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ngrinchenko last won the day on November 25 2012

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ngrinchenko

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Everything posted by ngrinchenko

  1. At some point you replied to me with your personal e-mail. Should I e-mail it to you there the whole working Flash file?
  2. I experience a small sudden jump in transition on the navOver. navOut has a smooth out effect. I tried to take off ease:Sine.easeOut but it did not change things. Effect supposed to work as follows. On navOver the image slightly brightens and on navOut the image reverses back to its original state. Now at the first split of the second I notice that the image blinks to its brighter step and then smoothly brightens to the specified settings. Is it possible to get rid of this blink? appImgBtns_mc.buttonMode=true; appImgBtns_mc.addEventListener(MouseEvent.MOUSE_OVER, navOver); appImgBtns_mc.addEventListener(MouseEvent.MOUSE_OUT, navOut); function navOver(e:MouseEvent):void { //loop through all icons for (var i in appImgBtns_mc) { //tween out all icons TweenMax.to(appImgBtns_mc[i], .2, {alpha:.85, blurFilter:{blurX:1, blurY:1}, colorMatrixFilter:{colorize:0x000000, amount:0.25, brightness:0.65, saturation:0.7}, ease:Sine.easeOut}); } // target = tween the icon you are over to its normal state TweenMax.to(e.target, .5, {alpha: 1, blurFilter:{blurX:0, blurY:0}, colorMatrixFilter:{colorize:0x000000, amount:0, brightness:1.25, saturation:1}, ease:Sine.easeOut}); } function navOut(e:MouseEvent):void { for (var i in appImgBtns_mc) { //tween out all icons to a normal state TweenMax.to(appImgBtns_mc[i], .5, {alpha: 1, blurFilter:{blurX:0, blurY:0}, colorMatrixFilter:{colorize:0x000000, amount:0, brightness:1, saturation:1}, ease:Sine.easeOut}); } }
  3. Makes total sense. I got caught up with the code from the previous color changing set up where I used not a single mc to change colors but few different image based mc to appear on top of another, that is where autoAlpha:0 appeared from.... Same mistake of mine with from() tween because I wanted them to come up the the current image value. Did not occur to me about the colorMatrixFilter:colorize effect. Thanks a lot for a detailed help and a lesson. Helps me a lot for the future when you broke everything down.
  4. Can not figure out what I am doing wrong. I wanted to make a gradual soft RGB color gradation, where one color becomes another and goes through the loop on the screen. I get colors abruptly jumping from one to another then a soft blend then abrupt jump again, like skipping a step. How do I make it morph smoothly all the time and what did I do wrong? stop(); import com.greensock.*; import com.greensock.easing.*; var main_timeLine:TimelineMax = new TimelineMax({repeat:-1, yoyo:true, timeScale: .3, delay:2 }); main_timeLine.append(TweenMax.from(RGB_halo_mc, .5, {autoAlpha:0, blurFilter:{blurX:20, blurY:20, quality:2}, tint:0x6633cc } ), 0.1 );//purple main_timeLine.append(TweenMax.from(RGB_halo_mc, .5, {autoAlpha:0, tint:0x0066ff}), 0.1 );//blue main_timeLine.append(TweenMax.from(RGB_halo_mc, .5, {autoAlpha:0, tint:0x66cc33}), 0.1 );//green main_timeLine.append(TweenMax.from(RGB_halo_mc, .5, {autoAlpha:0, tint:0xff9900}), 0.1 );//amber main_timeLine.append(TweenMax.from(RGB_halo_mc, .5, {autoAlpha:0, tint:0xff0000}), 0.1 );//red main_timeLine.append(TweenMax.from(RGB_halo_mc, .5, {autoAlpha:0, tint:0x66cc33}), 0.1 );//green],
  5. As you all know in Flash it is possible to morph shapes using "shape tween". I need to use 'drawing object' without converting it into a symbol, and then tween different shapes from one into another. I.e. I can see a star becoming a square, or make an ink blob and at the last frame pull its vector handles and see it grow and spread its tentacles on the screen. Nothing like a proportional scale though, but like a morph from first frame to the last. Can I do something like that using TweenLite/Max?
