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Found 3 results

  1. Hi There, I am not quite sure why the following code which simply repeats a timeline that plays a animated sprite twice works fine: TL = new TimelineMax({repeat:1}); TL.stop(); TL.set([spriteSheet], {x:0}); TL.play(); TL.addLabel("f1", "0") TL.to(spriteContainer, .1, {autoAlpha:1, ease:Sine.easeInOut}, "f1+=0"); TL.to(spriteSheet, 1.5, {x:-(spriteWidth * spriteCopyFrame),ease:SteppedEase.config(spriteCopyFrame)}); but if I add another tween after the sprite stepped ease animation, the sprite is not reanimated on the repeat but the new tween is animate
  2. Hi everyone, I'm trying to get a TimelineMax sprite animation of an SVG-Background to play while throwing the container. Basically, I was planning on using "getVelocity" with "onThrowUpdate" to trigger the playing of the timeline/the movement of the background-image from the start position to the end position (which is calculated via a function), if progress of the timeline = 0. Unfortunately, I can't make it work properly. At first, the timeline/sprite-animation started only after the throw-movement had stopped. Now, in the codepen, the animation isn't
  3. Hello, I have a frame by frame (sprite) animation that I am trying to create that has a total of 24 frames, but because it's rather large (as far as width/height) I have to break it up into multiple files so it doesn't exceed some mobile devices max widths. I am just trying to make one sprite sheet play, using the SteppedEase functionality, then hide that div, show the next, etc. For some reason the image is not playing out as it should when combined with the multiple sprite sheets, but it does play correctly when it's by itself. I created this in codepen, so hopefully it's pretty cle
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