPoint, .project-post .expList li { font-size: 1.1em; list-style: none; line-height: normal; margin: 0px 0px 0px 8px; padding: 6px 4px 4px 20px; position:relative; border: 1px solid rgba(204,204,204,0); } .expPoint, .expContent { font-family: "Lucida Grande", "Lucida Sans Unicode", Helvetica, Arial, Verdana, sans-serif; } .expPoint:hover, .project-post .expList li:hover { background-color:white; border: 1px solid rgb(216,216,216); } .expContent { height: 0px; overflow: hidden; color: #656565; font-size: 0.9em; line-height: 150%; font-weight: normal; margin: 5px 0px 0px 0px; padding-top: 0px; } .toggle { width:6px; height:8px; position:absolute; background-image:url(/_img/toggle_arrow.gif); background-repeat: no-repeat; left: 9px; top: 12px; } .expMore { color: #71b200; text-decoration: underline; font-size:0.8em; } #featureAnimation, #featureBox { background-color:#000; border: 1px solid #333; height: 220px; overflow:hidden; line-height: normal; font-size: 80%; } #featureAnimation { position:relative; visibility:hidden; } #featureBox { position:absolute; } #featureAnimation, #featureBox, #whyGSAP, .featureTextGreen, .featureTextWhite { width: 838px; } #whyGSAP, .featureTextGreen, .featureTextWhite { text-align: center; } #whyGSAP, .featureTextGreen, .featureTextWhite { font-size:50px; position:absolute; font-family: "Lucida Grande", "Lucida Sans Unicode", Helvetica, Arial, Verdana, sans-serif; top:0; } .featureTextGreen { color:#91e600; font-weight: bold; } .featureTextWhite { color:white; font-weight:normal; } .star { position: absolute; width: 16px; height: 16px; display: none; } #browserIcons { top:64px; left: 100px; width: 92px; height: 92px; position: absolute; text-align:left; } #browserIcons img { position:absolute; } .featureTextMinor { color:#CCCCCC; font-weight:normal; font-size:20px; position:absolute; font-family: "Lucida Grande", "Lucida Sans Unicode", Helvetica, Arial, Verdana, sans-serif; visibility:hidden; } .dot { position:absolute; background-color: #91e600; } #ctrl_slider { position:absolute; width: 725px; height:10px; left:18px; top:196px; background: rgba(80,80,80,0.3); border:1px solid rgba(102,102,102,0.5); visibility:hidden; } Why GSAP? Performance Compatibility Other tools fall down in older browsers, but GSAP is remarkably compatible. Scale, rotate & move independently (impossible with CSS animations/transitions) XNJYHQLJYQEW CSS, canvas libraries, colors, beziers, etc. Total control pause(), play(), reverse(), or timeScale() any tween or sequence. GSAP The new standard for HTML5 animation replay
  3. This video walks you through some common problems that professional animators face every day and shows you how GSAP’s TimelineLite tackles these challenges with ease. Although GSAP is very powerful and flexible, the API is beginner-friendly. In no time you will be creating TimelineLite animations that can bend and adapt to the needs of the most demanding clients and art directors. Watch the video and ask yourself, "Can my current animation toolset do this?" Enjoy. Video Highlights Tweens in a TimelineLite naturally play one-after-the-other (the default insertion point is at the end of the timeline). No need to specify or update the delay of each tween every time the slightest timing changes are made. Tweens in a TimelineLite don't need to play in direct sequence; you can overlap them or easily add gaps. Multiple tweens can all start at the same time or slightly staggered. Easily to rearrange the order in which tweens play. Jump to any point of the timeline to finesse a particular animation. No need to watch the whole animation each time. Add labels anywhere in the timeline to mark where other tweens should be added, or use them for navigation. Control the speed of the timeline with timeScale(). Full control over every aspect of playback: play, pause, reverse, resume, jump to any label or time, and much more. Unlike jQuery.animate() or other JS libraries that allow you to chain together multiple animations on a particular object, GSAP’s TimelineLite lets you sequence multiple tweens on multiple objects. It's a radically different and more practical approach that allows for precise synchronization and flexibility. If you are still considering CSS3 animations or transitions for robust animation after watching this video, please watch it again Check out this Pen! If you are wondering what "autoAlpha" refers to in the code above, its a convenience feature of CSSPlugin that intelligently handles "opacity" and "visibility" combined. Recommended reading: Main GSAP JS page Jump Start: GSAP JS Speed comparison Cage matches: CSS3 transitions vs GSAP | jQuery vs GSAP jQuery.animate() with GSAP: get the jquery.gsap.js plugin! 3D Transforms & More CSS3 Goodies Arrive in GSAP JS
