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timaging

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Posts posted by timaging

  1. I have an animation that I just did for a client. It's all TweenMax with some timelineMax bits thrown in there. They just asked me if I can "speed everything up".

     

    so, what I'm wondering, is if there is some sort of wrapper I can put around this so that the entire thing just goes a percentage faster?

     

    thanks,

    Dave

  2. Thank You CARL! You are a rock star!

     

    I see what you are doing now. I will absorb this concept now as best I can... thank you thank you thank you!

     

    :o:o:o:o:o:o:lol::shock::shock::shock::shock::shock:

     

    but now, I've done something elsewhere, and I'm expecting this white block to fade in but it's not, and just jumping out before the fade:

     

    btn_AFI.addEventListener(MouseEvent.CLICK, fl_ClickToGoToScene0110);
    
    function fl_ClickToGoToScene0110(event:MouseEvent):void
    {
    var mainIntroOut1002:TimelineLite = new TimelineLite({onComplete:MovieClip(this.root).gotoAndStop(1)});
    
    mainIntroOut1002.append(new TweenLite(whiteOut,  1, {alpha:1, ease:Quad.easeInOut}));
    
    }
    

     

    this looks correct, right?

  3. Hi there-

     

    so, I'm trying to get some stuff to fade out prior to my go to and play, but currently it's just going to and playing.

     

    this is what I have so far:

     

    btn_AFI.addEventListener(MouseEvent.ROLL_OVER, fl_MouseOverHandler01);
    
    function fl_MouseOverHandler01(event:MouseEvent):void
    {
    TweenMax.to(over_AFI,  1, {alpha:1, ease:Expo.easeOut});
    TweenMax.to(btn_Highlight,  1, {alpha:1, y:17, ease:Expo.easeOut});
    }
    
    
    btn_AFI.addEventListener(MouseEvent.ROLL_OUT, fl_MouseOutHandler01);
    
    function fl_MouseOutHandler01(event:MouseEvent):void
    {
    TweenMax.to(over_AFI,  1, {alpha:0, ease:Quad.easeInOut});
    }
    
    btn_AFI.addEventListener(MouseEvent.CLICK, fl_ClickToGoToScene01);
    
    function fl_ClickToGoToScene01(event:MouseEvent):void
    {
    var mainIntroOut:TimelineLite = new TimelineLite({repeat:0});
    
    
    mainIntroOut.appendMultiple([new TweenLite(map_USA,  1, {alpha:1, ease:Quad.easeInOut}),
                              new TweenLite(border,  1, {alpha:1, ease:Quad.easeInOut}),
                              new TweenLite(over_AFI,  2, {alpha:1, ease:Quad.easeInOut})], 0, TweenAlign.START, 0.1);
    MovieClip(this.root).gotoAndPlay(1, "sections");
    
    }
    

     

     

    does this appear to be correct? I can't seem to find any documentation on how to do this.

     

    thank you-

    Dave

  4. as far as frames are concerned, it would be a button that I am sending to frame 5... so as shown in my screensthot, I have buttons set to play different animations starting at different frames, so that I can keep my tweens separate?

     

    post-6318-133152003455_thumb.jpg

     

    and then in this, you can see on the line above, I have my button scripts. I'm trying to keep everything somewhat separate to make it easier to go back and update tweens.

     

    post-6318-133152003472_thumb.jpg

     

    THANKS!!

    Dave

  5. my problem with that is I have varying tweens that coordinate to a narration. I have only found timeline to work with even frames.

     

    I'm sure it's possible to re-code all this, but I'm hoping there is just something I can add to the button function, similar to stop all sounds that would simply stop and rewind the tween to a certain frame. Is there something like this? That would save me hours of figuring out how to do this using timelineMax.

     

    thanks,

    Dave

  6. Hi,

     

    I have a file that does not use timelineLite or Max. Just straightforward series of TweenMax tweens with delays.

     

    I have a button and I want to stop all animations where they are and just reset them to the beginning of that frame.

     

    I see there is a rewind feature and killTweens feature, but rewind speaks specifically to timelineMax, and killTweens may or may not rewind? When I read the docs, it seems to really only say that killTweens works on specific movie clips, but want to stop and rewind.

     

    Is there a way to do this or a tutorial on this, where it's not actually in a timeline variable?

     

    thanks,

     

    Dave

  7. Hi,

     

    I'm using a script that I have literally copied and pasted in to a dozen presentations. For some reason just this week it's stopped working. I think it's working but the loader bar and numbers are not changing

     

    http://www.taylorimaging.com/clientArea ... tWorkflow/

     

    I haven't even touched this section of the script and it was working last week. Is there maybe something different in the latest com folder creating the problem?

