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Choochoo

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Posts posted by Choochoo

  1. psuedo:

     

    var t1:timelinemax = new timelinemax();

    t1.append(something1);

    t1.append(something2);

    t1.append(something3);

     

    var t2:timeline max = new timelinemax();

    t2.append(other1);

    t2.append(other2);

    t2.append(other3);

     

    t2.reverse = true;

     

    t1.append(t2);

     

    t1.play();

    //////

    the order should be

     

    something1

    something2

    something3

    other3

    other2

    other1

     

    anyway to do this?

  2. Whew solved it... it works just fine, I was using a BorderContainer in Flash builder 4 and when i would do this

     

    rollOver.append(TweenMax.to(border,.1,{borderWeight:7}));

     

    it would not work, so I had to give it its own custom made stroke component and then animate that.

     

    i.e.

     

    rollOver.append(TweenMax.to(thestroke,.1,{weight:7}));

     

    SOLVED thanks!

  3. I am converting an entire slideshow into TweenMax, I love it, its way easier than what was in before

     

    Problem: When loading dynamic pictures (large pictures) it lags the animation on every load. It loads the picture, attachs it to a MC, then throws it to the animation, there is say, 70 pictures, and I tell it to start on the 3rd picture, so everytime a new picture is loaded, it lags the animation slightly. Is there a better way of doing this or tricks of optimization?

     

    Thanks!

     

    function add_to_mc(mc:movieclip)
    {
    time = 14;//total duration of one picture
    fadetime = 2;//how long fades takes
    maintl.addLabel(i.toString(), maintl.duration);
    if (maintl.duration == 0)
    {
    maintl.append(TweenLite.to(mc, time, {onStart:checkCarousel,ease:Linear.easeNone, _x:nEndLeft, _y:nEndTop, _width:nEndWidth, _height:nEndHeight } ));
    }
    else
    {
    maintl.append(TweenMax.to(mc, 0.1, { _visible:true } ), -fadetime);
    maintl.append(TweenLite.to(mc, time, {onStart:checkCarousel,ease:Linear.easeNone,_x:nEndLeft, _y:nEndTop, _width:nEndWidth, _height:nEndHeight } ), -fadetime);
    }
    maintl.append(TweenMax.to(mc, fadetime, {ease:Linear.easeNone,autoAlpha:0 } ),-fadetime);
    }
    }

     

    edit: I was maybe thinking of creating the entire Timeline with fake movieclips with predermined sizes, then just inserting the pictures into them, so nothing new is created while playing the timeline

  4. Anybody know of fast code that will remove all tweens in a label

     

    example:

     

    Timeline.addLabel("first",0);

    Timeline.append(some_tween);

    Timeline.addLabel("second",Timeline.TotalDuration);

    Timeline.append(some_tween2);

     

    Best way to remove the some_tween2, as well as the "second" label name, so it just goes back to

     

    Timeline.addLabel("first",0);

    Timeline.append(some_tween);

     

    in the timeline

  5. So I figured out what was going on in my flash file.

     

    for my main timeline it was

     

    timeline.addCallback(shrinkMe,"images");

    timeline.tweenTo(0,{onComplete:the_function});

     

     

     

    if tweening back, and hitting a callback, it won't go to "the_function" it'll just do the callback, is there a way around this?

  6. code:

    main_timeline.tweenTo(main_timeline.getLabelTime(main_timeline.currentLabel),{onComplete:menu_addon,onCompleteParams:[category,option]});

     

    I am basically

    Going forward 111111111>22222222222>

    back tracking 111111111>

    clearing...

    recreating, and going forward again 111111111111>333333333>

     

    onComplete randomly gets triggered after it reverses the 222222222222>

     

    any work arounds? or ideas?

  7. Yeah i am sorta having a problem with the same thing... not sure if I have it setup correctly

     

    tl.insert(TweenMax.to(myText,.4,{glowFilter:{color:0x0000FF, alpha:1,strength:9, blurX:100, blurY:50}}),0);

    tl.insert(TweenMax.to(myText,.12,{glowFilter:{color:0xFFFFFF, alpha:1,strength:2, blurX:1.5, blurY:1.5,overwrite:false}}),0);

     

    the second one kills the first one :(

  8. var invisible_menu : Number = 0

    var visible_menu : Number = 0

     

    //Rollover btn1

     

    menu_mc1.addEventListener(MouseEvent.ROLL_OVER,showMenu);

    menu_mc1.addEventListener(MouseEvent.ROLL_OUT,hideMenu);

    var myTween:TweenLite;

    function showMenu(event:MouseEvent) :void

    {

    myTween = TweenLite.allTo([menu_mc2,menu_mc3,menu_mc4,menu_mc5,menu_mc6,menu_mc7,menu_mc8,menu_mc9], .2, {y:"+29",ease:Linear.easeIn});

    }

     

    function hideMenu(event:MouseEvent):void

    {

    myTween.duration *= 2

    myTween.reverse();

    }

     

     

    not tested, but its something like that.