  6. To my surprise I find myself at the point where I can create my own tweens, vars and functions. Special thanx to Carl Schoof and his tutorials I did not have this mind set and ability a few weeks ago. So here is where I came to a halt. I have a video which plays through FLV component (I know GreenSock has its own, but with all the coding it seems way over my head for now) So I end up using FLV because of its presets. I wanted to create a huge PLAY button in the middle of the screen so if the video doesn't start automatically a user can click on it and it fades out. If the video stalls a user can click on it again and start the video. I would like it to be arranged as follows: 1.play_btn fades in on the start. MY PROBLEM: I did it it works, but not sure if it is an optimal solution. I did not assign any function as this way tween starts automatically. Or it is better to assign something like ON_START or ON_LOAD and not sure what is the proper function. 2.If the video starts to play on its own without a user clicking a play button it should dissapear and if the video stops it should appear. MY PROBLEM: Presently I achieved it to fade out on the click, but it stays on the screen unless I am to click on it. If I make background of the button to the size of the video then when a video stops and a user just clicks somewhere around on the screen he hits an invisible play button and video resumes. The button does not come up if the video stops. 3.Extra special desire. If a user clicks on the video then it is paused and a button changes to a pause symbol MY PROBLEM: This third option may be too complicated for me with all "if" statements, but if not too much to ask would like to see how it can be done. Here is my code: var play_btn_Tween:TweenMax = TweenMax.from(play_btn, .5, {alpha:0}); play_btn.addEventListener(MouseEvent.CLICK, onClick_Play); function onClick_Play(event:MouseEvent) :void { SWF_flv2.play(); play_btn_Tween.reverse(); trace("you rolled off me"); }
  7. Thanks Carl, I think I got it. For an experiment sake I complicated your code just a little bit and put the nested timeLine exactly where I wanted: import com.greensock.*; import com.greensock.easing.*; import flash.events.MouseEvent; //build master timeline however you like: var m:TimelineLite= new TimelineLite(); m.append( TweenLite.to (m2, 1, {y:100}) ) m.append( TweenLite.to (m3, 1, {y:150}) ) m.append( TweenLite.to (m4, 1, {y:100}) ) m.append( TweenLite.to (m5, 1, {y:150}) ) m.append( TweenLite.to (m6, 1, {y:100}) ) //"n" = time where "nested" gets inserted, which is the sum off all the mc's run times before time "n" m.append( TweenLite.to (m7, 1, {x:122}) ) m.append( TweenLite.to (m8, 1, {x:183}) ) m.append( TweenLite.to (m9, 1, {x:244}) ) m.append( TweenLite.to (m10, 1, {x:305}) ) m.append( TweenLite.to (m11, 1, {x:366}) ) //insert nested AFTER the master is completely built var nested:TimelineMax = new TimelineMax({repeat:-1, yoyo:true}); nested.append( TweenLite.to(m1, 1, {rotation:360} ) ); m.insert(nested, 5); //number 5 refers to the "n", which is the sum off all the mc's run times before time "n" My mistake was that I saw the code lines representing the time order of the tweens. Which is true in the append method. So then if I wanted to occur something between tween "m5" and "m7" I would start implementing the code in that space. As you showed me I have to do it with the time calculations. To my surprise timescale will affect the entire timeLine, including the looping nested time line. I hoped it would work this way. BTW, your snorkl.tv series help me a lot in understanding the GreenSock. My website is getting better as I go through your tutorials...
  8. Thanks for your help. Looks like its working with this "insert" method code: import com.greensock.*; import com.greensock.easing.*; import flash.events.MouseEvent; var nested_timeLine:TimelineMax = new TimelineMax({repeat:-1, yoyo:true}); nested_timeLine.appendMultiple([TweenMax.from(shape21_mc, .125, {autoAlpha:0, tint:0xffffff }), TweenMax.from(shape22_mc, .125, {autoAlpha:0, tint:0x0fffff }), TweenMax.from(shape23_mc, .125, {autoAlpha:0, tint:0x00ffff })], -.01, //offset number, i.e. how long it waits before to start TweenAlign.START,//tweens start times are aligned, or TweenAlign.SEQUENCE so they start one after another 0.1); var master_timeLine:TimelineMax = new TimelineMax({timeScale: .5}); master_timeLine.append(TweenMax.from(shape11_mc, .5, {autoAlpha:0, scaleY:0})); master_timeLine.append(TweenMax.from(shape12_mc, .5, {autoAlpha:0, scaleX:0}), -.2); master_timeLine.append(TweenMax.from(shape13_mc, .5, {autoAlpha:0, scaleX:0}), -.2); //before the nested timeline that never ends gets added figure out what the current duration of the master timeline is var insertionTime:Number=master_timeLine.duration; master_timeLine.append(nested_timeLine); //in order to insert the next tween