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BPolak

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  1. BPolak's post in BezierPath without skipping was marked as the answer   
    // Obj from database var obj = { playtimeMs: 3000, segments: [ {left: 100}, {left: 100}, {left: 100}, {left: 100}, {left: 100}, {left: 100}, {left: 100}, {left: 120}, {left: 140}, {left: 160} ] }; // time each segment var msEachSegment = (obj.playtimeMs / obj.segments.length) / 1000; // timeline class var tl = new TimelineMax(); // loop through segments and add to timeline for (var i = 0; i < obj.segments.length; i++) { tl.to(element, msEachSegment, obj.segments[i]); }; // playtimeline tl.play(); Solved with this logic I created Sorry for the inconvenience, I've could know this. I  tunnelvisioned on the Bezier xD
    Thanks anyway gents!
  2. BPolak's post in Draggable and Throw (onThrow? callback?) was marked as the answer   
    Nevermind! Found it!
     
    onThrowUpdate
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