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ukla

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Everything posted by ukla

  1. By the way ... it works just fine using the V11 Beta Release.
  2. Using TweenMax Version 11. I am having an issue where tweening the rotationX value of a movie clip is overwriting a simultaneous shortRotation:{rotationY:value} tween on the same movie clip. The loop function is running on enterframe. When I call the handleRotation function it fails ... meaning that the shortRotation doesn't rotate _currentitem as it appears to be overwritten by the loop. It doesn't make sense b/c two different properties (non-overlapping) are being tweened ... rotationX and rotationY. It is my understanding that TweenMax default overwrite mode is AUTO[2] Only overwrites individual overlapping tweening properties in other tweens of the same target. private function handleRotation():void { TweenMax.to(_currentitem, 1, {alpha:alph,shortRotation:{rotationY:-_roty},ease:Expo.easeOut}) } private function loop(e:Event):void { var disty:Number = (mouseY - stage.stageHeight*0.5)/100; TweenMax.to(_currentitem, 1, { rotationX:-disty, ease:Expo.easeOut }); }
  3. This is a hack fix ... this works.... about.transform.matrix3D = null; about.rotationY = -100; TweenMax.to(about, 2, {rotationY:0, ease:Expo.easeOut,delay:1,onComplete:function(){ about.transform.matrix3D = null; }});
  4. I have a png on my stage that I am using for TweenProxy3D testing. The png is transparent - has images and text. The png is inside of a movie clip with the instance name "about". If I write this code the movie clip blurs terribly. And it looks like it scales up slightly. The movie clip's x and y properties are on whole numbers. about.rotationY = 0; I suppose that this is more of a Flash Player 10 question than it is a tweening question. But the result is the same - I can't tween in 3D if it is going to look crappy.
  5. Good stuff and thanks for sharing. I have been using PV3D for a couple of years now ... continually trying to keep tabs on the little tips and tricks. Nice going.
  6. You may need to post your files because I am unclear on how your have everything set up. var _spaceship:Spaceship = new Spaceship(); addChild(_spaceship); TweenLite.to(_spaceship, 1, {rotationY:_spaceship.rotationY - 180});
  7. I want to create the same effect - reflective shadow or shadow casting. I'll try to write a class and share.
  8. Yeah, that seems most popular. Is a reflection class the appropriate tool for creating a perspective shadow? Can the bitmap reflection be made to look like a shadow? I am guessing that this is the right class but that I might need to tweak it.
  9. Just wondering if anyone can suggest a solid reflection class in AS3. I wanted to toy around with some of the TweenProxy3D classes and incorporate a perspective shadow (shadow casting?). I figured that a reflection class was the best route but maybe there is a perspective shadow class floating around out there. Any suggestions? Thanks, Craig
  10. Oh ... my bad. In FF and Safari, the gallery buttons trigger the sound without delay. Granted, the sound doesn't go "beep" exactly on roll over but I'd have to see the code b/c maybe you have the "beep" triggered at a particular point in the button transition. Regardless, there is nothing different between FF and Safari on my machine (Windows XP - Safari 3.0.4). Maybe the button sound itself needs to be edited. For example, maybe the sound is 3 seconds long and the first second doesn't actually have sound. Make sense?
  11. Checked it out in Safari. Yes, there is a delay. But I had the same delay in FF. I couldn't open the page at all in IE7. You are streaming the audio correct? If so you can't really control when the audio starts playing - especially since you are loading up the audio in addition to the other elements in the flash movie. You can certainly tweak the audio file - vary the quality settings and see if it helps. Do some searching on flash audio - too many options / stategies to discuss here. All things considered, I don't think that you have an issue. The delay really isn't bad and it isn't like the audio is timed to anything graphical on the site. I
  12. Can you post it somewhere so that I can take a look at it in Safari? So even after the sounds are fully loaded, you still get delays? Strange indeed. What else is going on in the Flash movie?
  13. First step would be to trace the button click without calling the "skipGo" function and set some additional properties on the button. Let me know what happens. skip_btn.addEventListener(MouseEvent.CLICK, skipGo); skip_btn.mouseEnabled = true; skip_btn.mouseChildren = false; skip_btn.buttonMode = true; function skipGo(event:MouseEvent):void { trace("button clicked"); //TweenLite.to(intro, 2, {alpha: 0, volume: 0, onComplete:go}); }
  14. Are your sounds being loaded externally? Is there always a delay? Safari stinks anyhow.
  15. Nice! What is "p.useOwnContainer = true;" all about? I have never used that ... curious.
  16. Works perfectly! Ahh. Happiness.
  17. YOU ARE THE MAN. I sincerely appreciate the fact that you took the time to address my concern ... and did so in a thorough, considerate manner. I truly belive that you made the correct decision and that it will ultimately prove to be beneficial to all. Many thanks, Craig
  18. One possible solution is to use variables. function moveContent(position:Number):void { var currentx:Number = panel_mc.x; var speed:Number = Math.abs(position - currentx)/500; if (_paneltween){ _paneltween.removeEventListener(TweenEvent.COMPLETE, tweenFinished); } _paneltween = new TweenMax(panel_mc,speed,{x:position,ease:Quad.easeInOut}); _paneltween.addEventListener(TweenEvent.COMPLETE, tweenFinished); } function tweenFinished(e:TweenEvent):void { trace("tween finished!"); } At least this gives me more control than using onComplete. Sigh.
  19. Honestly, it would be much better if the onComplete function was terminated if the tween is overwritten. At the very least it should be optional. For example, say I called "movePanel(100)" and then called "movePanel(300)" again after three seconds. The object (panel_mc) would still be tweening when "movePanel" was called the second time. That is fine because the object moves to the appropriate x position. However, the onComplete function is fired twice. There is absolutely NO way to stop this if the object has more than a single property being tweened simultaneously! private function movePanel(position:Number):void { TweenMax.to(panel_mc,6,{x:position,ease:Quad.easeInOut,onComplete:moveComplete}); } Since the overlapping property (x) is overwritten, its onComplete call should be overwritten too. This is how Tweener works and for good reason. There has to be some sort of solution here ... maybe I am just missing it.
  20. Ok. I thought I was losing my mind or something.
  21. Uh ... don't think so ... looks like your docs are wrong.
  22. Sorry to continue probing you about this topic. But I still need further clarification on using the OverwriteManager class. How do the secenarios below differ? According to the documentation 1 (ALL): (this is the default unless OverwriteManager.init() has been called) Scenario 1 I initialize OverwriteManager >> OverwriteManager.init(1) Scenario 2 I don't initialize OverwriteManager. Wouldn't the above scenarios be exactly the same? By not initializing OverwriteManager I would be in default mode which is b]1 (ALL)[/b]. Correct?
  23. So I take it that "kill" and "overwrite" are different things? In my example the object only has a single property being tweened and overwritten. So why would AUTO behave differently than CONCURRENT? They are both overwriting individual properties of the tween - a single x position tween. In AUTO, why would a tween continue to "live" when it is the tween that was just overwritten? In your opinion, what should I use in this particular case?
  24. So what is my option then? Do I use "overwrite = 3" since that works? And please explain WHY this works. I don't see any difference between "overwrite = 3" and using AUTO in my particular example. It would be sweet to have something like: TweenMax.removeTweens(_holder.content_mc,{x}); ...
  25. So are you saying that despite the "x" property being overwritten that the onComplete function isn't being overwritten? The "x" property is the ONLY property I am tweening on this object ... ever.
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