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chopstx

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Everything posted by chopstx

  1. Ok I've work out the problem. On stage I have 2 container clips. Within each of these clips, child clips are attached and tweened. Previously, both containers child clips were being assigned (using attachMovie) the same instance name. I did not think this mattered, as they would still have a different _parent value and path. What I did was change the instance name of the child clips to be different from each other, and remarkably this fixed the problem. I worked this out by tracing out TweenMax.isTweening(childClip), and noticed this returned true before I actually started the tween. Even though the new clips had different paths, using the same instance name somehow caused TweenMax to think one was already tweening.
  2. I'm having an issue with TweenMax where if I make synchronous TweenMax.to calls, the 2nd call does not start, or update. What's interesting though is for the 2nd Tween I'm using startAt:{} which does seem to execute. The startAt values do get applied to the object, but nothing else happens. This is running within ScaleForm's Gfx player (not Flash player), so I'm not sure whether the problem has to do with gfx or TweenMax. Can you confirm that TweenMax can handle synchronous calls to to() ? What other tests can I do to narrow down the problem? Edit: I've just tested this using Tweener.addTween(), and it works fine - no problems.
  3. Awesome. Would much work be involved in creating an AS2 version of TweenProxy3D? The AS2 version of ScaleForm I'm using supports _xrotation, _yrotation, _z, _zScale, _matrix3d. Their MovieClip intrinsic class has been updated to include the new properties/functions. Edit: I've spent a bit of time looking at converting TweenProxy3D to AS2 and I've noticed a few problems: There's no native Matrix3D or Vector3D classes No way to access 3d matrix from Transform object Functions to get relative 3d matrix and covert 3d matrix to other coordinate spaces (obviously) don't exist.
  4. Does the TransformAroundPoint plugin support rotationX and rotationY? I have a MovieClip with default TL registration that I'm trying to Tween Y rotation and using TransformAroundCenter still rotates from registration point.
  5. Yeah sure. Using version 1.39. I was actually mistaken when I said the onCompletes of the children weren't being fired. It's actually the onComplete of the TimeLineLite instance. I've attached a test case to demonstrate.
  6. One strange thing I noticed is that when the autoRemoveChildren flag is set to true for a TimeLineLite instance, the onComplete for it's child tweens are no longer fired. Is this expected behavior?
  7. Awesome! I've watched that video and have started implementing a basic solution which seems to be working well. private function onChangeState(state:String) : Void { Log.Msg("HudBase", Log.TRACE, "onChangeState :: " + state); var newState:MovieClip = UIComponent.createInstance(this, state, "stateInstance", this.getNextHighestDepth(), { _alpha:0 } ); mNewState = HudStateBase(newState); var tl:TimelineLite = new TimelineLite( { onComplete:Delegate.create(this, onCompleteFunc) } ); if (mCurrentState)tl.append( mCurrentState.transitionOut() ); tl.append( mNewState.transitionIn() ); } private function onCompleteFunc():Void { mCurrentState = mNewState; mNewState = null; } What this is doing is calling the transitionOut for the current state, and then the transitionIn for the new state. Let me know if you foresee any issues implementing it this way. Thanks Jack!
  8. I'm creating the menu's/hud for a console game (using scaleform), and am looking for some advice in regards to the structure of the FLAs. At present each FLA consists of a 1 main movieclip, which in turn consists of various substates in the timeline. When a state change is required, a gotoAndPlay is called moving the playhead of the main clip to the new framelabel and initializing the contents. Now this works ok, and allows designers to work with the FLA in a clear sequential manner. However because the 1 main movieclip contains all the substates, it causes an unnecessary memory spike when it is attached at runtime (as all the state contents are loaded). I've been considering converting the structure to more of a viewstack - in which you have a current page, which gets attached at runtime, and which is unloaded and replaced when state changes are performed. I recently purchased the corporate greensock licence, however I'm unfamiliar with the correct usage of TimeLineLite/Max. Would these tools be suitable, and useful in this viewstack based system? Would using TimelineLite support unique transitionOut animations for each state, and allow me to determine when the transition has finished playing? For example, the hud initialises with state 1. I then trigger state 2, which triggers the transitionOut for state1, then the transitionIn for state2. Is TimeLineLite is better suited to playback a sequence of clips, rather than managing navigating between a statebased movie ? Do you have any other recommendations for improving this structure? I'm using AS2. I apologise if this post is convoluted. Any advice would be greatly appreciated!
  9. Is there any difference between using TweenMax.fromTo(clip, time, {...fromVars}, {...toVars}) and TweenMax.to(clip, time, { startAt:{...fromVars}, ...toVars ) ?
  10. What's the best way to determine whether TweenLite is currently tweening? I noticed TweenMax has a function called isTweening - is there an equivalent for TweenLite? Also, is there a way to killAll tweens for TweenLite? Will TweenLite.kill do this? Thanks
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