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Found 20 results

  1. Hello! I am trying to accomplish this effect https://greensock.com/docs/v2/Plugins/DirectionalRotationPlugin on a 3d scene. So basically i want the camera to transition to the point selected and not jump to it as it is right now. How can i do that?
  2. Hello everyone, I would like to develop this kind of animation for my background. Anybody suggest me about this how can I develop this? Also how can I add liquid hover effect on images. https://s.muz.li/NzNjY2YzNGRi Thanks
  3. So i would like to animate this model along a path: https://codepen.io/uiunicorn/pen/abJmVwo but it doesn't seem to work and i am getting this in console: Uncaught TypeError: Cannot assign to read only property 'rotation' of object '#<Group>' at Plugin._setterPlain [as rSet] (gsap-core.js:3367) at PropTween.render [as r] (MotionPathPlugin.js:301) at Tween.render (gsap-core.js:3163) at _lazyRender (gsap-core.js:187) at _lazySafeRender (gsap-core.js:193) at Array.updateRoot (gsap-core.js:2564) at _tick (gsap-core.js:1252) and ideas of what the problem is? here is the original pen that works: (my pen uses modules): https://codepen.io/uiunicorn/pen/zYZoYpV
  4. Hi ! I have a problem for tweening my camera . I create a codepen with the minimum of code just to reproduce my issue and I annotate all my code (sorry for my English I'm french by the way ^^ ) I also put a lot of console.log() for debugging purpose . the question is at line 75-122 the start point is my camera.postion line 23 : camera.position.z = 30; and my tween001 line 75 : var tween001 = gsap.to(camera.position,{ delay:2,duration:5,z:60,onUpdate:function(){ camera.updateProjectionMatrix(); console.log("play"); },onComplete:function(){ console.log("complete"); },ease:"elastic" }); so the tween is about to move my camera from the Z = 30 to Z = 60 its work perfectly but ... When the user move the camera(line 90: when the user move/over/click on the 3d its fire and eventlistener that pause "tween001.pause()" ) I want the tween001 use the "actual" camera.postion and not when the camera.postion used when the tween 001 get fire . Cause when the tween001 is played again or it resume from a pause the start point used is the default one x=0 y=0 z=30 . An idle function play the tween001 again at line 109 window.setInterval(checkTime, 1000);// every 1 second lauch checktime function checkTime() { //idleCounter get 1 every second and at 5 second coz timeout is 5 checktime relauch the tween001 if (idlecounter < timeout) { idlecounter++; //console.log("++ "); } else if (idlecounter == timeout) { tween001.play(); console.log('timeout'); } } Any help will be welcome
  5. //This is a onclick function which gets triggered on a button click which is responsible to animated each node to some coordinates defined startAnimation: function(){ // condider findThechildrens function pushes 21 childrens in the global array (function defined below) //please if anyone has any idea to make this code modular and not repetative please help findTheChildrens(); var tween1 = new gsap.timeline(); var tween2 = new gsap.timeline(); var tween3 = new gsap.timeline(); var tween4 = new gsap.timeline(); var tween2 = new gsap.timeline(); var tween3 = new gsap.timeline(); var tween4 = new gsap.timeline(); var tween5 = new gsap.timeline(); var tween6 = new gsap.timeline(); var tween7 = new gsap.timeline(); var tween8 = new gsap.timeline(); var tween9 = new gsap.timeline(); var tween10 = new gsap.timeline(); var tween11 = new gsap.timeline(); var tween12 = new gsap.timeline(); var tween13 = new gsap.timeline(); var tween14 = new gsap.timeline(); var tween15 = new gsap.timeline(); var tween16 = new gsap.timeline(); var tween17 = new gsap.timeline(); var tween18 = new