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CaptShmo

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  1. Hey Jack, thanks for responding. What i'm experiencing is a combination of factors, i think i'm just not doing a very good job of expressing it, I have a sinus infection right now and am not at full brain capacity. I'll try to post a demo-file if I don't resolve it on my own, thanks for your response.
  2. Hey all, I have a few questions about the TransformAroundCenter plugin. I use it a lot, but wonder if there might be easier ways to do some of my most common tasks 1) I find myself often calling TweenLite.to(myMovieClip, 0, {transformAroundCenter:{scale:1}}) when I first load graphical elements to instantly set their registration point to the center. Otherwise, when I use transformAroundCenter, it changes the x/y position of my asset. Is there any better way to do this? I find myself doing this for applying Filter plugins as well. Any chance of getting a TweenLite.apply() function or something similar, so we can automatically apply a filter or transformation without a timescale? (timescale is always 0). I still notice some problems when tweening an item to scale:0 or when using timescales of 0. Has been this addressed in the last 3 months or so? I believe that's the last time I downloaded a tweenlite package. 2) Is there any change of getting a variable or some other way of using transformAroundCenter where it maintains the initial x/y placement of an object? Most of the time I don't know I'm using a center transformation until after I've done all my layout code, and often I have to go back and replace things based on a center registration point. Please let me know if there's some better way of managing this, or if any part of my methodology is wrong. thanks so much!
  3. Hey all, I ended up using this: var speed:Number = 1; _animTimeline = new TimelineMax(); _animTimeline.repeat = 6; _animTimeline.addEventListener(Event.COMPLETE, onReceiveItemAnimComplete, false, 0, true); _animTimeline.insert(new TweenMax(_inventoryClip, speed, {transformAroundCenter:{scaleX:0}, startAt:{transformAroundCenter:{scaleX:1}}}), 0); _animTimeline.insert(new TweenMax(_inventoryClip, speed, {transformAroundCenter:{scaleX:1}, onStart:onReceiveItemAnimRepeat}), speed); TweenLite.to(_animTimeline, 2, {totalProgress:1}); turns out the totalProgress property of the TimelineMax class was what I needed; it counts the number of repeats in a timeline as part of the progress, allowing me to maintain COMPLETE event for the timeline.
  4. Thanks Jack, I think I just have to play around with it a bit more, I'm sure there's a few ways to do this, my original approach actually used currentTime but in the process of messing around with it I tried timeScale as well. I will post the results of my experiments when I'm done if I get it sorted out properly, though the designer for the project might want to end up doing this in an After Effects movie to give it a bit more nuance, I will notify the thread if I need more help or if I find a good approach for doing this. Thanks! (btw, renewed my membership today, thanks again for the great work) --CaptShmo
  5. Hey all, I have a question about the best tactic to use in the following situation, maybe somebody can help. Imagine a playing card that is flipping over from left to right rapidly, it's scaleX going from 1 to 0 and back to 1 again, then repeating. I want to have the card flip rapidly and first, and then slow down its flip until it rests face up and stops. However, I want to show the back of the card on every other flip of course, so this creates some problems. I also need to tween the currentProgress (or maybe the timescale) of the timeline to get the rotation to slow down and speed up as necessary. What is the best strategy for this? I was thinking of using the TweenEvent.REPEAT event to monitor when to show the back or front of the card, which works, but I thought I would ask if anybody does this sort of thing often and has developed a good strategy for this type of thing. In my current code, I am relying on spot judging how many seconds I have to pass to the TweenLite which controls the timeScale in order to get a good result, and the "repeat" value of the timeline is technically never reached and won't fire a complete event. (repeat could be 16 or 17 when the timeScale hits 0, tween is not technically complete). Anyways, sorry if this is a bit garbled, a bit hard for me to put my situation into words at the moment, but maybe the code can help: _animTimeline = new TimelineMax(); _animTimeline.repeat = 20; _animTimeline.addEventListener(Event.COMPLETE, onReceiveItemAnimComplete, false, 0, true); _animTimeline.addEventListener(TweenEvent.REPEAT, onReceiveItemAnimRepeat, false, 0, true); _animTimeline.insert(new TweenMax(_inventoryClip, .1, {transformAroundCenter:{scaleX:1}, startAt:{transformAroundCenter:{scaleX:0}}}), 0); _animTimeline.insert(new TweenMax(_inventoryClip, .1, {transformAroundCenter:{scaleX:0}, startAt:{transformAroundCenter:{scaleX:1}}}), .1); TweenLite.to(_animTimeline, 5, {timeScale:0}); Thanks to all who help, --CaptShmo
  6. 1. Filesize is fine 2. it's pretty simple, I didn't have any problems with my initial tests. 3. child seems fine 4. nope, you added FLV Loading which was my one request 5. like cjke.7777 said, only if the licensing prevented me from using it on certain projects 6. not having to worry about memory management for loaded assets is nice
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