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doyaydesign

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Everything posted by doyaydesign

  1. WOW GREAT!! Thanks for double checking, its working. And thanks for the immediateRender:False it fixed a small anomaly!!!
  2. //Away3D project using FlashDevelop //Objects get placed onstage hidden, become visible, move to intermediate position then to final position //Setup: puts them into position - already visible false //First main append - added because it seemed to make things work right for first label setupTimeline.append(new TweenMax(array[getobjid].ObjectContainer3D, 0, {x:intropos_x, y:intropos_y, z:intropos_z, rotationX:introrot_x, rotationY:introrot_y, rotationZ:introrot_z})); mainTimeline.append(new TweenMax(array[getobjid].ObjectContainer3D, 0, { visible:false } )); mainTimeline.addLabel("Step"+stepnumber, mainTimeline.duration); //This seems to pick up and add the next delay value FlashConnect.trace(mainTimeline.duration); //This adds delay before move and onStart makes visible and sets start color mainTimeline.append(new TweenMax(array[getobjid].ObjectContainer3D, 0, {delay:beforedelayseconds, x:intropos_x, y:intropos_y, z:intropos_z, rotationX:introrot_x, rotationY:introrot_y, rotationZ:introrot_z, onStart:startcolor, onStartParams:[getobjid, stepnumber] })); //First object has no intermediate pos, checkagain checks xml, problem: object picks up time in Not Equal statement! if ( checkagain != "qq" ) { mainTimeline.append(new TweenMax(array[getobjid].ObjectContainer3D, tointerseconds, {x:interpos_x, y:interpos_y, z:interpos_z, rotationX:interrot_x, rotationY:interrot_y, rotationZ:interrot_z})); } else { mainTimeline.append(new TweenMax(array[getobjid].ObjectContainer3D, tofinalseconds, {x:finalpos_x, y:finalpos_y, z:finalpos_z, rotationX:finalrot_x, rotationY:finalrot_y, rotationZ:finalrot_z, onComplete:changecolor, onCompleteParams:[stepnumber, getobjid]})); } mainTimeline.append(new TweenMax(array[getobjid].ObjectContainer3D, tofinalseconds, {x:finalpos_x, y:finalpos_y, z:finalpos_z, rotationX:finalrot_x, rotationY:finalrot_y, rotationZ:finalrot_z, onComplete:changecolor, onCompleteParams:[stepnumber, getobjid]})); //Finish adding tweens - Loops 6 times Button calls function------------------------------------------------------------------------- private function stepprev(e:MouseEvent):void { //var gettime var getct:String = new String(mainTimeline.currentLabel); //var lt:Number = mainTimeline.getLabelTime(getct); //var getct:Number = mainTimeline.currentTime; //var getlabelp:String = new String (mainTimeline.getLabelBefore(lt)); //var zz:Number = new Number(thestep); //var newstep:Number = zz - 1; //var makestring:String; //makestring = String(newstep); FlashConnect.trace(getct); //RETURNS NULL var getlabelp:String = mainTimeline.getLabelBefore(mainTimeline.currentTime); if (ppause == false) { mainTimeline.gotoAndPlay(getlabelp); }else { mainTimeline.gotoAndStop("Step3"); //WORKS PROPERLY }}
  3. Yes, TimelineMax, just downloaded last night and night before. What are ASO files? Its a big Flashdevelop file, I can weed through it and send the good stuff (?)
  4. I traced out this at various points in the animation: var getct:String = new String(mainTimeline.currentLabel); null
  5. Yes I see your point and actually adjusted addLable insertion points before. But there are 6 labels throughout and even if I wait until its complete (or past several steps) it still goes all the way back to Step1. I just did a trace on currentTime when I click the button and it is ok. It just doesn't want to see the Labels? The first label is at the very beginning of mainTimeline, so it could just be going to the beginning and not the first label. //This loops 6 times------------------------------------------------------- mainTimeline.append(new TweenMax(array[getobjid].ObjectContainer3D, 0, { visible:false } )); mainTimeline.addLabel("Step"+stepnumber, mainTimeline.duration); //Then 2 more tweens appended to mainTimeline //End loop---------------------------------------------------------------------- FlashConnect.trace(mainTimeline.currentTime); var getlabelp:String = mainTimeline.getLabelBefore(mainTimeline.currentTime); if (ppause == false) { mainTimeline.gotoAndPlay(getlabelp); }else { mainTimeline.gotoAndStop("Step3"); //Hardcode of label works perfect }} thanks
  6. No problem, I think I had tried it butr still didn't work. I just did this: private function stepprev(e:MouseEvent):void { var getlabelp:String = mainTimeline.getLabelBefore(mainTimeline.currentTime); if (ppause == false) { mainTimeline.gotoAndPlay(getlabelp); }else { mainTimeline.gotoAndStop(getlabelp); }} This keeps going back to label 1. This method had worked but I need to do it with a time variable now. private function step3down(e:MouseEvent):void { if (ppause == false) { mainTimeline.gotoAndPlay("Step3"); }else { mainTimeline.gotoAndStop("Step3"); }}
  7. A few extra notes: MainTimeline is a timelineMax with a bunch of tweenmaxs inside. I'm calling a function from a button. Labels are set dynamically throughout at various points.
  8. I just looked at a recent post and thought I was doing this right but I get an error for .time private function stepnext(e:MouseEvent):void { var getlabel:String = mainTimeline.getLabelAfter(mainTimeline.time); //error here if (ppause == false) { mainTimeline.gotoAndPlay(getlabel); }else { mainTimeline.gotoAndStop(getlabel); }} Thanks, jim
  9. Works great. So when duration is called its just up till that point. Problem 2 was no problem just trying to troubleshoot.
  10. I was hoping to be able to append some tweenmaxs into a timeline and then append a lable, and then append tweenmaxs, append label. The problem is the times of the tweens can change so there's no easy way to place a lable by time. I'll have 4 sets of tweens ( 2 in each set) and need to click a button that jumps to the beginning of that set. Love the sequencing. Also, there isnt a problem appending a tween in a timelinemax inside a "if" statement is there? Thanks, your software is great!
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