I have the following situation:
I have one timeline. I append to it a sequance of TweenLites with target1. A little later i kill tweens of target1, and try to launched a sequance of tweens for target2. The problem: animation for target2 is not launched, it's only works when i call timeline.kill() instead of timeline.killTweenOf(target1)
I hoped to use a single instance of TimelineLite to handle all needed animations. i.e. I want to use timeline.append, timeline.insert for many targets, and if the target is repeated or i just needed to get rid of tweens, 1stly kill it's animation and run new after.
What i'm doing wrong?
var timeline:TimelineLite = new TimelineLite();
for each (var obj:Object in transitions) {
timeline.append(new TweenLite(target1, transition.duration, transition.to));
}
timeline.play();
After a few time the following code is launched
timeline.killTweensOf(target1);
for each (var obj:Object in transitions) {
timeline.append(new TweenLite(target2, transition.duration, transition.to));
}
timeline.play();