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Found 4 results

  1. Hi, I want to ask can animation synchronize with timeline? Mean first we define the timeline then animation will start depend on the timeline, for example the timeline have 10 second and will run from 1 to 10, at second 2 the animation A will start and at second 6 the animation B will start, if user seek at second 7 the animation B will start half way instead from start, like ScrollTrigger with scub, for example: // Create timeline with 10 second const timeline = gsap.timeline({duration: 10}); // At second 2 this animation will run gsap.to('divA', {x: 100, y: 100, startAt: 2}); // At second 6 this animation will run gsap.to('divB', {x: 900, y: 900, startAt: 6}); // Start count from 1 to 10 timeline.start(); // When user click will seek to second 7 document.querySelector('timelineBar').addEventListener('click', function() { timeline.seek(7); }); Thanks
  2. Hey Superhero, I'm totally new for Awesome GSAP and just start learning with create sample website. so please check out this website https://wickret.cuberto.com Give me suggestions to create this all animations which is used by above website.
  3. Hello guys, I would like to suggest this simple change in TimeLineMax.addCallback signature: Current TimeLineMax.addCallback(callback, position, [args], scope) Suggestion TimeLineMax.addCallback(callback, position, scope, [args]) I know there is a reason to this current signature, but there is some situations where you don't want to set arguments, so the usage can be more simple and clean like this // Example var tmx = new TimelineMax; tmx.add(twm1) // current // tmx.addCallback(onTMXComplete, tmx.totalDuration(), null, this) // suggestion tmx.addCallback(onTMXComplete, tmx.totalDuration(), this) Look the last argument can be ignored. Of course, this same sequence, can be used for any method that needs to set scope as argument (callback, scope, args). Sorry if I made a suggestion in a wrong place. Thanks, UPDATE: I forgot to add position argument.
  4. I searched around a bit to see if this had been suggested before - I'm guessing it has, but just in case - you can already pass in an array of clips to have their properties tweened - why not allow passing in a vector (e.g. Vector.<DisplayObject>) as well? mostly for the sake of sheer convenience in not having to switch collection formats when you need to tween things.
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