  4. The GreenSock Animation Platform (GSAP) animates anything JavaScript can touch (CSS properties, SVG, React, canvas, generic objects, whatever) and solves countless browser inconsistencies, all with blazing speed (up to 20x faster than jQuery). See "Why GSAP?" to learn why it's used by over 8,000,000 sites and every major brand. Hang in there through the learning curve and you'll discover how addictive animating with code can be. We promise it's worth your time. Quick links Loading GSAP Tweening Basics CSSPlugin 2D and 3D transforms Easing Callbacks Sequencing with Timelines Timeline control Getter / Setter methods Club GreenSock We'll cover the most popular features here but keep the GSAP docs handy for all the details. First, let's talk about what GSAP actually does... GSAP as a property manipulator Animation ultimately boils down to changing property values many times per second, making something appear to move, fade, spin, etc. GSAP snags a starting value, an ending value and then interpolates between them 60 times per second. For example, changing the x coordinate of an object from 0 to 1000 over the course of 1 second makes it move quickly to the right. Gradually changing opacity from 1 to 0 makes an element fade out. Your job as an animator is to decide which properties to change, how quickly, and the motion's "style" (known as easing - we'll get to that later). To be technically accurate we could have named GSAP the "GreenSock Property Manipulator" (GSPM) but that doesn't have the same ring. DOM, SVG, <canvas>, and beyond GSAP doesn't have a pre-defined list of properties it can handle. It's super flexible, adjusting to almost anything you throw at it. GSAP can animate all of the following: CSS: 2D and 3D transforms, colors, width, opacity, border-radius, margin, and almost every CSS value (with the help of CSSPlugin). SVG attributes: viewBox, width, height, fill, stroke, cx, r, opacity, etc. Plugins like MorphSVG and DrawSVG can be used for advanced effects. Any numeric value For example, an object that gets rendered to an HTML5 <canvas>. Animate the camera position in a 3D scene or filter values. GSAP is often used with Three.js and Pixi.js. Once you learn the basic syntax you'll be able to use GSAP anywhere JavaScript runs. This guide will focus on the most popular use case: animating CSS properties of DOM elements. (Note: if you're using React, read this too.) If you're using any of the following frameworks, these articles may help: React Vue Angular What's GSAP Exactly? GSAP is a suite of tools for scripted animation. It includes: TweenLite - the lightweight core of the engine which animates any property of any object. It can be expanded using optional plugins. TweenMax - the most feature-packed (and popular) tool in the arsenal. For convenience and loading efficiency, it includes TweenLite, TimelineLite, TimelineMax, CSSPlugin, AttrPlugin, RoundPropsPlugin, BezierPlugin, and EasePack (all in one file). TimelineLite & TimelineMax - sequencing tools that act as containers for tweens, making it simple to control entire groups and precisely manage relative timing (more on this later). Extras like easing tools, plugins, utilities like Draggable, and more Loading GSAP CDN The simplest way to load GSAP is from the CDN with a <script> tag. TweenMax (and all publicly available GSAP files) are hosted on Cloudfare's super-fast and reliable cdnjs.com. <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/2.1.3/TweenMax.min.js"></script> Banner Ad CDNs Every major ad network excludes GSAP from file size limits when you load it from their CDN! Contact your ad network for their URLs. For example, Google hosts TweenMax at: //AdWords and DoubleClick ads only "https://s0.2mdn.net/ads/studio/cached_libs/tweenmax_2.1.2_min.js" NPM npm install gsap See the NPM Usage page in the docs for a full guide including how to import things (ES modules or UMD format), tree shaking, Webpack, how to get bonus plugins into a build system, etc. Downloading GSAP Download a zip directly from our home page or your account dashboard. If you're logged in as a Club GreenSock member this zip will include your bonus plugins. GitHub View the source code on GitHub. Tweening Basics Let's start with TweenMax, GSAP's most popular tool. We'll use CodePen demos so that you can easily fork and edit each example