gsap.timeline(); var tween19 = new gsap.timeline(); tween17.to(this.tweenArr[1].position, { duration: 10, x: 10, ease:Linear.None }); tween18.to(this.tweenArr[2].position, { duration: 10, x: -10, ease:Linear.None }); tween14.to(this.tweenArr[3].position, { duration: 10, x: 20, ease:Linear.None }); tween5.to(this.tweenArr[4].position, { duration: 10, z: 15, ease:Linear.None }); tween6.to(this.tweenArr[5].position, { duration: 10, z: 15, ease:Linear.None}); tween7.to(this.tweenArr[6].position, { duration: 10, z: 15, ease:Linear.None}); tween8.to(this.tweenArr[7].position, { duration: 10, z: 15, ease:Linear.None }); tween9.to(this.tweenArr[8].position, { duration: 10, x: 25, ease:Linear.None}); tween10.to(this.tweenArr[9].position, { duration: 10, x: 25, ease:Linear.None }); tween1.to(this.tweenArr[10].position, { duration: 10, x: -20, ease:Linear.None }); tween2.to(this.tweenArr[11].position, { duration: 10, x: -20, ease:Linear.None}); tween3.to(this.tweenArr[12].position, { duration: 10, x: -20, ease:Linear.None}); tween4.to(this.tweenArr[13].position, { duration: 10, x: -20, ease:Linear.None }); tween11.to(this.tweenArr[14].position,{ duration: 10, y: -20, ease:Linear.None}); tween12.to(this.tweenArr[15].position,{ duration: 10, y: -20, ease:Linear.None }); tween19.to(this.tweenArr[16].position,{ duration: 10, x: 15, ease:Linear.None }); tween13.to(this.tweenArr[17].position,{ duration: 10, x: -15, ease:Linear.None }); tween16.to(this.tweenArr[19].position,{ duration: 10, z: 5, ease:Linear.None }); tween15.to(this.tweenArr[20].position,{ duration: 10, z: 10, ease:Linear.None }); }, //This functions gets called only one time which is responsible to tranverse the assembly and keep all found childrens into a global array (tweenArr) findTheChildrens : function(){ this.findTheChildrens = function(){}; var node = scene.children[2].children[0]; for (var i = 0; i < node.children.length; i++) { var childNode = node.children[i]; if (childNode.children.length > 0) { if (childNode.children[0].type == "Group" || childNode.children[0].type == "Mesh") { this.tweenArr.push(childNode); } } } },
  6. //this right here is a code inside a function which gets called multiple times and responsible to animate multiple objects from its initial position to targeted position(object and position changes after every iteration). //Also a progress bar is implemented which is responsible to show the progress of the animation. this.tween = new TimelineMax({ onUpdate: showProgress.bind(this)}); this.tween.to(from, { duration: 10, x: to.x, y: to.y, z: to.z ,}); this.tween.from(".red", this.tween.duration(), { scaleX: 0, transformOrigin: "0px 0px", ease: Linear.easeNone }, 0); function showProgress() { this.progress= new TweenLite.set(progress, { scaleX: this.tween.progress(), transformOrigin: "0px 0px" }); duration.innerHTML = "Progress:" + parseInt(this.tween.time() * 10) + "%"; } } //i want to create a function which gets all the animating objects(15) in the scene and apply pause to all of them //right now what happens is pause is being applied to only one object not all the objects. //please help pauseAnimation: function() { this.tween.pause() }
  7. Hello everyone, First time using this, so please excuse my terminology. I'm doing a THREE.js animation loop, where a bunch of textGeometries animate forming a box, sphere and cone. I'm using two timelines since I don't want the first transition(from initial state to forming a box) to repeat. So when restarting the second timeline on `onComplete`, it isn't doing a smooth transition. I'm unable to track down what's causing this, could anybody please help me figure out why the restart isn't smooth? Below is the logic, followed by a codepen demo: for (i = 0; i < MAX_PARTICLES; i++) { var initialMorphTL = new