into the master timeline we need to add the duration of 1 iteration of the nested timeline to the insertionTime recorded above insertionTime+=nested_timeLine.duration; master_timeLine.insert(TweenMax.from(shape3_mc, .2, {autoAlpha:0, scaleY:0}), insertionTime); master_timeLine.insert(TweenMax.from(shape31_mc, .2, {autoAlpha:0, scaleY:0}), 1.75); master_timeLine.insert(TweenMax.from(shape32_mc, .2, {autoAlpha:0, scaleY:0}), 2); master_timeLine.insert(TweenMax.from(shape33_mc, .2, {autoAlpha:0, scaleY:0}), 2.5); But what do I do if I have a fairly complex animation which is best arranged with an "append" method. I experimented with various code settings and got things woking as well. However due to my inexperience I am not sure if it just happened as a glitch or this is actually how an "append" would work in my case of an inserted looping timeLine. My idea was that I keep on building the nested timeLines as "building blocks" of the main timeLine. An then I will keep on appending them. Please take a look if my code reflects the idea: import com.greensock.*; import com.greensock.easing.*; import flash.events.MouseEvent; //setting up the first nested timeLine var nested_timeLine:TimelineMax = new TimelineMax({repeat:-1, yoyo:true}); nested_timeLine.appendMultiple([TweenMax.from(shape21_mc, .125, {autoAlpha:0, tint:0xffffff }), TweenMax.from(shape22_mc, .125, {autoAlpha:0, tint:0x0fffff }), TweenMax.from(shape23_mc, .125, {autoAlpha:0, tint:0x00ffff })], -.01, //offset number, i.e. how long it waits before to start TweenAlign.START,//tweens start times are aligned, or TweenAlign.SEQUENCE so they start one after another 0.1); //setting up the second nested timeLine var nested_timeLineTwo:TimelineMax = new TimelineMax(); nested_timeLineTwo.appendMultiple([TweenMax.from(shape3_mc, .125, {autoAlpha:0, tint:0xffffff }), TweenMax.from(shape31_mc, .125, {autoAlpha:0, tint:0x0fffff }), TweenMax.from(shape32_mc, .125, {autoAlpha:0, tint:0x0fffff }), TweenMax.from(shape33_mc, .125, {autoAlpha:0, tint:0x00ffff })], 0.1, TweenAlign.START, 0.1); //setting up the master timeLine var master_timeLine:TimelineMax = new TimelineMax({timeScale: .5}); master_timeLine.append(TweenMax.from(shape11_mc, .5, {autoAlpha:0, scaleY:0})); master_timeLine.append(TweenMax.from(shape12_mc, .5, {autoAlpha:0, scaleX:0}), -.2); master_timeLine.append(TweenMax.from(shape13_mc, .5, {autoAlpha:0, scaleX:0}), -.2); //before the nested timeline that never ends gets added figure out what the current duration of the master timeline is var insertionTime:Number=master_timeLine.duration; master_timeLine.append(nested_timeLine); //in order to insert the next tween into the master timeline we need to add the duration of 1 iteration of the nested timeline to the insertionTime recorded above insertionTime+=nested_timeLine.duration; master_timeLine.append(TweenMax.from(nested_timeLineTwo, .2, {}), insertionTime);
  9. Thanks, it does clear thing a bit, but still some more murky for me. According to my novice understanding there has to be an error in the code which I can not decipher. Here is my code based on yours: import com.greensock.*; import com.greensock.easing.*; import flash.events.MouseEvent; var nested_timeLine:TimelineMax = new TimelineMax({repeat:-1, yoyo:true});//yoyo:true makes it go backwards and forwards//yoyo:false would make it go forward and start from beginning to forward again nested_timeLine.appendMultiple([TweenMax.from(shape21_mc, .125, {autoAlpha:0, tint:0xffffff }), TweenMax.from(shape22_mc, .125, {autoAlpha:0, tint:0x0fffff }), TweenMax.from(shape23_mc, .125, {autoAlpha:0, tint:0x00ffff })], -.01, //offset number, i.e. how long it waits before to start TweenAlign.START,//tweens start times are aligned, or TweenAlign.SEQUENCE so they start one after another 0.1); var master_timeLine:TimelineMax = new TimelineMax({timeScale: .5}); master_timeLine.append(TweenMax.from(shape11_mc, .5, {autoAlpha:0, scaleY:0})); master_timeLine.append(TweenMax.from(shape12_mc, .5, {autoAlpha:0, scaleX:0}), -.2); master_timeLine.append(TweenMax.from(shape13_mc, .5, {autoAlpha:0, scaleX:0}), -.2); master_timeLine.append(nested_timeLine); master_timeLine.insert(TweenMax.from(nested_timeLine, 1, {autoAlpha:0}), nested_timeLine.duration); //puts it right after the first iteration of "nested" master_timeLine.append(TweenMax.from(shape3_mc, .2, {autoAlpha:0, scaleY:0}), -.1); I think the error is in the line: master_timeLine.insert(TweenMax.from(nested_timeLine, 1, {autoAlpha:0}), nested_timeLine.duration); //puts it right after the first iteration of "nested" The tween after the inserted timeLine "shape3_mc" appears before anything else on the screen and stays this way. In the output panes I get the following message: Also in the line of code "master_timeLine.insert" the "insert" does not get highlighted as an "append" would... But "insert" is the proper function?
