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Found 18 results

  1. I use MotionPathPlugin but i can't change path style, and don't know to move 3d model into path by scrolling
  2. Hey guys, I'm having some trouble on something this evening, was wondering if you guys could help. Given that this uses a 3d model, I can't attach a codepen unfortunately. But I'll do the best to include all relevant code snippets and give all the details I can. I've been working on a website that uses scroll trigger to move content around, and also to move around this 3D car model that I have. I have 4 different slides, and for the sake of simplicity, I've gone ahead and recoloured them. Slide 1: Blue, start slide Slide 2: Pink, slides in from the right Slid
  3. Hello everyone, Let explain my problem, I am currently moving an object a long a x,y,z axis (in threejs). I want to have complex trajectory, like a looping : i tried to use the motion path plugin in order to do interpolation across multiple point. So far so good, but i need to use the bezier type in order to make it as a real looping (not a cubic one :) ) but bezier type seems supporting only x and y axis. The other main problem is to slow down the moving element on mouse hover, i think using the timeScale function on hover will do the job perfectly.
  4. Hello, I am trying to create an explosion on one button click and reverse of another button click of particles on three.js and TimelineMax, is there a simple example or place i can learn from? Please kindly let me know Thank you
  5. 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 midd
  6. Hi Everyone, I have been working on the project involving WebXR, using ThreeJs and Gsap 3. And I have notice that when you initialize webXR session (clicking on 'Enter VR' button) update of Gsap's timelines just stops. They mention in How to create VR content on ThreeJs' website that you need to call setAnimationLoop() from their renderer and to pass callback and that you can't use window.requestAnimationFrame() function (I need to investigate this topic more). The problem was solved calling gsap.ticker.tick() from the callback function. For testing, I have added listener to
  7. I'm working on animating a grid of threejs boxes and I would like to implement the grid option available in the stagger object of the timeline, but when doing so I get an error: The example code only shows how to use the stagger options applied to DOM elements so I wonder if I'll need to create my own objects with properties that the grid optins will understand, which I can easly do, but I dont know what it is required. Hope that makes sense. Here is my setup: - There is an array of threejs Meshes layout in a grid - I want to create a timeline to animate al
  8. I was trying to do directional rotations in Three.js and encountered some weird/interesting behaviors... Using "_ccw" will actually result in clockwise rotation while "_cw" lead to counterclockwise rotation. That effect is happening regardless of whether I put positive/negative radians before the string. I have checked this plugin "whipped together" by the almighty code god but it doesn't cover directional rotations in Three.js. Anyways.. at least I could do directional rotations now!! Just wanna share. Maybe it's because how Three.js use positive n
  9. I'm trying to create randomly placed circles with each render loop. I can't seem to animate a fade out opacity for each circle one after another(as a new circle would start with a opacity of 1). It seems to animate the opacity of them all at once. Any help would be appreciated
  10. Hi everybody, im new on gsap...playing with threejs, tween and audio visualizer. I have a group with some mesh as child 1 - I would like to animate each element of the mesh with a value created in RAF . 2 - I would like to make endless tween on rotation (unfortunally , "repeat: -1" its not working). Is there another elegant / better solution for do that. Thanks in advance for any help... On RAF i have some function: 1 for render() three scene and one for analyze the sound and pass the value on tween. So this... // The sound analyzer . function soundAnalyzer() {
  11. Hi all, first of all congrats on the great animation engine. I am using GreenSock, mainly TimelineMax and TweenMax for timing and tweening positions, rotations etc. of my WebGL / ThreeJS scene objects. The resulting format is always an interactive (Apple) iBook for children - basically a compressed website that runs with a WebKit standard similar to the one used in Safari Mobile. Performance was never a real issue until a colleague recently discovered that certain animations freeze or behave different (jumpy, stuttery) after running for several minutes (about 10-15 minutes dep
  12. Hi I would like to tween the scale of an array of Three JS objects. I am able to do this on requestAnimationFrame, but I would like to use Tweenmax: for ( var i = 0; i < meshes.length; i ++ ) { meshes.scale.x = meshes.scale.y = meshes.scale.z = boost; } Any idea how to? Thanks!
  13. Hello, A few weeks ago I started with GSAP and now I also learned some basic skills in Three.js I have made a object and I am able to rotate it with GSAP, but I would like to make it draggable with the mouse. Can anyone help me making this happen? When I create a drag for the mesh ( the object). The object dissapears. This is my Codepen: http://codepen.io/xleooow/pen/YGvjNA Any help is appreciated.
  14. Hello everyone, I am new to this place and I'm quite new to the GSAP world. I'm very excited about working with this library and watching the examples I was really impressed with this one. I have seen that there is a huge use of three.js library and I was wondering about how three.js and GSAP works togheter. For example, the camera movements are just made with three.js or there is a way to replicate that animation only with GSAP or both? I'm just looking for some hints! Thank you in advance! P.S. If I'm in the wrong section or off-topic, please forgive me!
  15. 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
  16. Hi, I'm trying to use GSAP to animate objects in a ThreeJS project, within the requestAnimationFrame loop. Obviously this loop is firing much faster than the time it takes each tween to complete. I'm getting lots of overlapping Tweens on each object and I'm trying to figure out the best way to have each Tween run and then run it's onComplete function to tween itself back properly without losing it's references. Would TimelineLite be better suited for this or is there a better approach using TweenLite? Thanks in advance! function animate() { if(animation === true ) requestAnima