TimelineLite(); var morphTL = new TimelineLite({onComplete:function(){this.restart()}}); const child = children[i]; initialMorphTL.to(child.position, 1, { ease: Elastic.easeOut.config( 0.1, .3), x: pointsInsideBox[ index ++ ], y: pointsInsideBox[ index ++ ], z: pointsInsideBox[ index ++ ], delay: .1 }).to(child.material.color, 1, { ease: Linear.easeNone, r: boxColor.r, g: boxColor.g, b: boxColor.b, }, "-=1"); morphTL.to(child.position, 1, { ease: Elastic.easeOut.config( 0.1, .3), x: pointsInsideSphere[ index ++ ], y: pointsInsideSphere[ index ++ ], z: pointsInsideSphere[ index ++ ], delay: 5 }).to(child.material.color, 1, { ease: Linear.easeNone, r: sphereColor.r, g: sphereColor.g, b: sphereColor.b, }, "-=1").to(child.position, 1, { ease: Elastic.easeOut.config( 0.1, .3), x: pointsInsideCone[ index ++ ], y: pointsInsideCone[ index ++ ], z: pointsInsideCone[ index ++ ], delay: 5 }).to(child.material.color, 1, { ease: Linear.easeNone, r: coneColor.r, g: coneColor.g, b: coneColor.b, }, "-=1").to(child.position, 1, { ease: Elastic.easeOut.config( 0.1, .3), x: pointsInsideBox[ index ++ ], y: pointsInsideBox[ index ++ ], z: pointsInsideBox[ index ++ ], delay: 5 }).to(child.material.color, 1, { ease: Linear.easeNone, r: boxColor.r, g: boxColor.g, b: boxColor.b, }, "-=1"); }
  8. Hi everybody! I'm trying to display a three.js scene inside a div in my html, but i can't figure out how. I've posted in the three.js forums, but it seems it's an UI issue and not a three.js one so.. here i am! Here is a jsfiddle trying to replicate the issue : JSFIDDLE So i want my three.js animation to appear in my <div id="canvas-projects"></div>, but my images don't appear. If i put my section containing the <div id="canvas-projects"></div>as my first html element, it works fine and the images appears. But it's supposed to be in the middle of my page. So my guess i that my positioning isn't good somehow. But i can't figure out how to make it work! If anybody could take a look at this and help me, i'd be super greatful! Here is my current javascript code : const store = { ww: window.innerWidth, wh: window.innerHeight, isDevice: navigator.userAgent.match(/Android/i) || navigator.userAgent.match(/webOS/i) || navigator.userAgent.match(/iPhone/i) || navigator.userAgent.match(/iPad/i) || navigator.userAgent.match(/iPod/i) || navigator.userAgent.match(/BlackBerry/i) || navigator.userAgent.match(/Windows Phone/i) }; class Slider { constructor(el, opts = {}) { this.bindAll(); this.el = el; this.opts = Object.assign( { speed: 2, threshold: 50, ease: 0.075 }, opts ); this.ui = { items: this.el.querySelectorAll('.p-js-slide'), titles: document.querySelectorAll('.p-js-title'), lines: document.querySelectorAll('.p-js-progress-line') }; this.state = { target: 0, current: 0, currentRounded: 0, y: 0, on: { x: 0, y: 0 }, off: 0, progress: 0, diff: 0, max: 0, min: 0, snap: { points: [] }, flags: { dragging: false } }; this.items = []; this.events = { move: store.isDevice ? 'touchmove' : 'mousemove', up: store.isDevice ? 'touchend' : 'mouseup', down: store.isDevice ? 'touchstart' : 'mousedown' }; this.init(); } bindAll() { ['onDown', 'onMove', 'onUp'].forEach(fn => (this[fn] = this[fn].bind(this))); } init() { return gsap.utils.pipe(this.setup(), this.on()); } destroy() { this.off(); this.state = null; this.items = null; this.opts = null; this.ui = null; } on() { const { move, up, down } = this.events; window.addEventListener(down, this.onDown); window.addEventListener(move, this.onMove); window.addEventListener(up, this.onUp); } off() { const { move, up, down } = this.events; window.removeEventListener(down, this.onDown); window.removeEventListener(move, this.onMove); window.removeEventListener(up, this.onUp); } setup() { const { ww } = store; const state = this.state; const { items, titles } = this.ui; const { width: wrapWidth, left: wrapDiff } = this.el.getBoundingClientRect(); // Set bounding state.max = -(items[items.length - 1].getBoundingClientRect().right - wrapWidth - wrapDiff); state.min = 0; // Global timeline this.tl = gsap .timeline({ paused: true, defaults: { duration: 1, ease: 'linear' } }) .fromTo( '.p-js-progress-line-2', { scaleX: 1 }, { scaleX: 0, duration: 0.5, ease: 'power3' }, 0 ) .fromTo( '.p-js-titles', { yPercent: 0 }, { yPercent: -(100 - 100 / titles.length) }, 0 ) .fromTo( '.p-js-progress-line', { scaleX: 0 }, { scaleX: 1 }, 0 ); // Cache stuff for (let i = 0; i < items.length; i++) { const el = items[i]; const { left, right, width } = el.getBoundingClientRect(); // Create webgl plane const plane = new Plane(); plane.init(el); // Timeline that plays when visible const tl = gsap.timeline({ paused: true }).fromTo( plane.mat.uniforms.uScale, { value: 0.65 }, { value: 1, duration: 1, ease: 'linear' } ); // Push to cache this.items.push({ el, plane, left, right, width, min: left < ww ? ww * 0.775 : -(ww * 0.225 - wrapWidth * 0.2), max: left > ww ? state.max - ww * 0.775 : state.max + (ww * 0.225 - wrapWidth * 0.2), tl, out: false }); } } calc() { const state = this.state; state.current += (state.target - state.current) * this.opts.ease; state.currentRounded = Math.round(state.current * 100) / 100; state.diff = (state.target - state.current) * 0.0005; state.progress = gsap.utils.wrap(0, 1, state.currentRounded / state.max); this.tl && this.tl.progress(state.progress); } render() { this.calc(); this.transformItems(); } transformItems() { const { flags } = this.state; for (let i = 0; i < this.items.length; i++) { const item = this.items[i]; const { translate, isVisible, progress } = this.isVisible(item); item.plane.updateX(translate); item.plane.mat.uniforms.uVelo.value = this.state.diff; if (!item.out && item.tl) { item.tl.progress(progress); } if (isVisible || flags.resize) { item.out = false; } else if (!item.out) { item.out = true; } } } isVisible({ left, right, width, min, max }) { const { ww } = store; const { currentRounded } = this.state; const translate = gsap.utils.wrap(min, max, currentRounded); // console.log(translate); const threshold = this.opts.threshold; const start = left + translate; const end = right + translate; const isVisible = start < threshold + ww && end > -threshold; const progress = gsap.utils.clamp(0, 1, 1 - (translate + left + width) / (ww + width)); return { translate, isVisible, progress }; } clampTarget() { const state = this.state; state.target = gsap.utils.clamp(state.max, 0, state.target); } getPos({ changedTouches, clientX, clientY, target }) { const x = changedTouches ? changedTouches[0].clientX : clientX; const y = changedTouches ? changedTouches[0].clientY : clientY; return { x, y, target }; } onDown(e) { const { x, y } = this.getPos(e); const { flags, on } = this.state; flags.dragging = true; on.x = x; on.y = y; } onUp() { const state = this.state; state.flags.dragging = false; state.off = state.target; } onMove(e) { const { x, y } = this.getPos(e); const state = this.state; if (!state.flags.dragging) return; const { off, on } = state; const moveX = x - on.x; const moveY = y - on.y; if (Math.abs(moveX) > Math.abs(moveY) && e.cancelable) { e.preventDefault(); e.stopPropagation(); } state.target = off + moveX * this.opts.speed; } } /** */ /** * GL STUFF *** */ /** */ const backgroundCoverUv = ` (...) `; const vertexShader = ` (...) `; const fragmentShader = ` (...) `; const loader = new THREE.TextureLoader(); loader.crossOrigin = 'anonymous'; class Gl { constructor() { this.scene = new THREE.Scene(); this.camera = new THREE.OrthographicCamera( store.ww / -2, store.ww / 2, store.wh / 2, store.wh / -2, 1, 10 ); this.camera.lookAt(this.scene.position); this.camera.position.z = 1; this.renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true }); this.renderer.setPixelRatio(1.5); this.renderer.setSize(store.ww, store.wh); this.renderer.setClearColor(0xffffff, 0); this.init(); } render() { this.renderer.render(this.scene, this.camera); } init() { const container = document.getElementById('canvas-projects'); const domEl = this.renderer.domElement; domEl.classList.add('dom-gl'); // document.body.appendChild(domEl); container.appendChild(domEl); } } class GlObject extends THREE.Object3D { init(el) { this.el = el; this.resize(); } resize() { this.rect = this.el.getBoundingClientRect(); const { left, top, width, height } = this.rect; this.pos = { x: left + width / 2 - store.ww / 2, y: top + height / 2 - store.wh / 2 }; this.position.y = this.pos.y; this.position.x = this.pos.x; this.updateX(); } updateX(current) { current && (this.position.x = current + this.pos.x); } } const planeGeo = new THREE.PlaneBufferGeometry(1, 1, 32, 32); const planeMat = new THREE.ShaderMaterial({ transparent: true, fragmentShader, vertexShader }); class Plane extends GlObject { init(el) { super.init(el); this.geo = planeGeo; this.mat = planeMat.clone(); this.mat.uniforms = { uTime: { value: 0 }, uTexture: { value: 0 }, uMeshSize: { value: new THREE.Vector2(this.rect.width, this.rect.height) }, uImageSize: { value: new THREE.Vector2(0, 0) }, uScale: { value: 0.75 }, uVelo: { value: 0 } }; this.img = this.el.querySelector('img'); this.texture = loader.load(this.img.src, texture => { texture.minFilter = THREE.LinearFilter; texture.generateMipmaps = false; this.mat.uniforms.uTexture.value = texture; this.mat.uniforms.uImageSize.value = [this.img.naturalWidth, this.img.naturalHeight]; }); this.mesh = new THREE.Mesh(this.geo, this.mat); this.mesh.scale.set(this.rect.width, this.rect.height, 1); this.add(this.mesh); gl.scene.add(this); } } /** */ /** * INIT STUFF *** */ /** */ const gl = new Gl(); const slider = new Slider(document.querySelector('.p-js-slider')); const tick = () => { gl.render(); slider.render(); }; gsap.ticker.add(tick); Here is my html (... bunch of other html sections) <section class="section section-larger section-more-projects" data-scroll-section> <div id="canvas-projects"></div> <div class="p-slider | p-js-drag-area"> (...) </div> <div class="p-titles"> (...) </div> <div class="p-progress"> (...) </div> </section> (... bunch of other html sections) And here is my css $easeOutExpo: cubic-bezier(0.2, 1, 0.2, 1); .dom-gl { position: absolute; top: 0; left: 0; width: 100%; height: 100%; z-index: 1; } .p-slider { position: relative; padding: 0 22.5vw; display: flex; align-items: center; height: 100%; user-select: none; cursor: grab; z-index: 2; &__inner { display: flex; position: relative; } } .p-slide { overflow: hidden; &:first-child { position: relative; } &:not(:first-child) { position: absolute; top: 0; height: 100%; } &__inner { position: relative; overflow: hidden; width: 55vw; padding-top: 56.5%; } img { display: none; } } .p-titles { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); overflow: hidden; pointer-events: auto; z-index: 9999999999; &__list { position: absolute; top: 0; left: 0; } &__title { display: flex; align-items: center; justify-content: center; font-size: 6vw; font-weight: bold; letter-spacing: -0.1vw; color: #fff; &--proxy { visibility: hidden; } } } .p-progress { position: absolute; bottom: 0; left: 0; width: 100%; height: 0.25rem; overflow: hidden; pointer-events: none; &__line { position: absolute; top: 0; left: 0; width: 100%; height: 100%; transform: scaleX(0); transform-origin: left; background-color: #fff; &:nth-child(2) { transform-origin: right; } } } By the way, i'm also using Locomotive Scroll on my page for creating smooth inertia scrolling.
