Anaximandro
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Posts posted by Anaximandro
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Hi Dipscom,
I had done the test that Jack's suggestion without stop time line.
Now I have done the same but not working, you can see in the previous codepen
var main = new TimelineMax(); main.pause(); main.add( lineOne ) .add( lineTwo ) .add( lineThree ); function render(time){ main.time(time) requestAnimationFrame( render ); stats.update(); renderer.render(scene, camera); if( capturer ) capturer.capture( renderer.domElement ) }
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Don't worry is for my english. I try to explain it.
I want to synchronize tweenMax( internal clock gsap) with render.
First, I want to call render() , second call requestanimationframe(render) and third call tweenMax into the render. -
Hello Jack,
thanks for the answers.
I read about tick and I have created oneSee the Pen vMqEYe by korbentDallas (@korbentDallas) on CodePen
following your opinion of master timeline.All animations are in master timeline. I configure two buttons with 'Record' and 'Save'. The problem is time to renderer.
I believe understand you can create one event each tick but I would like to do upside down. Call tick from render
When you try to create a video the time animation is wrong.What would be the steps to follow to control playhead ?
Sorry for my english... -
On 4/12/2016 at 21:09, Steven Sanborn said:
Dado que muchos juegos y simulaciones tienen su propia solicitud de llamadas de cuadros de animación que pueden ser fundamentales para representar las posiciones de objetos, cuadro por cuadro, sería bueno si pudiera llamar a GSAP desde nuestra propia función de cuadro de solicitud. Idealmente, todo se posiciona en una sola RAF.
Por ejemplo, me encantaría hacer esto:
Me doy cuenta de que hay un evento de teletipo que puedo escuchar, pero no quiero ejecutar toda mi aplicación basada en el evento RAF de GSAP. Esto significaría detener mi interpolación RAF y luego activar mi RAF por mi cuenta, con múltiples interpolaciones. Parece tener sentido que GSAP se ejecute en un bucle de renderizado de animación del juego y no al revés.
¿Hay alguna forma de hacer esto?
Hello Steven Sanborn
did you manage it ?I need to do the same.
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Ok thanks.
I would like the time of the tweens are based in loop render because I use ccapture.js ( A library to capture canvas-based animations at a fixed framerate) and this library record by render loop.
I check static.ticker to know how work -
Hello everybody,
first congratulations for the library look amazing.
I'm new with this be patient.
I 'm working with threejs (basic level) but I want use your functionalities of tweenMax and TimelineLite.
With tween.js you can make this :
function render(time){ requestAnimationFrame(); TWEEN.update(time); }
Is it possible to do the same with tweenMax?
I need update TweenMax with render.
Sorry for my english.
tweenMax update in render RequestAnimationFrame
in GSAP
Posted
ok thanks for explanation!!
If you put (console.log(time)) in render time exists and has value.
I tried your suggestion but frames per second are crazy.
I will try to understand this good.