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proffy

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  1. I've tried without activating the plugin via TweenPlugin and it works. What is the type of m_letter ? a TextField ? a Sprite ? if it's a textField, you could try with a sprite and the textField as a child of it.
  2. you may want to use the onRepeat & onRepeatParams function instead of onComplete& onCompleteParams
  3. Maybe the TweenMax.allTo could allow you to group your tweens (the stagger could replace the different timings you have between the 3 tweens of an element, i guess this wouldn't change so much the progressive movement feeling. And you could also use a custom ease function, or work with ease functions' parameters to find a way to tween the elements only once. That way your code would be much simplier : TweenMax.allto([myelem_a,myelem_b,my_elem_c],14 (sum of the in / between / out tweens timings),{x:targetX, ease:customEaseFunction},.15(for the stagger), nextFunction); I don't know if it would be faster, but it certainly would be cleaner
  4. You may want to check this one : http://www.flash-square.com/ressources- ... v-0-2.html I think for the time being, there is no such feature inside TweenLite or TweenMax. So if you want to do it by yourself, you'll probably have to put the letters in an array, then you can use the TweenMax.allTo function, with its very convenient parameter stagger (http://www.greensock.com/as/docs/tween/ ... llTo%28%29)
  5. Hi, i think you have 3 possibilities in this case. You have 3 steps in your animation, so split it up in 3 tweens: - use the delay function : ------> first tween : no delay, let's take 1 second for the machine to go to his maximum speed, with a Strong.easeIn function ------> 2nd tween : delay of 1s so it begins when the first is finished, 2s of spinning, no easing function to let it spin witch no acceleration / desceleration ------> 3rd tween : delay of 3s corresponding to the time of the first + the time of the 2nd tween, 2s of tween-timing to make the machine stop with Strong or Expo.easeOut - use the onComplete param instead of delay to achieve the following of the different tweens - use the timelinelite plugin : i didn't use it so much but you surely can adapt the code above for timelineLite
  6. Thank you for your quick answer. As the fingers are relative to the table's coordinates, i'm looking for an absolute transform wherever the target clip is, indeed. I think i've found a solution by come-and-go with the localToGlobal / globalToLocal functions (very useful If i get my boss to buy the license, i'll try work it out with the transformAroundPoint plugin and post a clean script. As the multi-touch surfaces are getting more and more used by the flash community, i think that an "absolute" parameter for this plugin could be a really good add-in ! Moreover, the plugin explorer seems to show that the transformAroundPoint plugin's anchor point works with global values, even if the target clip is nested, doesn't it ? Thank you ! - i'm french, so please excuse my mistakes (and my president)
  7. Hi, i'm developing an as3 engine for multi-touch hardware and i'm interested in the transformAroundPoint plugin for two-fingers rotation of sprites. It seems to be really convenient to this type of situation, but i would like to know if this plugin also works when the target rotated sprite is child of a sprite that's already rotated and eventually moved on x/y. I've tried to create a similar behavior as the transformAroundPoint plugin on my own but i've quickly come to this rotated-parenting issue. Thank you for your time and your work. Benjamin
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