beno
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Everything posted by beno
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Hi; I have this code: var timeline:TimelineLite = new TimelineLite(); timeline.append(new TweenLite(star_container, 3, {alpha: 1})); timeline.append(new TweenLite(star_container, 2, {rotation: 60})); It doesn't run the last line. Why? TIA, beno
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Sorry, that does make a difference. beno
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RemoveLeft fires regardless. beno
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Hi; I have this: var timeline:TimelineLite = new TimelineLite({onComplete: RemoveLeft()}); timeline.append(new TweenLite(parent_container, rand, {alpha: 1})); timeline.append(new TweenLite(parent_container, 1, {x:30, y:522})); For some reason, it doesn't wait until the tweens are complete to run RemoveLeft(). It fires at once. Why? TIA, beno
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Hi; I have the following code: var cloudTween:Tween = new Tween(parent_container2,"x",null,0,300,1,true); function BigPic():void { parent_container2 = new MovieClip(); var square:Sprite = new Sprite(); parent_container2.mask = square; addChild(square); square.graphics.lineStyle(3,0x065566); square.graphics.beginFill(0xffffff); square.graphics.drawRoundRect(22, 22, 966, 146, 20); square.graphics.endFill(); addChild(parent_container2) var path:String = "images/clouds.png"; var req:URLRequest = new URLRequest(path); var loader:Loader = new Loader(); loader.load(req); loader.addEventListener(IOErrorEvent.IO_ERROR, function(e:IOErrorEvent):void{ trace(e) }); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, BigPicLoaded); } function BigPicLoaded(evt:Event):void { var loaderInfo:LoaderInfo = evt.target as LoaderInfo; var displayObject:DisplayObject = loaderInfo.content; displayObject.width = 2000; displayObject.height = 150; displayObject.x = 20; displayObject.y = 20; parent_container2.addChild(displayObject); TweenMax.to(parent_container2, 5, {x:-1040, repeat:-1, ease:Linear.easeNone}); // cloudTween.addEventListener(TweenEvent.MOTION_FINISH, restartAnimation); } function restartAnimation(oEvent:Event):void { cloudTween.start(); } As it is, it works. However it's "jerky". The beginning of the image should tag on to the end in a continuous loop, and this is not happening. Suggestions? TIA, beno
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I think I can figure that out. If not, off to the discussion lists. Thanks, beno
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Hi; I have an airplane that tweens around in a timeline. I need to attach a propeller that tweens with it *and* rotates. How do? TIA, beno
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Hi; I imagine I do this with TimelineMax and restart(), but I have not been able to google up an example. Could you provide one? TIA, beno
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Perfect! Thanks! beno
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Hi; I'm using a timeline for a couple of tweens. When the tweens are complete, I'd like to add a text widget on top of and strategically placed on the tweened graphic. How do? TIA, beno
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Lovely! Building that test fla / .as for you removed the problem and helped me trouble=shoot the source. Case solved! Thanks! beno
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Hi; I have the following code: var picXArray:Array = new Array(-150,-100,-50,0,50,100); TweenMax.to(board.holder, 1, {x:picXArray[countRounds], y:-100}); The second line iterates through values 0 - 5. If I trace picXArray[countRounds] it prints out all the correct values immediately before or after that last line. No errors get thrown. However, when I play the movie, all the iterations of board.holder end up being tweened to the exact same location (picXArray[0]). Why? TIA, beno
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Thank you. That took care of several problems beno
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Hi; I have the following code, pulled out of the middle, which works kind of: var myTimeline:TimelineLite = new TimelineLite({onComplete:finishUp}); myTimeline.append(new TweenLite(parent_container, 1, {useFrames: true, shortRotation:{rotation:10}})); myTimeline.append(new TweenLite(parent_container, 1, {useFrames: true, alpha:0})); } function finishUp() { } First, how do I get away from calling an empty function? Second, despite the fact that useFrames is set to true, it counts by time. Why? Third, what I really want is for parent_container to disappear after the first tween completes. Please advise. TIA, beno