  9. code goes like this.

     

    var main_tl:TimelineMax = new TimelineMax();

    var one_tl:TimelineMax = createTween(); //reversed timeline function

    one_tl.append(createTween2()); //normal timeline function

     

    function createTween():TimelineMax

    {

    var temp:TimelineMax = new TimelineMax();

    //temp inserts of timelines;

    temp.reversed = true;

    return temp;

    }

     

    function createTween2():TimelineMax

    {

    var temp:TimelineMax = new TimelineMax();

    //temp inserts of timelines;

    return temp;

    }

     

    main_tl.append(one_tl); //// or main_tl.insert(one_tl,0); doesn't matter

    main_tl.play();

    //////////////////end code//////////////////////////

     

    now what happens is, if i do one_tl.play(); it works fine, if I append it to main_tl it starts it at the end instantly, pretty much like a one_tl.gotoAndStop(one_tl.duration) code would do. BUT, if I say main_tl.restart(); it works just fine. for some reason main_tl is going to the end and I have to restart it everytime, I just want to have it play at 0.

     

    the reason for this, is cuz i'm going to keep adding to main_tl and I do not want to keep having to rewind in a timeline just to play where it last appended.

     

    Thanks!

     

    edit:fixed function return values :)

  10. psuedo:

     

    create item

    create label("0");

    create tween for item;

    add to timeline

     

    create item

    create label("1");

    create tween for item;

    add to timeline;

     

    timeline.play();

     

    if(timeline.totalProgress is past Label("0") but not past Label("1"))

    thetimeline.gotoAndStop("0");

     

    end psuedo

     

    I have everything setup except how to tell it to goback and stop on its previously passed label

  11. fb_mc.onRollOver=function(){

    myTween.play();

    }

    fb_mc.onRollOver=function(){

    myTween.reverse();

    }

     

    they are both on rollover, change the reverse to on RollOut, and just stop the tween after its made, make sure you've imported the plugins and ran the plugin enabler;

     

    var myTween:TweenMax = TweenMax.to(fb_mc, 1, {colorMatrixFilter:{colorize:0xff0000, amount:1}});

    myTween.stop();

     

    fb_mc.onRollOver=function(){

    myTween.play();

    }

    fb_mc.onRollOut=function(){

    myTween.reverse();

    }

  12. Hey thanks, I figured it out.

     

    Need to make sure the material is a MovieMaterial, created from a movieclip....example:

     

    private function maskPlane(w:Number,h:Number,thex:Number,they:Number):Plane

    {

    var mm:MovieMaterial = new MovieMaterial(createFill(w,h),false,true);

    var p:Plane = new Plane(mm,w,h);

    p.position = this.position;

    p.z -=5;

    p.x = thex;

    p.y = they;

    p.useOwnContainer = true;

    return p;

    }

     

    private function createFill(w:Number,h:Number):MovieClip

    {

    var holder:MovieClip = new MovieClip();

    holder.graphics.beginFill(0x58595B);

    holder.graphics.drawRect(0, 0, w, h);

    holder.graphics.endFill();

    return holder;

    }

     

    make sure .usecontainer = true as well (as shown above); and also what ukla said, moviematerial needs to be (true) for animated... then to animate, you animate the movie of the plane's material.

     

    TweenMax.allTo([MovieMaterial(top.material).movie,MovieMaterial(left.material).movie,MovieMaterial(right.material).movie,MovieMaterial(bottom.material).movie],.3,{tint:0xC1DCF7}),0);

     

     

    might be ugly code, BUT IT WORKS, WOOHOO

  13. Thanks for the reply, you give awesome support here by the way.

     

    I tried your code and it went through, but it still didn't change the tint, I tried using the tint in the way you said, the colortransform in the way you said, and added both plugins.

     

    I am sure it works on a plane with a color material background,but I have a bitmapmaterial that I applied to my plane, and it doesn't want to budge at all. Regular X,Y,Z and rotation tweening works perfectly though.

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