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Showing results for tags 'circlepath2d'.
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Is it possible to animate object on circle path using Circlepath2d, but also transform it around its center? How to combine: path = new CirclePath2D(settings.x, settings.y, radius); or path = new RectanglePath2D(setting.x, setting.y, setting.xEnd - setting.x, setting.yEnd - setting.y); or path = new LinePath2D([new Point(setting.x, setting.y), new Point(setting.xEnd, setting.yEnd)]); follower = path.addFollower(item); TweenMax.to(follower, settings.duration, { progress:1 } ); With: TweenMax.to(item, settings.duration, { transformAroundCenterStarling: { x:settings.x, y:settings.y, scale:toScale}} );
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- circlepath2d
- transformaroundcenter
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I am tweening an objct on a circular path: TweenLite.to(glareMC, 2, { circlePath2D: { path: circlePath, startAngle: 225, endAngle: 225, direction: Direction.COUNTER_CLOCKWISE, extraRevolutions: 1 }} ); I'd expect to see a CCW motion, as specified in the direction property, but the glareMC moves CW: why? If I change endAngle to whatever different from startAngle the animation looks correct: is this an unhandled exception of the motionPath engine?
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- motionpath
- circlepath2d
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Hello everybody ::- ). I have a board with many well organized objects on it. I would like to create an animation where they all start circling at various speeds. But the problem is that I want them to start on their circle paths from their current locations, swirling around the center of the screen. Any idea how I could do this? I guess I could use Pythagora's theorem to find out the radius of the Circle, but I'm unsure how I could find out the progress of the Object onto its Circle Path, so that I only start the animation from that point. Otherwise, when I add it to the Path, it'll lose its original position and I don't want that.
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- animation
- circlepath2d
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