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What's my frame rate? 120 fps lol. Yeah, that made the difference! <:-} beno
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Hi; What's wrong with this line? TweenMax.to(board.holder, 10, {x:-150, y:-100, useFrames:true}); When I set it to useFrames it goes immediately to the destination position. Please advise. TIA, beno
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Apparently, this is an issue outside of gs so I've asked the other list. Thanks, beno
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Well then perhaps I misunderstand because it has_no_registration_point. It's "logo.png" below: package { import flash.events.Event; import flash.events.ProgressEvent; import flash.events.Event; import flash.events.MouseEvent; import flash.display.MovieClip; import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.DisplayObject; import flash.net.URLRequest; import flash.display.Shape; import flash.geom.*; import flash.display.Bitmap; import flash.display.BitmapData; import flash.filters.GlowFilter; import flash.filters.BitmapFilterQuality; import flash.geom.Rectangle; import com.greensock.*; import com.greensock.easing.*; import SpinningWorld; public class GlobalSolutions extends MovieClip { //Import Library Assests public var mySpinningWorld:SpinningWorld; public var radius:int = 500; public var textureMap:BitmapData; public var myLogo:Bitmap; public function GlobalSolutions() { init(); } public function init():void { mySpinningWorld = new SpinningWorld(); mySpinningWorld.x = -500; mySpinningWorld.y = -500; mySpinningWorld.alpha = 0; addChild(mySpinningWorld); TweenLite.to(mySpinningWorld, 1, {x:-100, y:0, scaleX:0.4, scaleY:0.4, alpha:1}); loadImage(); } private function loadImage():void { var path:String = "images/logo.png"; var req:URLRequest = new URLRequest(path); var loader:Loader = new Loader(); loader.load(req); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded); } function loaded(evt:Event):void { var loaderInfo:LoaderInfo = evt.target as LoaderInfo; var displayObject:DisplayObject = loaderInfo.content; displayObject.width = 150; displayObject.height = 150; displayObject.x = 1000; displayObject.y = 208; addChild(displayObject); displayObject.alpha = 0; TweenLite.to(displayObject, 1, {x:65, y:117, scaleX:0.5, scaleY:0.5, rotation:520, alpha:1}); } // DisplayList } } Please advise. TIA, beno
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You misunderstand. It should not be arcing at all...but it is. I don't want it revolving around some registration point like the Earth around the Sun, but that is exactly what it is doing. Why?? beno
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My question is, why does it *also* describe an arc? I don't want this tween to arc (that is, to be absolutely clear, displace around a registration point far removed while it also spins on its axis, similar to, for example, the Earth spinning on its axis as it describes an arc around the Sun.) beno
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Hi; Yeah, I'll buy the premium pkg in a week or two. Money's finally coming Meanwhile, I have this: TweenLite.to(displayObject, 1, {x:65, y:117, scaleX:0.5, scaleY:0.5, rotation:520, alpha:1}); For some reason, in addition to everything else, it describes an arc! Here's the whole function: function loaded(evt:Event):void { var loaderInfo:LoaderInfo = evt.target as LoaderInfo; var displayObject:DisplayObject = loaderInfo.content; displayObject.width = 150; displayObject.height = 150; displayObject.x = 1000; displayObject.y = 208; addChild(displayObject); displayObject.alpha = 0; TweenLite.to(displayObject, 1, {x:65, y:117, scaleX:0.5, scaleY:0.5, rotation:520, alpha:1}); } TIA, beno
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Hi; I forget the term we use in Flash, but I would like to tween from a different orientation point, so that I can make the mc sweep a greater arc/radius. Possible? TIA, beno
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Hi; I have the following code: public function init():void { mySpinningWorld = new SpinningWorld(); mySpinningWorld.x = -500; mySpinningWorld.y = -500; mySpinningWorld.alpha = 0; addChild(mySpinningWorld); TweenLite.to(mySpinningWorld, 1, {x:-100, y:0, scaleX:0.4, scaleY:0.4, alpha:1}); } This comes in directly at an alpha of 100%. Also, for some strange reason, it prints two mc's to the swf, one of which is centered on the screen and masked by the other. Is this being influenced by my negative positional values? I use them because the image is deliberately intended to be larger than the screen initially. TIA, beno