  10. O.K Kind of got it. GreenSock helped me with this in my previous post. According to my novice understanding there has to be an error in the code which I can not decipher. Here is my code: import com.greensock.*; import com.greensock.easing.*; import flash.events.MouseEvent; var nested_timeLine:TimelineMax = new TimelineMax({repeat:-1, yoyo:true});//yoyo:true makes it go backwards and forwards//yoyo:false would make it go forward and start from beginning to forward again nested_timeLine.appendMultiple([TweenMax.from(shape21_mc, .125, {autoAlpha:0, tint:0xffffff }), TweenMax.from(shape22_mc, .125, {autoAlpha:0, tint:0x0fffff }), TweenMax.from(shape23_mc, .125, {autoAlpha:0, tint:0x00ffff })], -.01, //offset number, i.e. how long it waits before to start TweenAlign.START,//tweens start times are aligned, or TweenAlign.SEQUENCE so they start one after another 0.1); var master_timeLine:TimelineMax = new TimelineMax({timeScale: .5}); master_timeLine.append(TweenMax.from(shape11_mc, .5, {autoAlpha:0, scaleY:0})); master_timeLine.append(TweenMax.from(shape12_mc, .5, {autoAlpha:0, scaleX:0}), -.2); master_timeLine.append(TweenMax.from(shape13_mc, .5, {autoAlpha:0, scaleX:0}), -.2); master_timeLine.append(nested_timeLine); master_timeLine.insert(TweenMax.from(nested_timeLine, 1, {autoAlpha:0}), nested_timeLine.duration); //puts it right after the first iteration of "nested" master_timeLine.append(TweenMax.from(shape3_mc, .2, {autoAlpha:0, scaleY:0}), -.1); I think the error is in the line: master_timeLine.insert(TweenMax.from(nested_timeLine, 1, {autoAlpha:0}), nested_timeLine.duration); //puts it right after the first iteration of "nested" The tween after the inserted timeLine "shape3_mc" appears before anything else on the screen and stays this way. In the output panes I get the following message: ReferenceError: Error #1069: Property alpha not found on com.greensock.TimelineMax and there is no default value. at com.greensock.plugins::AutoAlphaPlugin/onInitTween() at com.greensock::TweenLite/init() at com.greensock::TweenMax/init() at com.greensock::TweenMax/renderTime() at com.greensock.core::SimpleTimeline/renderTime() at com.greensock::TweenLite$/updateAll() Also in the line of code "master_timeLine.insert" insert does not get highlighted as an "append" would... But "insert" is the proper function?
  11. I would like to have a looping animation inside my main timeline. I can not figure out a working code for it. I know that it has to be ({repeat:-1, yoyo:true}); But not sure how to construct the whole thing. So I will start with a var = Then I will build my time line with appendMultiple method. How would I keep it separate in the code so it doesn't play until it is needed and how would I insert it. Would I reference it as an mc and tween it? Any chance for a sample code?
