Jump to content
Search Community

fatBannerPaul

Members
  • Posts

    15
  • Joined

  • Last visited

fatBannerPaul's Achievements

0

Reputation

  1. thanks ever so much for your replay Carl, i've forwarded this onto the tech guys to see if they can fix it up, indecently the work around was to use TweenMax blur, this works and i assume it's because it doesn't use flash.display::BitmapData/draw() it's a bit more code as i need to 0 the blur after the tween is done ... but it's all i have time to do at the moment or deadlines will be missed. thanks again!
  2. Hi all, anyone ever built anything in Double-Click Studio? it's a rich media product made by Google and you have to use their comoponents to make those big banner ads you see on YouTube also know as Mastheads. well, i've been building one and have be using their YouTube Player Flash API and all was going swimmingly until this morning when i uploaded to test it. I don't know anything about Security sandbox but this is the error i get: SecurityError: Error #2121: Security sandbox violation: BitmapData.draw: http://s.ytimg.com/yt/swfbin/apiplayer3-vfl_3WOtN.swf. This may be worked around by calling Security.allowDomain. at flash.display::BitmapData/draw() at com.greensock.plugins::MotionBlurPlugin/set changeFactor() at com.greensock::TweenLite/renderTime() at com.greensock.core::SimpleTimeline/renderTime() at com.greensock::TweenLite$/updateAll() if i remove any reference to MotionBlur plugins then it works... anyone have any idea about why/what/how etc ... thanks in advance old chaps Fat Banner Paul
  3. Thanks man, guess i should have read the api more thoroughly ay!! this works: TweenMax.to(wingStick, 3, {x:1300, rotation:1440, ease:Sine.easeOut, motionBlur:{strength:0.2, fastMode:false, padding:15}});
  4. Hi everyone, got a problem with motion blur, not sure if it's something i've done wrong or if it's something you just can't do. I've tweening a clip from left to right and rotating it. if i use this all is well TweenMax.to(wingStick, 3, {x:1300, rotation:1440, ease:Sine.easeOut, motionBlur:true}); but i've found the blur is too strong, so opted for TweenMax.to(wingStick, 3, {x:1300, rotation:1440, ease:Sine.easeOut, motionBlur:{strength:0.5, fastMode:true, padding:15}}); but this for some reason means the object doesn't rotate anyone got any ideas about a workaround of anyone care to correct my code please? i've already tried this TweenMax.to(wingStick, 3, {x:1300, ease:Sine.easeOut, motionBlur:{strength:0.5, fastMode:true, padding:15}}); TweenMax.to(wingStick, 3,{rotation:1440, ease:Sine.easeOut, overwrite:false}) and this TweenMax.to(wingStick, 3, {x:1300, ease:Sine.easeOut, motionBlur:{strength:0.5, fastMode:true, padding:15}}); TweenMax.to(wingStick, 3,{rotation:1440, ease:Sine.easeOut, overwrite:true}) thanks in advance Fat Banner Paul
  5. ok, i think i might have tried too many things a once this does work from within a function function doSomething(){ startFrameMc=LoaderMax.getContent("startFrame"); TweenLite.to(startFrameMc, alphaFadeOff, {alpha:0, ease:Linear.easeNone}); } so long as startFrameMc was defined outside like this var startFrameMc:ContentDisplay; getContent for the actual swf instance name getLoader("name").rawContent for that swf's timeline or root content is that right??
  6. hey, thanks for the response i've tried startFrameMc=LoaderMax.getLoader("startFrame").content addChild(startFrameMc); startFrameMc=LoaderMax.getLoader("startFrame").rawContent addChild(startFrameMc); var startFrameMc:ContentDisplay=LoaderMax.getContent("startFrame"); startFrameMc.alpha=0; none of them seem to work, i've also tried various scoping things, defining startFrameMc:ContentDisplay and startFrameMc:MovieClip still no joy. any ideas??
  7. very quick one. i have my que var autoQue:LoaderMax=new LoaderMax({name:"autoQue",onProgress:progressHandler,onComplete:completeHandler,onError:errorHandler}); i have my swf's function doQue():void{ autoQue.append( new SWFLoader("endFrame", {name:"endFrame",container:this, alpha:0,y:0, autoPlay:false}) ); autoQue.append( new SWFLoader("startFrame", {name:"startFrame",container:this, alpha:1, y:0,autoPlay:false}) ); autoQue.append( new SWFLoader("branding", {name:"branding", container:this, alpha:1, y:210, autoPlay:false}) ); autoQue.load(); } i have my onComplete function completeHandler(event:LoaderEvent):void { var brandingMc:MovieClip=LoaderMax.getLoader("branding").rawContent; brandingMc.gotoAndStop(4); } but... i have another function later on where by i want to target the startFrame swf. function doSomething():void { startFrame.alpha=0; } is this a scope problem? i have tried defining a startFrameMc:Movieclip then in the onComplete do this startFrameMc=LoaderMax.getLoader("startFrame") then my doSomething function looks like this function doSomething():void { startFrameMc.alpha=0; } but i still can't work out how to target these swfs once they are loaded... anyone have any advice please, i'm a bit confused. Thanks
