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darkhouse

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  1. Funny story. The client LIKES the fact that it continues even if its paused. Carry on, nothing to see here.
  2. Jack's work is pretty amazing. Honestly I couldn't imagine animating something like this using traditional tweens, and certainly no other tween system. I shouldn't be so quick to judge how easy something should be I guess. I do think it's something that should be considered though. For now, I'm actually just going to leave it and do nothing, and if the client wants it to pause those continuous animations as well, then I'll add something into the pause method. Thanks again.
  3. Hi Carl. First, thanks for responding, I wish I had turned on notifications so I would've gotten the response sooner. This animation is kind of a beast, and is almost done, so I really don't want to go back through and change everything from append to insert just to satisfy these looping animations. Let me show you what I'm working on, it's not done, and it's not all tweaked yet, but it's close. http://staging.citrusmedia.com/opg/ - The tweens in question are on sections 3, 4 and 5. The tanks have water, which have these continuous wave things going. Each section is its own timeline, all in a master timeline, and everything is added with a combination of inserts, appends and appendMultiples. Do you have any other suggestions other than changing everything to inserts with specific times? I really don't want to do that. Honestly, if there is no solution, I'll just add some extra code to my pause function, which is no biggie, but in the future, if there is ever a time where I need to have continuous animations in a timeline where I need to be able to pause, reverse, change timescale, etc, that will become a problem. It seems to me like if there was just another parameter that we could set to have these tweens ignored by the rest of the timeline, but still controlled by the timeline methods, that would be ideal. I wonder if Jack's thought of this. Anyways, thanks again for your help. And great work on the Active Tuts tutorials.
  4. I'm not having any luck here. I'm trying to figure out how to have some tweens in a timeline that all have repeat: -1 (and the timeline has other tweens) but they just seem to stop the rest of the timeline from playing, presumably because they never end. What I'm looking to do is have these tweens inserted into the timeline but be ignored by the tweens that come after so that those following tweens actually play. I could just add normal tweens outside of the timeline (which is what I'm currently doing) but when the timeline is paused, those tweens continue to play, obviously. I guess I could just add some code into my pause method to pause all the tweens that are not in the timeline, but if I ever need to do things like change the timescale, reverse, scrub, etc - it's going to be a lot of work that I think should already be possible with timelines. Is this possible? Thanks.
  5. Thanks! I'll check out the CirclePath2D class for sure, but putting each item in its own container is probably how I'll go (although I wouldn't need transformAroundPoint anymore). I'm actually kinda mad at myself for not thinking of that. Thanks so much!
  6. I'm using transformAroundPoint for some things, but I've run into an issue that I'm not sure how to solve. I have some objects that are rotating around the edge of a circle, but the problem is that I'm now scaling the circle and need to move the objects along with it, but I don't want the objects to scale AND I need the objects to rotate. Here's an image to illustrate what I need to do. Any thoughts? Thanks in advance.
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