  12. Parallel timeLines vs. Linear timeLine I have a nested timeLine inside the main timeLine. I need the nested timeLine to be looping in the middle of the animation sequence. The problem seems to be that when I specified {repeat:-1, yoyo:true} then there will be no progression to the next "append" function until the {repeat:-1, yoyo:true} will be done. And it will be done never since the repeat:-1. How do I make a nested timeLine to cycle repeatedly through its tweens, yet allow the rest of timeLine to go on and finish when it is intended. I know I can switch this bit of animation at the very end and it should have a 99% effect of what I would like. But I would want to know if there is a technical solution to this problem. Can I make my nested timeLine to start running and at some point of time while it is still running the next append will start to run. Presently I specified the next append to start at -1.4 into the nested timeLine. However the nested timeLine still keeps on running/looping while the main timeLine still finishes its animation and then still keeps on looping when the main timeLine has stopped. var nestedTimelineRGBflashing:TimelineMax = new TimelineMax({repeat:-1, yoyo:true}); nestedTimelineRGBflashing.appendMultiple([TweenMax.from(floraLytes_mc.RGBflashingFL_mc.amberRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.orangeRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.redRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.purpleRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.pinkRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.whiteRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.tealRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.greenRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.blueRGB_mc, .5, {autoAlpha:0, tint:0xffffff }), TweenMax.from(floraLytes_mc.RGBflashingFL_mc.amberRGB_1_mc, .5, {autoAlpha:0, tint:0xffffff })], -.75, TweenAlign.START, 0.1); SFL1_timeLine.append(nestedTimelineRGBflashing); SFL1_timeLine.append(TweenMax.from(backgroundBottom_mc, .4, {scaleY:0}), -1.4); SFL1_timeLine.append(TweenMax.from(txtAPP_mc, 1.2, {autoAlpha:0, tint:0xffffff}), -1.2);
  13. Thanks for your answer. Yes, you are correct that I am novice at coding. However this is how I got to where I am by trying to jump over my head. I was able to get some help at adobe forums with creating the code on two labeled sections and using the "var sourceVar:String;" Frame with Adobe FLVideo component is called "flv_pb" All the videos are just being refreshed in this frame's FLV. ---------------------------------------------------------------------------------------------------- BUTTON1: var sourceVar:String; function JTV_LampShade_btn_amimated_btnDown(event:MouseEvent):void { sourceVar="howto_popups/jtvs10w07.flv"; gotoAndPlay("flv_pb"); } BUTTON2: function JTV_SubRose_btn_amimated_btnDown(event:MouseEvent):void { sourceVar="howto_popups/jtvs11w06.flv"; gotoAndPlay("flv_pb"); } //Then in "flv_pb" frame I have this code: SWF_flv2.source=sourceVar; ---------------------------------------------------------------------------------------------------- I tested it and it works. I was able to do it. Is it much more complicated with the GreenSock LoaderMax?
  14. Thanks for your replies. I am working on implementing the "Smart AS3 Video Loading with GreenSock LoaderMax" covered on www.active.tutsplus.com Here are a few logistics problems I run into. Here is my present set up. I have a section on my website with a list of around 10 videos represented by the image icons. Each video is scripted to go to a corresponding labeled section on the main time frame where FLV Playback component would be implemented. When I am implementing "Smart AS3 Video Loading with GreenSock LoaderMax" what should be my desirable set up? Do I keep braking the main timeline into labeled sections for each video and implementing the AS3 Video Loading with GreenSock LoaderMax code on every single labeled section, essentially ending up having around 10 (by the number of my videos) different Video Loaders? Is it better to put the entire video loader coding directly on the main time line or call it in via LoaderMax as a single .swf file? If I have 10 different video buttons/links and each one of them has to open a corresponding video how would I use the next/prev feature in the video loader. Does it mean that for every single video I have to create a unique XML file where that video is in the number one position and the rest is arranged accordingly?
  15. Perhaps it is not a tweening question and has more to do with a general proper handling of text in Flash. I noticed it however when was working with tweenLite/Max while constructing buttons there. I use HelveticaNue set at "Static Text" to make buttons. I noticed that the last letterform character at the end of the line (most right hand side), i.e. closest to the right border of the text box always gets slightly cut off. Is there a reason to it. Maybe there are some basic rendering options while exporting a movie or while working in it that I am not aware of?
  16. I am new to using all of the GreenSock features. I am trying to figure out if it is possible and would be recommended to use Loader Max to upload a video into the flash. Presently I am using FLV Playback feature to load up a video formatted in .flv Is it better to use LoaderMax instead? If so how would I go around to implement video controls, such as play, stop, volume, progress bar of the video, full screen button, etc?
