timaging
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Posts posted by timaging
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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
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Hi-
just checking to see if what I have above for code appears to be correct. If so then I know to look elsewhere in trying to get this fade to work.
thanks!!
Dave
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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!
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?
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it doesn't to me, but I'll try to see if I can figure it out.
thanks!!
Dave
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I'm confused. these don't appear to be mouse click events? Will that not work if I want to do that?
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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
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just finished, and all animation using Greensock. Click on the play button.
Special Shout Out to Mr. Schooff for his quick responses.
no if I could only get the self loader working... gotta figure out what's up with that.
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Hi,
Can you point me to the original Timeline Light video? I only see the link to the new videos, and I can't understand it because the action script code is in an .as file and I don't know how to do that. I need to do it within flash.
thanks,
Dave
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ok, well I'm going to spend the morning watching your timeline vids. Hopefully that points me in the right direction.
thanks
Dave
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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?
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.
THANKS!!
Dave
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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
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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
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ok, I'll take another look, but I haven't changed any frames or anything.
I may email you offline, but first I'll try a few things and see if I can get it working again.
Dave
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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
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ok, thanks!
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ok, check this out and let me know if you are able to open it.
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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
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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
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here's one with a trace in the function instead of goto and play
http://www.taylorimaging.com/clientArea ... nt052.html
after a moment, I just see the loading as 100, but it doesn't actually perform the loading.
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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
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cool... I'll give this a shot... I do however now have the compounded issue with the internal loader, so let me see if this changes anything-
THANKYOU so much for all this help-
Dave
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ok spoke too soon. Check it out... if I hit the play button twice or after the fact, then it runs over itself.
http://www.taylorimaging.com/clientArea ... dexnl.html
this is one without the loader because that's not working any more for some reason.
BUT I don't think this is a greensock issue, so I'm SOL.
thanks for your time though. i do appreciate it!
Dave
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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
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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:
speed up overall presentation
in GSAP (Flash)
Posted
VERY cool. I'll see if I can figure that out.
thanks!!
Dave