olleka
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Ok, I understand. Thank you! Regards Olle
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Hi. Maybe a simple question. But how do I start and stop a HTML5 video from a button in an HTML5 ad? I have looket in the forum but found nothing so simple Regards Olle
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Hi Well it's a bit strange. Because if I do like this it works wit y transformation. var rad10 = new TweenMax.to('.knapp-tusen', 1, {y: '800'}); var scene10 = new ScrollMagic.Scene({ triggerElement: "#rad10", duration: 800, offset: 50, reverse: true}) .setTween(rad10) controller.addScene([ scene10 ]); But if I do like this the button is jumping up and down like a crazy rabbit. Scroll down to Tunity Organizer section go on the left button Appar an scroll down a bit to see te jumping. Just curious what is causing this ... (With paddingTop it is ok.) $('.knapp-tusen').each(function(){ var currentStrong = this; var tweenStrong = new TweenMax.to(currentStrong, 1, {y: "1000px"}); var scene = new ScrollMagic.Scene({triggerElement: currentStrong, duration: 800, offset: 50, reverse: true}) .setTween(tweenStrong) controller.addScene([ scene ]); }); Regards Olle
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Hi thank you for answering. I got i working. Using ".tillbaka10" or whatever I like as a classname for all the buttons. Misstake I made was thinking the trigger could not be the button itself. One thing though. I could not use {y: "800px"} or {top: "800px"} because of a terrible flickering and had to use {paddingTop: "800px"} Maybe a bug with the ScrollMagic plugin. I check with the author. $('.tillbaka10').each(function(){ var currentStrong = this; var tweenStrong = new TimelineMax().to(currentStrong, 0.25, {paddingTop: "800px"}); var scene = new ScrollMagic.Scene({triggerElement: currentStrong, duration: 800, offset: 50, reverse: true}) .setTween(tweenStrong) controller.addScene([ scene ]); }); Regards Olle
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Hi. I have a website here. http://olle.dyndns-ip.com/tunity/ I'm using ScrollMagic to controll the start and stop of the blue buttons in the side of some of the sections. It is working good. However I want to make the code more slim and effective. Like it is now if I add one more section I have to create one more tween and one more scene. So the code I have for the moment is. var rad1 = new TweenMax.to('.fordjupning1', 1, {y: '150'}); var rad2 = new TweenMax.to('.tillbaka2', 1, {y: '450'}); var rad3 = new TweenMax.to('.tillbaka3', 1, {y: '1050'}); var rad4 = new TweenMax.to('.tillbaka4', 1, {y: '650'}); var rad5 = new TweenMax.to('.tillbaka5', 1, {y: '450'}); var rad6 = new TweenMax.to('.tillbaka6', 1, {y: '450'}); var rad7 = new TweenMax.to('.tillbaka7', 1, {y: '450'}); var rad8 = new TweenMax.to('.tillbaka8', 1, {y: '800'}); var rad9 = new TweenMax.to('.tillbaka9', 1, {y: '800'}); var rad10 = new TweenMax.to('.tillbaka10', 1, {y: '800'}); var scene1 = new ScrollMagic.Scene({ triggerElement: '#rad1',duration: 200, offset: -50, reverse: true }) .setTween(rad1) .addIndicators() var scene2 = new ScrollMagic.Scene({ triggerElement: "#rad2", duration: 400, offset: -50, reverse: true }) .setTween(rad2) .addIndicators() var scene3 = new ScrollMagic.Scene({ triggerElement: "#rad3", duration: 1000, offset: 50, reverse: true }) .setTween(rad3) .addIndicators() // and so on controller.addScene([ scene1, scene2, scene3, scene4, scene5, scene6, scene7, scene8, scene9, scene10 ]); I have trie the code from this question (edited for my website) #215 But it does not do it. $('.tillbaka10').each(function(){ var currentStrong = this; var tweenStrong = new TimelineMax() .to(currentStrong, 1, {y: '800'}); var scene = new ScrollMagic.Scene({triggerElement: currentStrong, duration: 800, offset: 50, reverse: true}) .setTween(tweenStrong) .addTo(controller); }); So how can I make this in an efficient way? With classes as the trigger? Or how is it done? Regards Olle
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Hi. I found this script (se below) that I need for moving an object attached to a eliptical path. The scrip itself works ok. But what I love to do is to add some smooth tween when mouse is stopped. Or even better have a greensock soulotion for a carousel tweening Maybe with combination of beizer and dynamicProps? I did read about the circle2D class some. But This needs to be As2 because it targets flashplayer8 at minimum. I would offcourse consider a Club memberhip if ther is a way with As2 Regards Olle var rX:Number = 200;// radius1 var rY:Number = 100;// radius2 var ang:Number = 10; // angle to rotate ellipse // var zeroSector:Object = sector(0, rX, rY, ang); function sector(degree:Number, radiusX:Number, radiusY:Number, angle:Number):Object { // coordinates of a point on ellipse var cx:Number = radiusX * Math.cos(degree * Math.PI / 180); var cy:Number = radiusY * Math.sin(degree * Math.PI / 180); // rotation of system of coordinates var xx:Number = cx * Math.cos(angle * Math.PI / 180) - cy * Math.sin(angle * Math.PI / 180); var yy:Number = cx * Math.sin(angle * Math.PI / 180) + cy * Math.cos(angle * Math.PI / 180); return {x:xx, y:yy}; } function objPosition():Void { // detecting coordinates of a clip var ratio:Number = rX / rY; var anAngle = Math.atan2(this._parent._xmouse, this._parent._ymouse) + ang * Math.PI / 180; var deg:Number = 90-(Math.atan2(Math.sin(anAngle), Math.cos(anAngle) * ratio)) * (180 / Math.PI); var _sector:Object = sector(deg, rX, rY, ang); this._x = _sector.x; this._y = _sector.y; } // draw ellipse this.createEmptyMovieClip("mc", 0); mc._x = Stage.width / 2; mc._y = Stage.height / 2; this.mc.lineStyle(0, 0xDDDDDD); this.mc.moveTo(zeroSector.x, zeroSector.y); for (d = 0; d <= 360; d += 5) { var _sector:Object = sector(d, rX, rY, ang); this.mc.lineTo(_sector.x, _sector.y); } // create draggalbe clip mc.createEmptyMovieClip("drag_mc", 0); mc.drag_mc.lineStyle(50, 0x007722, 100); mc.drag_mc.lineTo(0, 1); mc.drag_mc._x = zeroSector.x; mc.drag_mc._y = zeroSector.y; mc.drag_mc.onMouseMove = function():Void { this.onMouseMove = objPosition; this.onRelease = this.onReleaseOutside = function ():Void { delete this.onRelease; delete this.onReleaseOutside; delete this.onMouseMove; }; };
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Yes! That works like a charm Regards Olle
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Hi. Thanks for answering. Slight missundertanding because I explained it poor. The goal is to open a fullscreen window. I want to tween a photo in the fullscreen window. So I need to scale the photo proportional to keep it look wierd in a wide screen for instance. If i go just TweenLite.to(mc, 1, {_width:Stage.width, _height:Stage.height}); the image gets very wide in a wide screen. It would work for a backround or similar. But this image needs to have the same proportions in every screensize. So I guess it' the height of the picture that desides what percetage to scale the image. So what I ended up with now that works somewhat, but not perfect is that I put the mc to be tweened inside a container mc. container._width = Stage.width/2 container._height = Stage.height container._xscale <= container._yscale ? (container._xscale = container._yscale) : (container._yscale = container._xscale); // keeps boy proportional TweenLite.to(container.boy, 0.75, {_xscale:60, _yscale:60, delay:0.7, ease:Elastic.easeInOut}); Maybe there is a smarter way i'm sure Regards Olle
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Hi I have a movieclip that I want to tween fro 0 to 100 % of the screen size when the tween runs. I have set it up so that the mc scales with the screen. boy._width = Stage.width/2 boy._height = Stage.height/2 boy._xscale <= boy._yscale ? (boy._xscale = boy._yscale) : (boy._yscale = boy._xscale); // keeps boy proportional But now I want to add a tween from 0 to 100% wit a delay, dependent of screen size. How would I do that? I did read about AutoFit area but don't know how to or where I can find out more. My actionscript is rather limited I use AS 2 in this project. Regards Olle
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Ok, thank you. I'll try to stay away from long scrolling content in banner ads in the future. Or try to convince the client to accept another soulution. Regards Olle
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Hi Thank you for the reply! What about UdateAfterEvent? If I make a simple Setinterval function like setInterval(moveText, 1); function moveText() { texten._x -= 2; updateAfterEvent(); } The animation runs a little smoother. It stutters sometimes but it's better. http://www.olle.se.st/friendsofadam/test5.php It seems very cpu intensive though ... so I wonder if the banner will be accepted with SetInterval And how would I use that with TweenMax? Regards olle
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Hi I'm doing a banner with a long text scrolling to the left. The spec for the banner is max 18 fps. But that gives very choppy movement, totally unusable. So I did som tests starting at 24 and then 31, 62 and 96 fps. http://www.olle.se.st/friendsofadam/test.php So obviously the faster the smoother. But on my macine (mac G5) i'ts still a little jerky. But that may be the flashplayer only manage around 40 fps? The question I have is: Is it possible to have a smooth scrolling with the low frame rates like 18 fps? I mean really smooth. Or should I convince the client to go for some other transition instead? Regards Olle
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Ok, thanks! regards olé
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Hi. I'm just new to TweenLite. This is what I have so far. stop(); import gs.*; import gs.easing.*; function doMyTween():Void { burkar._x = -912; TweenLite.to(burkar, 52, {_x:0, ease:Sine.easeInOut, onComplete:doMyTween}); } doMyTween(); But how do I disable the easing totally? If I leave out the ease:Sine.easeInOut I get a default easing I have alsso tryed ease:ease:NONE Regards Olle