  17. I can not figure out what is wrong with my code. Here is my set up: 1. I have a scroll pane which calls the mc named "content_mc" and is exported for action script with class "MyContent" 2. I have a button which I need to make work located on the "content_mc" and is named "FloraLytell_btn" I made a simple sample TweenLite code which animated the button movement on the stage. All of the above works and functions as long as I have my code located on the "content_mc" I wanted to keep it all nice and clean and locate my code on the main time line. As soon as I move it there it does not work. I tried many different things but none of them produced successful results. My code is pasted below. I surmise that the problem is in the line "mc_pane2.source.FloraLytell_btn" and what needs to be specified in order to get to my button. So I specify that it is located in "mc_pane2" then I specify the "source" and then the button "FloraLytell_btn" Is something wrong in the preceding code arrangement for "mc_pane2"? stop(); import flash.display.StageScaleMode; import flash.events.MouseEvent; stage.scaleMode = StageScaleMode.NO_SCALE; mc_pane2.source = MyContent; mc_pane2.horizontalScrollPolicy = "off"; mc_pane2.update(); stage.addEventListener(MouseEvent.MOUSE_WHEEL, mouseWheelHandler); function mouseWheelHandler(event:MouseEvent):void { mc_pane2.verticalScrollPosition -= event.delta; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////// import com.greensock.*; import com.greensock.easing.*; TweenLite.to(mc_pane2.source.FloraLytell_btn, 1, {x:65, y:117});
  18. Thanks, the difference with the previous post is that in the one before I wanted to know a general advise on how to structure my button, i.e. where the code will be located and how many layers a button mc should have. So, this code should be located on the main mc somewhere below a regular AS3? For example I have something like this: floralyte_btn.addEventListener(MouseEvent.CLICK, onClick_FloraLytePopUp); function onClick_FloraLytePopUp(event:MouseEvent) :void { gotoAndPlay("floralytepp"); } the code you provided should be located below this one still on the main mc or inside the "floralyte_btn"? If I am asking way too basic questions, could you please point me to a good source tutorial where I can read upon how to properly work with GreenSock and how make not only an animation but how to structure the buttons. Is GreenSock for animation only?
  19. What would be a proper way to construct a button in Over/Out stages I have a button which I need to light up. I can not use the glow feature of GreeSock because the item is a picture of a small LED light so I want only the tip to light up. For this I took two pictures in photoshop. One in on stage and one in off stage. I want the picture in the off stage to be the default image on the screen, when on mouse over I want the picture in the on stage gradually come to alpha 100% and then on mouse out gradually to come to alpha 0% I see how I can make the transitions using GreenSock, but how do I script what happens on mouse over/out? I guess I need help with logistics of the button construction. Do I script button in AS3, and then have stages animation only in GreenSock code? Can GreenSock go in reverse or I have to have two different animations for two different button stages?
  20. I am very new to GreenSock and wanted to inquire about how properly to go around making a button using GreenSock in my flash based site. First of all can I expect to make a button fully with GreenSock engine or is it used for the tweening purposes only. If I have a button on the stage which need to slowly glow up on mouse over and dim out on mouse out, can I script all of it in the main time line using GreenSock only? Or I am expected to have a button_mc on my stage and all the code referencing where it is linking, etc on the main stage and then once I open this button_mc I am supposed to put all the GreenSock created code there (inside the button_mc) on its additional actions layer. How do I script that on over go to the particular GreenSock effect? Is there a good tutorial on how to build an animated button with GreenScok?
  21. i can not find any documentation or tutorials on how to tween the same _mc multiple times at a specified delays. is there a way to make one _mc to do different things. i.e. i would like it to zoom on the screen, then to change color, then to stay dormant for a few seconds, then start blinking, then move in position and then remain blinking there. i am working in AS2 in Flash MX 2004 Could anyone provide a good lead to a tutorial on the subject or if it is a common question perhaps a sample code for AS2? Thanks
  22. i am using Flash MX 2004 to practice the code, so i am trying to figure out how to tweak it to work in AS2. it does not seem to work. i am fine with Tweening Basics engine, but as soon i move onto work with Plug in Explorer i get error messages in Flash. Here is the code which was generated by Plug in Explorer: import com.greensock.*; import com.greensock.easing.*; TweenMax.to(mc, 1, {dropShadowFilter:{color:0xff0000, alpha:1, blurX:12, blurY:12, distance:12}}); Here is the code which i modified to try to make it work for AS2: import com.greensock.*; import com.greensock.easing.*; import com.greensock.plugins.*; TweenPlugin.activate([DropShadowFilterPlugin]); TweenLite.to(dot_mc, 1, {dropShadowFilter:{color:0xff0000, _alpha:55, _blurX:12, _blurY:12, _distance:12}}); to cover the basics, yes the "com" folder for tweenLite AS2 is in the same folder as the flash working file
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