  9. GreenSock

    Google Cloud

  10. GreenSock

    SpaceLamb

  11. Hello everyone! I had hoped to unveil this animation to you all when it was completed and running smoothly. Thanks to the the shear volume of detailed answers on this forum and the amazing community of contributors behind it, someone who has no experience with JS , HTML, or even CSS can learn without even asking a question. You should all know how amazing your contributions to this forum are, and I hope this conveys the genuine appreciation from this lurker/beginner. I think it was Craig who said that he started learning JS by copying and pasting, well thats exactly how I learned to make this animation. It's a bit of a Frankenstein's monster, but I understand what I built. Unfortunately, I will have to interrupt my gushing to also add a question. Although my SVG animates exactly how I want, the rendering is obviously jittery. From what I can tell this is in large part due to the strain put on the browser attempting to render: ALL these filters and alpha changes 48 objects simultaneously What can I do to optimize the rendering efficiency of my animation? As far as I've read from this forum and outside sources I have a few options: Slim down and clean up my script. (However, this doesn't fix the rendering problems) Combine GSAP with another js rendering library like three.js or pixi.js (This would fix the rendering strain on the browser. But where to even begin? Also from what I gather rendering SVG paths in WebGL is more challenging, as the WebGL API is primarily built for rendering many triangles.) I understand if what I'm asking might be outside the scope of GSAP. Still a thank you is necessary for getting me to this point.
  12. Hello, I am pretty new to GSAP and so I may be doing something wrong, but I am having a performance issue with multiple back and forths animating three.js objects and then reversing them. As you can see on my project (linked below) when you click the three.js objects and then click the back button all the animations work fine. But the more you click them, the slower they start to become and the longer the reverse animation takes on the objects and on the text. Now I am not sure if I set it up wrong and its just an issue with my code, or whether its a performance issue. Can someone please see my GSAP code below and see if they can pin point what might be happening? Here is a link to my project: http://jacobtruax.info/ Code for the Tweening: const tl = new TimelineLite() const tlFNUP = new TimelineLite() const tlOld = new TimelineLite() const tlAlex = new TimelineLite() const tlCam = new TimelineLite() TweenMax.set(backTag,{autoAlpha:0}); TweenMax.set(footerTag, {autoAlpha:0}); TweenMax.set(moreTag, {autoAlpha:0}); function onDocumentMouseDown(event) { const intersections = raycaster.intersectObjects(objects) if (intersections.length > 0){ if(projectHov){ tl.play(); tl.add( TweenMax.to(footerTag, .5, {delay: 1, autoAlpha: 1,})); tl.to(backTag, 1, { delay: 1.25, autoAlpha:1, }, 0); tl.to(moreTag, 1, { delay: 1.35, autoAlpha: 1, }, 0); } if (intersections[0].object == old ) { if(projectHov){ tlOld.play(); projectHov = false tlOld.add(TweenMax.to(old, 1.5, {three:{scaleX: 2.5, scaleY: 2.5, x:0, y:0, z:0}, ease:Power2.easeInOut})); tlOld.to(fnup, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlOld.to(alex, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlOld.to(cam, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlOld.to(mirrorCube, 1, {three:{y:-400, opacity: 0 }, ease:Power2.easeInOut}, 0); groupRotate = false } } if (intersections[0].object == fnup) { if(projectHov){ tlFNUP.play(); projectHov = false tlFNUP.add(TweenMax.to(fnup, 1.5, {three:{scaleX: 2.5, scaleY: 2.5, x:0, y:0, z:0 }, ease:Power2.easeInOut})); tlFNUP.to(old, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlFNUP.to(alex, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlFNUP.to(cam, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); groupRotate = false tlFNUP.to(mirrorCube, 1, {three:{y:-400, opacity: 0 }, ease:Power2.easeInOut}, 0); } } if (intersections[0].object == cam) { if(projectHov){ tlCam.play(); projectHov = false tlCam.add(TweenMax.to(cam, 1.5, {three:{scaleX: 2.5, scaleY: 2.5, x:0, y:0, z:0}, ease:Power2.easeInOut})); tlCam.to(fnup, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlCam.to(alex, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlCam.to(old, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); oldRotate = false groupRotate = false tlCam.to(mirrorCube, 1, {three:{y:-400, opacity: 0 }, ease:Power2.easeInOut}, 0); } } if (intersections[0].object == alex) { if(projectHov){ tlAlex.play(); projectHov = false tlAlex.add(TweenMax.to(alex, 1.5, {three:{scaleX: 2.5, scaleY: 2.5, x:0, y:0, z:0}, ease:Power2.easeInOut})); tlAlex.to(fnup, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlAlex.to(cam, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); tlAlex.to(old, 1, {three:{y:-4000, opacity: 0 }, ease:Power2.easeInOut}, 0); oldRotate = false groupRotate = false tlAlex.to(mirrorCube, 1, {three:{y:-400, opacity: 0 }, ease:Power2.easeInOut}, 0); } } } backTag.addEventListener("click", function() { projectHov = true groupRotate = true tlOld.reverse(); tlAlex.reverse(); tlCam.reverse(); tlFNUP.reverse(); tl.reverse(); })
  13. Hey everyone, i am new to this community and to the tools of greensock. I would love to create something like this "fake 3D programmed" icon which is based on a png file. Does anyone know which of the greensocks technologies I need? This is the website where I found this amazing effect. https://loveiko.com Thanks! Hope to hear from you. Anna
  14. Hello, guys. I know I could post this on some job boards, but just wanted to give it a try here. I noticed that on this forum people discuss three.js sometimes. And there is a project I need help with. Commercial project — no free work There will be website with swimming pool constructor on it. Initially we planned to make it flat. But I'd like to go further and make it as dynamic 3D model directly in browser. So I'm looking for a specialist who has experience with three.js and GSAP to help me with this part of the project. I already have scope of work composed for coder. I will send it to those who are interested. You just need to let me know whether you're interested either in this topic or in personal messages. And here is a small teaser of the project
  15. Curious, does anyone know how to create a staggerTo() tween with a group of three.js elements. When I tween a position/scale/rotation using .to() it looks like this: TweenMax.to(element.scale, 6, { x: 0.4, y: 0.4, z: 0.4, ease: Quad.easeOut }); I've found a way to make it work, basically just loop through and create a new array. I'm really just curious if anyone has a better way. This is what I have currently: $.each(elements, function(index, elem) { staggerElements.push(elem.position); }); returnData.push( TweenMax.staggerTo(staggerElements, 12, { x: 0, y: 0, z: 1.5, ease: Quad.easeOut }, 0.1) );
  16. I recently started using GSAP for animating three.js as an alternative to https://github.com/sole/tween.js, commonly used for this. It made it really easy to do something like: make a cube spin and when it stops, wait until one of the faces are square (through a 90 degree rotation with repeat -1 switched on/off). However, I'm struggling with severe performance issues in tweening many objects at a time. I think this has to do with having to create a duplicate copy of the objects to store the tween data rather than just being able to directly tween object variables without having to write in onUpdate. This makes writing the tween a tad more tedious than tween.js, and it has been no easy task to convert from tween.js to GSAP. Once I finally did figure out how to do this, I found the performance was severely worse than using tween.js. I created an example modification of a three.js example which closely relates to the project I'm working on: Original, using tween.js: http://jsfiddle.net/justin_hackin/J3k9N/ (Tweening @ 292) Single variable for closure in loop, not working: http://jsfiddle.net/justin_hackin/dHLcg/ TweenMax demo: http://jsfiddle.net/justin_hackin/6bFJc/ (Tweening @ 298) I'm wondering, are these performance issues happening because each TweenMax closure is trying to store the whole object copy array ? I don't quite understand the deeper aspects of JS, excuse my ignorance. Am I doing something wrong here ? I really love these GSAP libraries so I hope I can make it work for the project I'm working on. If not, I really hope the developers will consider making the code more friendly to this kind of use. The project I'm working on might eventually be willing to invest in such a feature if it would take some efforts to implement, please let me know what could be possible. Thanks, ~Justin
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