     

    here is the script from that piece:

     

    import com.greensock.loading.*;
    import com.greensock.events.LoaderEvent;
    import com.greensock.loading.display.*;
    
    
    stop();
    var loader:SelfLoader = new SelfLoader(this, {onProgress:progressHandler, onComplete:completeHandler});
    function progressHandler(event:LoaderEvent):void {
       progressBar.scaleX = event.target.progress;
       myTextField.text = int( loader.progress * 100 ) + "%";
    }
    
    function completeHandler(event:LoaderEvent):void {
     this.gotoAndPlay("2")
    }
    

     

    thanks,

    Dave

  8. ok, so I have this scene. I'm calling a movie clip that has several 3D motions in it around 30 seconds in:

     

    http://www.taylorimaging.com/clientArea/agentPortal/

     

    this is the code:

     

    //intro03out =========================================================================================================;
    Screen02Header.stop(); //your MovieClip
    TweenMax.delayedCall(32, Screen02Header.play);
    
    TweenMax.to(endCopy01,  4, {delay:37, autoAlpha:1, blurX:20, blurY:20, ease:Quint.easeInOut});
    
    //intro03out =========================================================================================================;
    
    TweenMax.to(Screen02Header,  1, {autoAlpha:0, motionBlur:true, ease:Quint.easeInOut, delay:50});
    
    TweenMax.to(endCopy01,  1, {y:"-20", autoAlpha:0, motionBlur:true, ease:Quint.easeInOut, delay:50});
    
    //intro03out =========================================================================================================;
    
    TweenMax.from(OClogo,  2, {autoAlpha:0, blurX:20, blurY:20, ease:Quint.easeInOut, delay:51});
    
    TweenMax.from(replayButton,  2, {autoAlpha:0, blurX:20, blurY:20, ease:Quint.easeInOut, delay:52});
    

     

    notice that it doesn't fade out.

     

    Dave

  9. the code is the same as above, but with the trace in it"

     

    import com.greensock.loading.*;
    import com.greensock.events.LoaderEvent;
    import com.greensock.loading.display.*;
    
    
    var loader:SelfLoader = new SelfLoader(this, {onProgress:progressHandler, onComplete:completeHandler});
    function progressHandler(event:LoaderEvent):void {
       progressBar.scaleX = event.target.progress;
       myTextField.text = int( loader.progress * 100 ) + "%";
    }
    
    
    function completeHandler(event:LoaderEvent):void {
    
    
    
      trace("traced");
    
    //  this.gotoAndPlay("3")
    }
    
    stop();
    

     

     

    this has worked flawlessly for several projects. the only difference between this one and the other ones is that I'm calling the sound from the library. All my other projects have included the sound in a frame on the timeline, and set to event. I can't even understand why that would make a difference. I have Carl's code in there, and if I remove the loader it works fine.

     

    Dave

  10. Hi,

     

    I seem to remember a setting where you should scroll smoother images. I've tried turning on smoothing in flash and that didn't help.

     

    I also looked on the samples pages and didn't see anything. Is there something like that? I thought there was, but can't locate it?

     

    thanks,

    Dave

  11. just to elaborate on this-the only difference I see is that usually I put the sound on a frame in the timeline, and have it as an event sound. In this file, I'm calling the sound from the timeline, but that's in frame 3, using that code from yesterday which now stops and starts everything perfectly.

     

    Dave

  12. ok, I'll check this out. I think this is the one I've been using all along, and now ironically doesn't work with this file I'm using now.

     

    this is what I have:

     

    import com.greensock.loading.*;
    import com.greensock.events.LoaderEvent;
    import com.greensock.loading.display.*;
    
    
    var loader:SelfLoader = new SelfLoader(this, {onProgress:progressHandler, onComplete:completeHandler});
    function progressHandler(event:LoaderEvent):void {
       progressBar.scaleX = event.target.progress;
       myTextField.text = int( loader.progress * 100 ) + "%";
    }
    
    function completeHandler(event:LoaderEvent):void {
     this.gotoAndPlay("3")
    }
    
    stop();
    

     

     

    and this is what I'm getting now... just a white screen, then it flashes on real quick. I've duplicated and used this exact code on at least 8 presentations too.... now all of a sudden it doesn't want to work:

     

    http://www.taylorimaging.com/clientArea/eoi_statement

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