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  1. But I figured out that (without loading new with run) the play after the first staggers always until the same position and then just stop to stagger. If you then run code again the second time will break somewhere else but then in this run will break/stop always in that position until you run again. This non static behaviour makes it dificult for me to find any reason why this happens. I am almost sure this has something to do with the kill process, but this kill process works also in front on the first time, so I dont know why it should break something first in the second play.
  2. I have this simple timeline which splits some text and then stagger it. It all works well. The first time. Then randomness seems to overtake. This is how to reproduce it: Click run, then it btn1. All text is staggered fine until the end. Click another time on the btn1 and the problems start. The text is not staggered until the end. It stops somewhere randomly. Random means sometimes it staggers 3 sentences, sometimes 4 and then just stop. The curious thing is when you hit again the run button to reload the code the first time plays nice again but then the second time it stops in another position then then first run. And so on. So something interupts my timeline for some reason but the duration is checked and it is all time the same. Any idea why this timeline makes bad things from the second play while the first on is okay at any time? Sometimes even the second and third one is fine but I cant find any pattern which decides over that. Thanks a lot
  3. Thanks a lot guys. Having TweenFromTo as a master part was not clear to me that works. This is totally the solution I was looking for. Thank you so much.
  4. What would be the best approach to play all tweens of a timeline but not those between two labels. So the two labels mark a start and end position and all tweens in between should be skipped or soft-removed. I am looking for a parameter to play the timeline first fully, then again but skipping a specific passage, and at last again fully. Think of a timeline containing a start label, a tween and a end label. Loop this trio several times. Now you have a lot of tweens, all with a label before and after it. Lets say the timeline has 10 tweens (means 20 labels which are 10 start and 10 end). Now I dont want to play Tween 6, but all others. I could learn all labels from timeline array, then all tweens from timeline and manipulate data unitl I have just those tweens I prefer. But this is the last way I would go. More elegant appears the tweenFromTo in a loop. Each time it loops it play all tweens between a start and end label. But this is not timeline based anymore, just tweening. So, where is this timeline.tweenNotFromTo("start_1", "end_1").tweenNotFromTo.("start_3", "end_3") super function? What is your recommendation?
  5. Sorry for late response. I didnt test it in CodePen. My local environment is to complex to be transfered to codepen, hence I wait until I can get the update from your business green package. How does that work with GreenSock? YOu applied a bugfix as far as I understood you. When do you turn beta into live and how do members get message about? Is there a link which describes that? Once I have the live file, I will import to my local and test it. Then I can give feedback on it.
  6. Sorri for asking so much questions about DevTool Element, but by now, its by far the most interesting thing to me, because if it works well, my job is done in half time. Wasnt that even something your site promises Please check my once more I have two issues here: 1.) In GSDevTools I state a very small timescale. But its not honored. The time-scale is displayed correctly in browser, but my new time-scale value is simply the new scale of 1. So whatever I write there its the speed of one and the label of my choice. Is this something I need to achieve with duration instead? But whats the usage of changing the timescale if each value has the same impact? I think I see sth wrong here.. 2.) The less fun part. I guess its has something to do again with this 2 seconds magic happening in the beginning. Sop here is the way to reproduce - start the pen - pause the timeline before 2 seconds are gone - refresh your browser what would u expect? Timeline at start position and if you hit play, its starts from 0. Right? And thats the case. - start the pen - pause in the middle (5 sec or so) - refresh your browser Something is different. Playbars Timeline is in 0 position, but GreenSocks Timeline starts to play from pos1 somehow. This is my question. Why? - start the pen - DO NOT PAUSE - refresh while timeline is running (after 5 sec or so) Now you have again the good picture. So the pause is somehow installing a fixed position. Doesnt matter where you stop. If it is later than that magic 2 seconds,. it always starts from a position I dont know who has configured it Can u find it out? Thanks a lot.
  7. Yes, I am already dealing with animation selectors. I changed that already in a way, that GVDevTools learn by script which tl is active. So this saves at least the time to switch the code, because jumping between timelines is otherwise no fun. I will try that display block hack later and let u know. In regard to the touch issue I like to take back my words :-). I had a working bar at MAC computer, but a "sticky" bar at all my phones and pads. But as I started to inspect after your message, the problem was gone. I am not totally sure, but since I am dealing with keyframes vor different screens,. it might happened, that I somehow moved or overlayered the touch part in a way that is was still visible, but not touchable anymore. Since it worked in the computer and since I never used GSDevTools in my real smartphone before, I simply thought that its not working. So sorry for a wrong report.