  8. Hey Carl, that's fantastic, thanks ever so much for looking into for me! now that you got that bit working i added an ease to the entire timeline and should now be able to compete my project Thanks again!! Paulie! import com.greensock.*; import com.greensock.easing.*; var amntOfPlots = 11; var plotArray:Array = new Array(); var masterEnterFrame = this.createEmptyMovieClip(this, this.getNextHighestDepth()); //apply ease type to the entire timeline var easeType = Sine.easeInOut; function init() { for (i=0; i var plot:MovieClip = eval("plot"+i); plotArray.push([plot._x, plot._y]); plot.swapDepths(_root.getNextHighestDepth()); plot.removeMovieClip(); } if (i>=amntOfPlots) { startAd(); } } //pause the timeline in the constructor var targetClipTimeline:TimelineMax = new TimelineMax({onComplete:timelineEnded, paused:true, timeScale:1}); function startAd(){ // trace("startAd"); targetClipTimeline.appendMultiple( [ //remove "new" keyword from new TweenMax... apparently this made the tween run before it was appended to the timeline TweenMax.to(targetClip,10,{bezierThrough:[ {_x:plotArray[0][0], _y:plotArray[0][1]}, {_x:plotArray[1][0], _y:plotArray[1][1]}, {_x:plotArray[2][0], _y:plotArray[2][1]}, {_x:plotArray[3][0], _y:plotArray[3][1]}, {_x:plotArray[4][0], _y:plotArray[4][1]}, {_x:plotArray[5][0], _y:plotArray[5][1]}, {_x:plotArray[6][0], _y:plotArray[6][1]}, {_x:plotArray[7][0], _y:plotArray[7][1]}, {_x:plotArray[8][0], _y:plotArray[8][1]}, {_x:plotArray[9][0], _y:plotArray[9][1]}, {_x:plotArray[10][0], _y:plotArray[10][1]}],orientToBezier:false}), TweenMax.to(targetClip, 2,{_xscale:30, _yscale:30, _rotation:10, delay:8}) ],.0, TweenAlign.NORMAL, .0); //play the timeline after it is fully built targetClipTimeline.play(); //apply an ease to the entire timeline! TweenMax.to(targetClipTimeline, 10, {currentProgress:1, ease:easeType}); } function timelineEnded(){ //trace("done"); } masterEnterFrame.onEnterFrame = function() { // trace(targetClipTimeline.currentProgress) sliderBg.silderBtn._x = targetClipTimeline.currentProgress*400 }; init();
  9. Hi all, i'm sure i've missed something really simple but... i can't for the live of me get my bezierThrough sequence working properly inside an instance of timelineMax, would a bezierThrough wiz mind taking a look please? i'll just explain a bit, i have some mc's (plots) on my stage and these are being used to create the bezierThrough x and y's so, run a for loop over them, store their positions in an array then remove them once that's done start the ad, i think i've set up the TweenMax stuff wrong in the time line as i'm unable to access it's current progress and my sliderBg bar thing doesn't move or show any timeline progress, import com.greensock.*; import com.greensock.easing.*; var amntOfPlots = 11; var plotArray:Array = new Array(); var masterEnterFrame = this.createEmptyMovieClip(this, this.getNextHighestDepth()); function init() { for (i=0; i var plot:MovieClip = eval("plot"+i); plotArray.push([plot._x, plot._y]); plot.swapDepths(_root.getNextHighestDepth()); plot.removeMovieClip(); } if (i>=amntOfPlots) { startAd(); } } var targetClipTimeline:TimelineMax = new TimelineMax({onComplete:timelineEnded}); function startAd(){ targetClipTimeline.appendMultiple( [ new TweenMax.to(targetClip,10,{bezierThrough:[ {_x:plotArray[0][0], _y:plotArray[0][1]}, {_x:plotArray[1][0], _y:plotArray[1][1]}, {_x:plotArray[2][0], _y:plotArray[2][1]}, {_x:plotArray[3][0], _y:plotArray[3][1]}, {_x:plotArray[4][0], _y:plotArray[4][1]}, {_x:plotArray[5][0], _y:plotArray[5][1]}, {_x:plotArray[6][0], _y:plotArray[6][1]}, {_x:plotArray[7][0], _y:plotArray[7][1]}, {_x:plotArray[8][0], _y:plotArray[8][1]}, {_x:plotArray[9][0], _y:plotArray[9][1]}, {_x:plotArray[10][0], _y:plotArray[10][1]}],orientToBezier:false}), new TweenMax.to(targetClip, 2,{_xscale:30, _yscale:30, _rotation:10, delay:8}) ],0.0, TweenAlign.NORMAL, 0.0); } function timelineEnded(){ // } masterEnterFrame.onEnterFrame = function() { sliderBg.silderBtn._x = targetClipTimeline.currentProgress*400 }; init();
  10. all that code was doing is moving a ball down a page, using the custom ease so no real visuals, what i'm more wondering is can you use the curve points in the ease as points to lineTo so that you can create a curved line?
