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Found 7 results

  1. Hi, 1. I have a second hand of a clock rotating for 60 seconds 2. I have a minute hand of a clock that should rotate 360/60 after every 60 seconds. The problem is I am using reapeatDelay to delay the minute hand for every 60 seconds but when it plays again, it resets back to the original position 0deg. How do I make the rotate animation continue from where it stopped? Here is a pen https://codepen.io/codebeast/pen/gNNaRp In the pen above, I changed the timing from 60sec to 5sec so you can see what's going on faster.
  2. Hi Guys, I'm trying to create a timeline that has an infinite repeat, but the time between repeats is random every time (basically I've created a little timeline of some wind blowing through some plants, but I want the wind to appear random). I've done this with an eventCallback using onRepeat and a function that sets the repeatDelay every time. It's going mad though so I must be doing something wrong. I want it to play the animation through each time and then have a random amount of time between plays. My little codepen recreates the issue. Any ideas? Cheers Paul
  3. Hi, I am animating a html5 rich media banner ad that has repeat() and repeatDelay(). The duration of the banner is 15 sec with a repeat of 2 times. The issue I am having is the second time it starts it refreshes hard. Is there a way to make the second repeat come in softer? Can this be done? If not can the timeline be duplicated to run consecutively after each other to give the effect of a repeat? The total duration can be 45sec. I hope this makes sense and someone can help. Thank you.
  4. Hey everyone, I have hit a snag in my development. I have created a new timeline that i want to repeat once it finishes.It seemingly works but for some reason it doesn't start the repeat from the first tween but instead the second tween in the list tlMain = new TimelineMax({repeat:-1}); tlMain //I WANT the repeat to start from here in the timeline and play ALL tween below BUT... .fromTo(Pocket, 0.5, {scaleX: 3, scaleY: 3, autoAlpha: 0}, {scaleX: 1, scaleY: 1, autoAlpha: 1}) //Repeat seems to start here in the timeline instead, skipping the first part of my animation .from
  5. Hey guys, Quick question that's been bothering me. Is there any way to have multiple values for repeatDelay? Example: Animation plays for 5 seconds 2 seconds delay Animation plays for 5 seconds 5 seconds delay ... Thanks, Marko
  6. Hi, let's say we have a tween moving an element from point A to point B. We have repeat = 2 and repeatDelay = 1s. When it plays in forward direction, it goes from A to B and then executes the repeatDelay while staying at point B (the end point of the tween). After the delay, it jumps back to A for the next loop. Ok, when it plays in backward direction, it goes from B to A but then, instead of executing the repeatDelay staying at point A (its end point in that direction), it jumps immediately back to its starting point B, waiting there for the repeatDelay. So it seems to me that the reversed v
  7. 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
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