  8. Ha, somehow I didnt come to the idea that the divs are appended to each other. I thought they will all be operated into the #messages div. However, you made the flow totally clear and from that I was able to develop another solution without absolute positioning, what I try to avoid whenever doable. Once the thing was clear after reading your words, it made click and it was clear that this is coming from the document flow, not from gsap tools. Thanks for shedding light here. Appreciate it a lot! I hope that I soon can share my gsap web project I am working on right now.
  9. Hi, I have robbered some code from gsap examples and changed it to my purposes. However, something I do not understand with the positioning here. Each staggerFrom has the same yaxis description. Why do the following containers fall below the previous one? I mean this is want we want, but once I come to the part where I want to reset the yaxis back to 0, I must say, that I dont understand how the thing is going. If I clear all props, something bad happens. I dont want to reposition bu calculating the yaxis. I just want to say staggerFrom y:0 and expect to be positioned in zero. Not sure if the question is totally clear. So why to each textarray element falls below each other? And how can I say the third element (2pos) that it should start from the top of its div? Any help is much appreciated.
  10. I saw the GSDevTools Videos and I recognized everyone has a cooler player than me. Its because I am developing in mobile view. I have two issues here an a question if someone has an idea for a cool workaround. 1.) Working with GSDevTools in real smartphones is hard. Its somehow messy to touch it on iPhone 6/7/8. Its there, but you cant grab it. Sometimes it works, sometimes the control elements are no touchable. Mobile testing can be done well only in mobile telephones, hence a working devtool here would be the help of my life. 2.) Before we check in real phones, we checkout ff or chromes mobile view. Its working like a charme but a lot of nice features are gone, where just the play button and the timecontrol is left. No access to parallel timelines by ID, no chance to hit start and end markers. Is there a nice trick or even a known browser setting to have GSDevTools running in total without loosing mobile view on the screen? And for smartphones I have no idea how to approach. I mean who still uses computers? Instead of developers
  11. Awesome, I tested already both examples, the case with the ID from Craig, and the case from Jack and it literally does what I need to. The detailed description of Jack even brought up some new aspects I didnt see before. Thanks a lot for that. I saw another post which was talking about these 2 seconds thing. Others probably also experienced things like me. But somehow I didnt get the relation to my topic. But now its totally clear. Again THANKS
  12. Hey, thanks for reply. Actually the second part. Overall GSDevTools should always interact with the timeline I am playing. If I jump out the second into a third, it should reset again, showing the exact duration of timeline played. No other timelines should be controlled in that time, always just one is in focus. Think of three timelines played after each other, not concurrent. In a concurrent case I would prefer a global timeline. In a sequence, I prefer a control pane per timeline. The breakpoint is either a command when the previous timeline is stopped, or where the new one is started. I expected listing GSDevTools at each end of a timeline would lead into a kill of the first (either kill of timeline itself, at least control pane for timelines) and somehow it does in my codepen example. But only if I change to second timeline fast by hiting the button. If I wait to long, the same lines of code are doing different things. What I guess is coming from a wrong usage and not the tool itself. I hope things are a bit clearer now
  13. Hi, I have two timelines setup doing a great job. At the end of each timeline I have GSDevTools.create(). It first seems to work fine, e.g. wenn hit the button, the second timeline starts well. But the curious thing is, that if the first timeline runs for more than 5 seconds, the 2nd timeline GSDevTool Display is not okay anymore. Means the timeline lost 20 seconds somehow and when the play control is done, the animation is still running for 20 seconds or more. Any idea how to approoach to get two nice controllable timelines here, which display correct data? Thanks a lot
  14. I solved that by clearing all props between the two staggerFrom commands
  15. Hi, please check my codepen. tl0 starts immediately and animates the background to yellow over 10 seconds. However, while the animation is going, please click the button. It will start tl1. It seems nothing happens, but at the bottom some strange vertical drawing is happening. But the staggerFrom commands are fine. If you load each staggerFrom alone (comment the other quickly) all is fine. With both. But if I use them in that order, they dont do after each other what they do in a standalone case. Any idea why this happens? Do I have to reset the SVG drawing somehow first? Thanks a lot!