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Found 2 results

  1. Dear Greensock community, i've been trying to make a analog clock, that uses animations from tweenmax. I saw this thread and decided to use parts of that code The clock works when refreshing the page continuously but the hole point of this clock is to just run by itself instead of having to refresh the page 1000 times. I tried to use a setinterval function but that breakes the animation. So in short: the clock as of now does not update, it stays static, only refreshing makes the analog pointers move. How do i make them move like a normal clock. Here's the code that i made using the thread/post above. $(document).ready(function() { var datetime = new Date(), h = datetime.getHours(), m = datetime.getMinutes(), s = datetime.getSeconds(); var myPointerH = $('.clockH'); var myPointerM = $('.clockM'); var myPointerS = $('.clockS'); var oneSecond = 60/60; // 1 second var oneHour = 60 * 60; //1 hour tween var twelveHours = 12 * 60 * 60; //12 hour tween var hourTween = TweenMax.to(myPointerH, twelveHours, {rotation:"360_cw", ease:Linear.easeNone,repeat:-1, paused:true}); var minuteTween = TweenMax.to(myPointerM, oneHour, {rotation: "360", ease:Linear.easeNone, repeat:-1, paused:true}); var secondsTween = TweenMax.to(myPointerS, oneSecond, {rotation: "360", ease:Linear.easeNone, repeat:-1, paused:true}); function showTime(){ minutesAsSeconds = m * 60; hoursAsSeconds = h * 60 * 60; secondsAsSeconds = s / 60; hourTween.progress(hoursAsSeconds / twelveHours); minuteTween.progress(minutesAsSeconds / oneHour); secondsTween.progress(secondsAsSeconds / oneSecond); console.log(hourTween, minuteTween, secondsTween); } showTime(); setInterval(function() { showTime(); }, 1000); }); Kind Regards, Hakiko
  2. i would like to create continuous image scroller animation using tween max js. During the animation last image will appear with some delay ( white space ). How to remove that delay and make more smooth during animation
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