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Showing results for tags 'motionpath'.
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Hi I saw this website today (link below), where there is text being animated along a 3d path by the look of it. Is it possible to do something similar in Greensock. I've got a pretty good grasp of the basics of GSAP, but was wondering where to start with something like this. https://www.arche68.com/front/en Many thanks for any ideas Paul.
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Hi All, I want to create a button that is dragged using the "startdrag" across a motionpath tween but the line isnt straight. Is there a way. I have attached an example of what the line will look like. Any help would be great
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Hi, for a medical project I need to animate liquid slowly flowing up a pipe, much like those old pipe games. Here's a tutorial using manual tweens - http://www.computerschool.net/flash/fl_exercise25.html. I need the same result, only using code, because I have like a million of those pipes. Using an array of Points(), I can create a greensock MotionPath and send a Path Follower along it. But I need the follower to sort of leave trail, to color the pipe behind it. I am thinking of creating a separate shape and drawing a LineTo(followerX, followerY) on each Path update. But is there an easier way, a property or method that Greensock offers? Any other ideas are very welcome, too. Thank you!
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Would you consider updating the class by including more data from the fl.motion:KeyFrameBase (http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/fl/motion/KeyframeBase.html ), specifically : rotationConcat color alpha I was considering using Tweenlite for my Starling game. Llevels are imported from swf and then parsed during runtime. Those levels contain movieclips with motion tweens (+ rotation along the path). With tweenlite it's possible to rotate only one way or another, not have a rotation value per each frame, not to mention other things like color values.
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I am tweening an objct on a circular path: TweenLite.to(glareMC, 2, { circlePath2D: { path: circlePath, startAngle: 225, endAngle: 225, direction: Direction.COUNTER_CLOCKWISE, extraRevolutions: 1 }} ); I'd expect to see a CCW motion, as specified in the direction property, but the glareMC moves CW: why? If I change endAngle to whatever different from startAngle the animation looks correct: is this an unhandled exception of the motionPath engine?
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