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  1. Hi guys, context: im creating an infographic where tv-ratings are being visualized. I have a huge TimelineMax where 1000 dots (mc's) are constantly being tweened. This timeline is attached to a standard Slider from the Flash Components. Now, if i let the timeline play, no errors occur. When i skip ahead or back in time, some dots (that were in the middle of tweening) just stop playing and just stand there half-way.... please check it out herrre: http://dominggus.nl/...fstuderen/temp/ this is what happens when you skip/drag the slider: switch(event.type) { case UIEvent.THUMB_DRAG: mainTimeline.goto(event.value, false); break; case UIEvent.THUMB_PRESS: mainTimeline.gotoAndStop(event.value, false); break; case UIEvent.THUMB_RELEASE: mainTimeline.gotoAndPlay(event.value, false); break; case UIEvent.SLIDER_CHANGE: if (!bottomSliderGUI.playMode) { mainTimeline.gotoAndStop(event.value, false); } else { mainTimeline.gotoAndPlay(event.value, false); } break; } mainTimeline is a TimelineMax, and for each dot/mc (viewer), this is being used: mainTimeline.insert(new TweenLite(viewer, 1, {x:target.x, y:target.y}),labelTime); who can help me? what seems to be the officer, problem?????
  2. I'm trying to get TimelineMax to Delay its start for 3 sec and it Doesn't work I used the methods listed in the Documentation, with no success. ill be glad for any help. This is the code I'm useing function stars_OP():void { var timeline_OP:TimelineMax = new TimelineMax(); var clips_OP:Array = getChildrenOf_OP(Object(this).phone_anim_mc.container2_mc); function buildTimeline_OP(e:MouseEvent = null):void { timeline_OP.gotoAndStop(timeline_OP.duration); timeline_OP.clear(); clips_OP = shuffleArray_OP(clips_OP); var a:int = clips_OP.length; while (--a > -1) { var Randsize_OP = Math.floor(Math.random()*(1-0+1))+0; var clip_poz_x_OP = clips_OP[a].x; var clip_poz_y_OP = clips_OP[a].y; var poz_x_Rand_OP = Math.floor(Math.random()*((clip_poz_x_OP+250)-(clip_poz_x_OP)+1))+(clip_poz_x_OP); var poz_y_Rand_OP = Math.floor(Math.random()*((clip_poz_y_OP+20)-(clip_poz_y_OP-5)+1))+(clip_poz_y_OP-5); timeline_OP.append(TweenMax.from(clips_OP[a], 0.5, {alpha:0, scaleX:Randsize_OP, scaleY:Randsize_OP,x:poz_x_Rand_OP, y:poz_y_Rand_OP, blurFilter:{blurX:20, blurY:20, quality:1}, ease:Expo.easeOut}), -0.24); } timeline_OP.gotoAndPlay(0); } buildTimeline_OP(); } I tried this [left]var timeline_OP:TimelineMax = new TimelineMax({Delay:3});[/left] and timeline_OP.Delay = 3;
  3. scotru

    Persist a timeline

    Is there a way to persist and restore a Timeline, something like the XML methods in the TransformManager? Or is this a feature that might be considered?
  4. Hello all, I'm trying to add multiple images to a blank movie clip on my stage using the addChild method in an array. After many hours I got it almost working. The only problem now is that all of my arrayed images tween at the same time. They don't stagger. Is there any way to take the code that I have done and have each image tween, then the next, and so forth? I also need the timeline to repeat indefinately after all arrayed images have finished (which is why I have nested timelines). Thank you! var myTimelineCardMain:TimelineMax = new TimelineMax({repeat:-1}); var sArray:Array = [] var imgBD:BitmapData=new card_28(315,355); var card1:Bitmap=new Bitmap(imgBD); card1.x = -315; card1.y = -355; var img1BD:BitmapData=new card_21(315,355); var card2:Bitmap=new Bitmap(img1BD); card2.x = -315; card2.y = -355; sArray.push(card1,card2); for(var i:int = 0; i < sArray.length; i++) { card_main.addChild(sArray[i]); } var myTimelineCard:TimelineLite = new TimelineLite(); myTimelineCard.insertMultiple([new TweenLite(card_main, 0, {y:467, x:920}), new TweenLite(card_main, 3, {rotation:-9, ease:Back.easeOut}), new TweenLite(card_main, 3, {delay:3, rotation:200, ease:Back.easeOut})], 0, "sequence"); myTimelineCardMain.insertMultiple([myTimelineCard], 0, TweenAlign.SEQUENCE, 3);
  5. I suspect that this topic has been approached in the past, but I want to bring my own 2 cents to the table (if you'll have my cents ::- D). Since we can add onComplete and other such callbacks upon construction, why can't we add it later directly in the instance (if we saved the reference to the instance of the TimeLine or Tween). For example, in my situation, I want to add an onComplete to a TimeLine, but only sometimes. It's clumsy to call the constructor in an if statement. I would prefer to call the constructor and append methods and only later add the onComplete event (or any other such events). Are you just saving space in the library? Because as far as I suspect, this would be a piece of cake to make. Could you perhaps advise how to implement this as an extension to your library? I'm thinking of extending the TimeLine class and add the properties myself. Size is not a concern for me (these days, for who is?).
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