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ramezrafla

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  1. Thanks Jack for your reply. You have the sequence of an example right. In fact, thinking about it further I think I have an elegant solution. Use containers! So we animate the sprite one way (say rotations using transformAroundPoint or center), and the container another (say x,y). Just tried it and it works! I know a pic (or an FLA) says a thousand words, but I use a wrapper around the tweening classes, so don't really have something to show per se.
  2. That's exactly it Jack, there is a collision of properties. We either (1) have to merge all the tweens into one transformaroundpoint if all tweens are to start at the same time, or (2) expect that as the new tween starts (probably with a delay), the transform matrix at that point is altered with the new properties being tweened. My question is whether there is a way to have this done automatically by the 'Tweening' engine, or find a way to use updateTo / dynamicProps to alter it when we need to dynamically.
  3. Thanks Jack for fixing a prior issue. I am trying to move a Sprite (i.e. animate x and y) while scaling. I tried the following methods, and find that the last tween in the sequence takes over (while the first ones are forced to their completion right away - i.e. OverwriteManager kicks in) 1) Using straight x,y and transformAroundPoint (for 'scaleX' and 'scaleY') 2) using transformAroundPoint for x, y, scaleX and scaleY Do you have any advice around that?
  4. Hi Jack, Thanks for a great product. Quick question - I searched the forum but could not find the answer. I have a timelineMax object. While the timeline is running, I am removing a tween that should reduce the duration of the timeline. However, during debugging, I still see the same duration as before. How would I go about removing a tween from the timeline live and refresh it so it reflects the right duration? How about the converse, adding a tween live? Thanks in advance for your great help. Proud to be a club member!
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