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Posts posted by BCI
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Setting force3D to true seems to have corrected the issue.
Thanks, Jonathan!
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Windows 7 (32-bit) and Chrome 38 is the only browser with the issue. IE and Firefox seem to be working fine.
I will attempt setting force3D to true.
Will this break in IE8/9 or simply revert back to false?
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So I have a problem with images tearing or not being completely removed from the screen on transitions. See attached image.
What is the cause of this? Am I trying to do too much on the screen and the browser can't keep up? Can I do anything to improve performance?
I have a link here. (Still very rough as I'm just playing with some ideas)
http://bcifiles.bytesofknowledge.com/dev/acc/rough
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Thanks for your help Jamie. I used the separate timeline and it worked great!
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Pretty sure it has to do with maximum image size for Safari Mobile.
http://www.williammalone.com/articles/html5-javascript-ios-maximum-image-size/
My solution was to simply reduce my image sizes.
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Pretty awesome stuff, jamie... Thanks for your help. I owe you a beer.
How do I access a Timeline created in that way? Can you please check out this fiddle and click the girl once she appears?
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Fiddle is here: http://jsfiddle.net/nicktest2222/sV5Ug/74/
So I'm preparing to build my timeline. I have a buildAnimation function that creates my sprite-sheet animations. If there is a better to way to go about doing this, please share some knowledge with a noob. I want to create my sprite-sheet animations up front and call them at certain points in my timeline. I don't need to build them on the fly. Any help would be GREATLY appreciated.
I was expecting to use: Didn't work.
tl.call(buildAnimation, ["title", 628, 510, 10, 4, 0.11])
So I played around with this: Which kinda worked until...
tl.add( TweenLite.delayedCall(-1, buildAnimation, ["title", 628, 510, 10, 4, 0.11]))
Until I added this after it, which caused the sprite-sheet not to work (or force itself to last frame)
tl.add( TweenLite.delayedCall(-1, buildAnimation, ["title", 628, 510, 10, 4, 0.11])); .to("#title", 0.5, {left:-1000}, "+=1.5");
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Awesome job!
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Thanks Carl!
One last thing, do either of you know what would cause issues in IOS with my code above? I'm seeing some strange things. Duplicating frames, white screen flashes... I have a scary feeling you are going to tell me to use <canvas>.
Here is a link to test with:
http://bcifiles.bytesofknowledge.com/dev/accident/
An image of the problem.
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Argh, I did. Thanks for your help, Jack!
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Thanks, Jack! Your solution worked, except that adding a label seems to have affected the animation. What is causing this?
Here with:
http://jsfiddle.net/nicktest2222/sV5Ug/70/
Here without the label:
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I'm having some performance challenges. Very new to Greensock and animation in general, so I'm not sure where my problem is coming from. 1 animated spritesheet at a time works very well, it's just when I try and put 3 in the same loop that it gets very sluggish.
Can anyone help point me in a better direction? Maybe the way I'm attempting to build my timeline can be optimized? Any help would be greatly appreciated!
Fiddle: http://jsfiddle.net/nicktest2222/sV5Ug/67/
Full screen: http://jsfiddle.net/nicktest2222/sV5Ug/67/embedded/result/
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You the man! Thanks!
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Example: http://mailinator.com/index.jsp
The background is a static blue and the cloud image found here: http://mailinator.com/assets/img/clouds-s.png
, just subtracts along the x-axis.
How would you duplicate this action in a timeline? I think I get the x:-1 and repeat:-1 part; I'm just not sure how you would reset the image so a small image can loop on forever?
Any help would be greatly appreciated.
Thanks.
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Thanks a bunch for the reply and the warm welcome. Very excited to be using GSAP!
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Using SoundManager2 library, my sound has already been created. I want to call the play function once my timeline reaches the correct point. Any ideas how I can do this? Thanks in advance.
tl.set("#mod5", {visibility:"visible"}, "#mod5") // call soundManager --> soundManager.play('mod5') .staggerFrom("#e5", 0.5, {autoAlpha:0, x:180}) .to("#e6", 0.5, {delay:1});
Animation Scene Manager?
in GSAP
Posted
This is good stuff, Dave.
I'm going to be digging into it later for sure!