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  1. I have had no luck getting an element to rotate, or take any transform properties, below IE9. I see documentation all over the place stating that the code works but I haven't seen a working example and can't get it to work on my own. I've tried using the CSSPlugin and the RaphelPlugin. Both with no luck and unfortunatly no errors in the wonderful ie debugger. A working example would be great if anyone has a link to one.
  2. Hi there, i'm about to switch to Starling Framework for my new projects. For a game i animated an object with autorotate=true like this so far (simplified): points = [new Point(50, 35), new Point(500, 35), new Point(500, 300)]; path = new LinePath2D(points); var f:PathFollower = path.addFollower(object, 0, true, 90); tween = TweenMax.to(f, time, {progress: 1, onUpdate:onUpdateTween, ease:Linear.easeNone}); The object started with an initial rotation of 90° to the right and after reaching the 2nd point it was rotated again by 90° for reaching the final point. Now with Starling the same approach doesn't work anymore, since there rotations are calculated using radians. Therefore the rotation at point 2 will not look correctly anymore: points = [new Point(50, 35), new Point(500, 35), new Point(500, 300)]; path = new LinePath2D(points); var f:PathFollower = path.addFollower(object, 0, true, deg2rad(90)); // this allows the initial rotation tween = TweenMax.to(f, time, {progress: 1, onUpdate:onUpdateTween, ease:Linear.easeNone}); Is there a way how rotation can be handled correctly for a Starling Image/Sprite object with Greensock ? Btw. how can a LinePath2D object be added to a Starling Sprite ? At the moment i get the error "Implicit coercion of a value of type com.greensock.motionPaths:LinePath2D to an unrelated type starling.display:DisplayObject." Thank you for your help. Bests valley
  3. Hi, here is one I hope simple problem. I`m using tweenlite to simple rotate some stuff and then to trigger some sound when wheel reach a certain position: TweenLite.to(_myWheel, _speed, {rotation:_suspension + (_pieIndex * _pieAngle), immediateRender:true, useFrames:false, ease:easeFunct, onUpdate:playTickSound }); private function playTickSound ():void { trace (Math.round(_myWheel.rotation)); _isWhole = (Math.round(_myWheel.rotation) / Math.round(_pieAngle)) % 1 == 0; if (_isWhole) playSimpleSound(); } To exactly calculate _isWhole = true, I need to have Math.round(_myWheel.rotation) exact position every time when onUpdate occurs. Anyways, for some reason I don`t get those info right, so here is what I get when I try to trace it: trace (Math.round(myWheel.rotation)); 139 156 171 -176 -162 -144 -130 -119 -109 -98 -88 -78 -67 -54 -42 -30 -19 -9 1 11 21 30 39 51 63 76 86 95 103 111 118 126 135 143 150 157 165 172 179 -174 -168 -162 -155 -148 -140 -133 -127 -121 -116 -110 -104 -99 -93 -87 -81 -76 -70 -65 -61 -57 -52 -48 -43 -39 -34 -30 -27 -23 -20 -17 -14 -11 -8 -5 -2 0 2 4 5 7 9 11 12 14 15 16 17 18 19 20 21 21 22 22 22 23
  4. Hello, I have the following code: $(document).live('keydown',function(event){ var key = event.keyCode; if(key==39){ TweenMax.to($("#hero"),0.1,{css:{'left':$("#hero").position().left+40}}); } else if(key==37){ TweenMax.to($("#hero"),0.1,{css:{'left':$("#hero").position().left-40}}); } else if(key==38){ TweenMax.to($("#hero"),0.3,{css:{'rotation':-30}}); TweenMax.to($("#hero"),0.1,{css:{'top':$("#hero").position().top-10}}); TweenMax.to($("#hero"),0.6,{css:{'rotation':0}}); } else if(key==40){ TweenMax.to($("#hero"),0.1,{css:{'top':$("#hero").position().top+10,'rotation':30},onComplete:function(){ TweenMax.to($("#hero"),0.1,{css:{'rotation':0}}); }}); } }); What this does is to read the "arrow" keys from the keyboard and move the element (hero) up/down/left/right However when pressing the down button continually, the element goes up instead of down, it does not do that when there is no rotation however. For some reason rotating the object gives it wrong .position().top value. It used to mess up moving upwards too, but I solved it by resetting the rotation to 0 after the animation (still its a workaround though). Anyone knows why is this happening? Or how it could be solved/worked around? You can view this here: http://www.netgfx.com/trunk/scrollingBG/ Thanks in advance.
  5. I searched around the forums but could not find any post that could help me so my apologies if it has been answered before. Basically I have a clock type arm that spins to different positions depending on what the user selects. It spins just like a clock arm, its pivot being at the end of the arm. Everything works fine except that the arm should only rotate clockwise, never counter-clockwise. So on some values the user selects the arm spins in the opposite direction, sometimes oddly enough even if the opposite direction is not the closest distance it will still spin that way. I just need to always force it to spin clockwise no matter the value. Is there any way I can do this? Let me know thanks.