right in your browser. TweenMax.to() To create an animation, TweenMax.to() needs 3 things: target - the object you are animating. This can be a raw object, an array of objects, or selector text like ".myClass". duration (in seconds) vars - an object with property/value pairs that you're animating to (like opacity:0.5, rotation:45, etc.) and other optional special properties like onComplete. For example, to move an element with an id of "logo" to an x position of 100 (same as transform: translateX(100px)) over the course of 1 second: TweenMax.to("#logo", 1, {x:100}); Note: Remember that GSAP isn't just for DOM elements, so you could even animate custom properties of a raw object like this: var obj = {prop:10}; TweenMax.to(obj, 1, { prop:200, //onUpdate fires each time the tween updates; we'll explain callbacks later. onUpdate:function() { console.log(obj.prop); //logs the value on each update. } }); Demo: TweenMax.to() Basic Usage See the Pen TweenMax.to() Basic Usage by GreenSock (@GreenSock) on CodePen. If you would like to edit the code and experiment with your own properties and values, just hit the Edit on CodePen button. Notice that the opacity, scale, rotation and x values are all being animated in the demo above but DOM elements don't actually have those properties! In other words, there's no such thing as element.scale or element.opacity. How'd that work then? It's the magic of CSSPlugin. Before we talk about that, let's explain how plugins work in general. Plugins Think of plugins like special properties that get dynamically added to GSAP in order to inject extra abilities. This keeps the core engine small and efficient, yet allows for unlimited expansion. Each plugin is associated with a specific property name. Among the most popular plugins are: CSSPlugin*: animates CSS values AttrPlugin*: animates attributes of DOM nodes including SVG BezierPlugin*: animates along a curved Bezier path MorphSVGPlugin: smooth morphing of complex SVG paths DrawSVGPlugin: animates the length and position of SVG strokes *loaded with TweenMax CSSPlugin In the previous example, CSSPlugin automatically noticed that the target is a DOM element, so it intercepted the values and did some extra work behind the scenes, applying them as inline styles (element.style.transform and element.style.opacity in that case). Be sure to watch the "Getting Started" video at the top of this article to see it in action. CSSPlugin Features: normalizes behavior across browsers and works around various browser bugs and inconsistencies optimizes performance by auto-layerizing, caching transform components, preventing layout thrashing, etc. controls 2D and 3D transform components (x, y, rotation, scaleX, scaleY, skewX, etc.) independently (eliminating order-of-operation woes) reads computed values so you don't have to manually define starting values animates complex values like borderRadius:"50% 50%" and boxShadow:"0px 0px 20px 20px red" applies vendor-specific prefixes (-moz-, -ms-, -webkit-, etc.) when necessary animates CSS Variables handles color interpolation (rgb, rgba, hsl, hsla, hex) normalizes behavior between SVG and DOM elements (particularly useful with transforms) ...and lots more Basically, CSSPlugin saves you a ton of headaches. Because animating CSS properties is so common, GSAP automatically senses when the target is a DOM element and adds a css:{} wrapper. So internally, for example, {x:100, opacity:0.5, onComplete:myFunc} becomes {css:{x:100, opacity:0.5}, onComplete:myFunc}. That way, CSS-related values get routed to the plugin properly and you don't have to do any extra typing. You're welcome. ? To understand the advanced capabilities of the CSSPlugin read the full CSSPlugin documentation. 2D and 3D transforms CSSPlugin recognizes a number of short codes for transform-related properties: GSAP CSS x: 100 transform: translateX(100px) y: 100 transform: translateY(100px) rotation: 360 transform: rotate(360deg) rotationX: 360 transform: rotateX(360deg) rotationY: 360 transform: rotateY(360deg) skewX: 45 transform: skewX(45deg) skewY: 45 transform: skewY(45deg) scale: 2 transform: scale(2, 2) scaleX: 2 transform: scaleX(2) scaleY: 2 transform: scaleY(2) xPercent: 50 transform: translateX(50%) yPercent: 50 transform: translateY(50%) GSAP can animate any "transform" value but we strongly recommend using the shortcuts above because they're faster and more accurate (GSAP can skip parsing computed matrix values which are inherently ambiguous for rotational values beyond 180 degrees). The other major