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Showing results for tags 'delays'.
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Using 'overflow: hidden' on ancestor container causes unexpected visual breaks in tweens
eballeste_hero posted a topic in GSAP
I'm trying to understand what the negative delay is doing for the Y based tween in this snowfall codepen. I am currently experiencing an issue that does not make any sense where my implementation, being setup almost identically to this codepen, does this weird thing where using a negative delay causes the looped Y based tween of some of the elements (not all) to start abruptly "on screen" even though it was originally set (using gsap.set) to start somewhere off screen. Removing the delay parameter of the tween unfortunately causes all of the elements to drop down at the same time but they all correctly start off screen. The negative delay is the only thing that helps the animation start with a full screen of snowflakes. I read in a separate post that: "A negative repeat delay will restart it before it finishes." If true, then why does it not happen in the codepen linked where the snowflakes fall perfectly from the top to the bottom of the screen? In my tests some start above the screen but others show up abruptly on screen. This has been driving me crazy ??, appreciate any help anyone could provide.- 10 replies
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- delays
- loop tweens
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I'm trying to achieve the following text hover effect: How do I achieve a hover animation that looks like the one in the video? How do I achieve that kind of space/delay between every single letter? Do I have to split them first or is there an easier approach? In the following codepen you can find my current progress.
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Hey! So I have a timeline loop that should loop infinitely, each new timeline has a negative offset to keep the loop from having a gap at the beginning of each timeline I can achieve the desired effect by adding the same timeline with negative delay multiple times ( lots of timeline.add(anim(), "-=3") ) But for some reason today I can't wrap my brain around how to do this nicely? I have tried various things, negative repeatDelay, onComplete set time() / progress(), but none of them quite work. Something like 2 timelines and the second one loops forever sounds like the right way to do it? Please look at the codepen and all should be made clear, on each 'repeat' of the master timeline there is a gap Thank you in advance ? I'm so sure it's something really simple that I'm overlooking!?!
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I couldn't find this in the documentation, so I figured I should make a request here! Could TimelineMax be added the same funtionality as TweenMax where you can delay method calls? I realize it couldn't "reverse" the actions caused by those methods (unless a respective reversible callback method was supplied for each delayed callbacks... but nah!), but this would be very handy instead of using dummy [TimelineMax instance].to(...) calls, like the following: var animation:TimelineMax = new TimelineMax(); //Delay the next object's to be added to the displaylist later: animation.to( dummy, 1.5, {onComplete: addChild, onCompleteParams: [someSprite]} ); //INSTEAD, this would be nice! animation.delayedCall( 1.5, addChild, [someSprite] ); It would be SHORTER, sweeter, and ~loved~ by many I'm sure (me first!) Is there any internal complications that prevents this from being implemented?
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- delayedCall
- delays
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