  11. Can anyone help with the lineTo onUpdate method that was discussed earlier? i'd like to draw a line through a curve that i'll create using customEase, this is what i have so far, can someone advise please? import com.greensock.easing.CustomEase; import com.greensock.TweenLite; this.lineStyle(1,0xFFFFFF,100); this.moveTo(0,0); var myEase:CustomEase = new CustomEase("myCustomEase", [{s:0,cp:0.502,e:0.752},{s:0.752,cp:1.002,e:1}]);//do this only once for each custom ease you want to create. function doStuff() { TweenLite.to(test,1,{_y:"400", ease:myEase.ease, onUpdate:doUpdate}); } //this is where i get stuck! function doUpdate() { this.lineTo(pointsHere, here, andHere???); } this.onMouseDown = function() { doStuff(); };
  12. WOW! you see.... this is why i love the Flash community, not only was this not a problem with greensock which is now solved you've re-coded a project that really is of no commercial or financial benefit to you... and all because you want to help! i thank you a million times! some day i'll know enough to post back and help someone else. but what we have here is some serious coding.. i'm not sure i fully understand what's going on, where is the callBack and what is this var nextSection:Number = (backwards) ? currentSection - 1 : currentSection + 1; i'm not familiar with the usage of '?'... but before you spend further time explaining it i'll have dig around and see if i can work it out. If i get really stuck i'll post back begging for more help Once again many many thanks for looking into this.... fatbannerpaul thinks you're a genius!
  13. ah, interestingly enough.. if you change the easeType in the backwards bit of moveToSection function to ease:Back.easeOut then it all works. This i imagine is because the timeline goes back beyond the label a tiny bit then forward again so the onReverseComplete does get called.. wondering if then, all i need to do is when moving the timeline in reverse just move it back past the frame label by a few milliseconds, or just leave the easeType on Back and problem solved.
  14. thanks for replying. ok here is mocked up version, i've left quite a few of my original functions etc in just in case these are potentially the cause of the problem. http://www.naturalbornbanners.com/clien ... totype.zip but.. the long and short of it is.....If the timeline is moving forward then the onComplete works and you'll see the traces but if the timeline is in reverse it looks like the onReverseComplete doesn't fire. This could of course be my poor code but hopefully not, also i'm a little worried that this prototype doesn't actually work the way my production files do, but hopefully if we can determine if the problem is with onReverseComplete on not then i'll know where to start looking. Also could it perhaps have something to do with the use of addLabel, I'm wondering if that's what gets missed and perhaps causes the onReverseComplete to fail. You'll see a few functions that check and decide which direction the timeline is moving in and if you change the ease type in the moveToSection function in the whichWay == "backwards" condition you'll see that the the timeline does appear to know that it's now in reverse, so would suggest that the functions i have are doing what i need them to do..... and if anyone feels like optimizing my code feel free! I'm not really a developer, I'm a designer who pretends to know how to code Anyway... i've gone quite insane trying to get this work and would very much appreciate any help.
  15. Hi i've worked up a mad timeline using timeLineMax, i have my onComplete functions all working but have run into trouble when the timeline is reversed. can i use both onComplete and onReverseComplete at the same time? new TweenLite(home6, tweenOnSpeed, {_alpha:100, _x:onPos[6][0], _y:onPos[6][1], _xscale:endScale, _yscale:endScale,ease:zoomUpEase,onComplete:callPause, onCompleteParams:[5,"home",1], onReverseComplete:callPause, onReverseCompleteParams:[5,"home",1]}) before the timeline moves, a function is called to determine whether we're going forwards or backwards and in that function i'm doing this: function moveToSection(targetSection){ if(whichWay == "forwards"){ timeline.reversed = false timeline.tweenFromTo(currentSeciton, targetSection, {ease:Expo.easeOut}); }else{ timeline.reversed = true timeline.tweenFromTo(currentSeciton, targetSection, {ease:Expo.easeIn}); } } i know the correct condition is met because i can see the ease is different when the timeline goes in reverse but for what ever reason the onReverseComplete doesn't seem to call the callPause function... any help or ideas would be greatly appreciated!
×
×
  • Create New...