convenience GSAP affords is independent control of each component while delivering a consistent order-of-operation. Performance note: it's much easier for browsers to update x and y (transforms) rather than top and left which affect document flow. So to move something, we recommend animating x and y. Demo: Multiple 2D and 3D transforms See the Pen Multiple 2D and 3D Transforms by GreenSock (@GreenSock) on CodePen. Additional CSSPlugin notes Be sure to camelCase all hyphenated properties. font-size should be fontSize, background-color should be backgroundColor. When animating positional properties such as left and top, its imperative that the elements you are trying to move also have a css position value of absolute, relative or fixed. vw/vh units aren't currently supported natively, but it's pretty easy to mimic using some JS like x: window.innerWidth * (50 / 100) where 50 is the vw. Just ask in the forums for some help. from() tweens Sometimes it's amazingly convenient to set up your elements where they should end up (after an intro animation, for example) and then animate from other values. That's exactly what TweenMax.from() is for. For example, perhaps your "#logo" element currently has its natural x position at 0 and you create the following tween: TweenMax.from("#logo", 1, {x:100}); The #logo will immediately jump to an x of 100 and animate to an x of 0 (or whatever it was when the tween started). In other words, it's animating FROM the values you provide to whatever they currently are. Demo: TweenMax.from() with multiple properties See the Pen TweenMax.from() tween by GreenSock (@GreenSock) on CodePen. There is also a fromTo() method that allows you to define the starting values and the ending values: //tweens from width 0 to 100 and height 0 to 200 TweenMax.fromTo("#logo", 1.5, {width:0, height:0}, {width:100, height:200}); Special properties (like onComplete) A special property is like a reserved keyword that GSAP handles differently than a normal (animated) property. Special properties are used to define callbacks, delays, easing and more. A basic example of a special property is delay: TweenMax.to("#logo", 1, {x:100, delay:3}); This animation will have a 3-second delay before starting. Other common special properties are: onComplete - a callback that should be triggered when the animation finishes. onUpdate - a callback that should be triggered every time the animation updates/renders ease - the ease that should be used (like Power2.easeInOut) Easing If your animation had a voice, what would it sound like? Should it look playful? Robotic? Slick? Realistic? To become an animation rock star, you must develop a keen sense of easing because it determines the style of movement between point A and point B. The video below illustrates the basics. An "ease" controls the rate of change during a tween. Below is an interactive tool that allows you to visually explore various eases. Note: you can click on the underlined parts of the code at the bottom to change things.
  5. Hi, I'm just getting started with GSAP and am attempting to create a specific animation that I was hoping I could get some direction on how to achieve. I have two images on top of one another and would like to reveal the image at the bottom as the user moves their cursor down over the top image - kind of a peel down effect. Two parts I don't yet understand are how to use the y coordinate and how to only hide the top image to that coordinate. Is that even the right way of thinking? I've managed so far to fade the top image in and out based on mouse hover with the following code: HTML <span class="phone"> <img src="~/img/iphone-black.png" alt="" class="black" /> <img src="~/img/iphone-white.png" alt="" class="white" /> </span> CSS .phone { position: relative; display: block; width: 400px; /* TODO: responsive? */ height: 800px; } .phone .black { position: absolute; z-index: 2; } .phone .white { position: absolute; z-index: 1; } JS $(function () { setUpMouseEvents(); }); function setUpMouseEvents() { var container = $('.phone'); var blackPhone = $('img.black', container); var whitePhone = $('img.white', container); $(container).mouseover(function (e) { TweenMax.to(blackPhone, 1, { autoAlpha: 0, ease: Linear.easeOut, onComplete: function () { blackPhone.css('display', 'none'); // hide element in DOM } }); }); $(container).mouseleave(function (e) { blackPhone.css('display', 'block'); TweenMax.to(blackPhone, 1, { autoAlpha: 1, ease: Linear.easeIn }); }); } Thanks. Michael
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