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orta

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  1. Thanks Carl !!! It works very well and my questions have been solved. That is amazing !!
  2. Hi Carl, Thank you for your help, and the code is ok. But I have another question about it: How to implement one function from one class in timeline.call? The one function of 'Water' class code is shown below: public function animatorStart():void { addChild(particleMesh); animator.start(); } The 'Main' code is like: private var Water1:LoadWater; timeline.add( new TweenLite(obj1, 1, {x:0, y:15,z:15}),0); // move obj1 timeline.add( new TweenLite(obj2, 1, {x:0, y:-15,z:-15}),0);// move obj2 timeline.call(Water1.animatorStart(),[], 2.5); // water effect is on after 2.5s But the timeline.call can not work following the above code. Also, I tried timeline.add function like: timeline.add( new TweenLite(Water1, 1, {onComplete:Water1.animatorStart()}), 2.5); It did work but the delay can not be implemented. Hope your response and thank you!!
  3. Hi guys, I have a questions about the using of TimelineLite(), I hope to move two objects at the same time, and the rotation of one of both will be changed after a short delay, so my code is shown below: private var timeline:TimelineLite = new TimelineLite(); timeline.add( new TweenLite(obj1, 1, {x:0, y:15,z:15}),0); // move obj1 timeline.add( new TweenLite(obj2, 1, {x:0, y:-15,z:-15}),0);// move obj2 timeline.add(Obj_Rotater(obj1,0,0,20),3); // rotate obj1 along Z-axis after 3 second private function Obj_Rotater(obj:ObjectContainer3D,rx:Number,ry:Number,rz:Number):void { obj.rotationX = rx; obj.rotationY = ry; obj.rotationZ = rz; } However, when the code is running, the Obj_Rotater function is executed immediately with the above two TweenLite function. Is there any suggestion to help me ? Thanks!!
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