<html><body><br>Gil,<br><br>Thanks again for the response. I had thought about this approach, but didn't implement it until after receiving your email last night. It works ok, but the root problem still stands. Only instead of the total overhead lag delay happening at the end of the playback, it spreads the problem out over the timeline of the sequence. This is at least better than it was, but now the problem is that there's tiny little pauses between sequence steps. They're barely noticeable though, especially on faster hardware, so I'll probably leave this as is for now.<br><br>In the future we had thought about having a timer play along with the animation -- like 01:43/12:33 with the right hand side being the total time and the left being the (incrementing while playing) current time. This sort of thing is still a problem.<br><br>What I did was just to extend SequenceCA with a new class which adds the slider HydroTween using useRelative: true. It works pretty out pretty ok I guess. I'm not using HydroTween because I have a custom IPlayable which extends PlayableBase that simply sets a boolean value on a target and then immediately dispatches GoEvent.COMPLETE. I couldn't think of how to implement this behavior with any HydroTween syntax. Which begs the question, how are you guys doing it? With display objects that don't exist or become visible until halfway through the animation for instance, do you dynamically instantiate them? Instantiate all the objects at the beginning and set visibility as needed (like I am)? Or maybe set their coordinates to some off-screen location and then translate them to their needed (visible) locations when needed?<br><br>Thanks.<br><br>-Bobby<br><br><br>
<blockquote webmail="1" style="border-left: 2px solid blue; margin-left: 8px; padding-left: 8px;">
-------- Original Message --------<br>
Subject: Re: [Golist] inconsistencies with LinearGo duration setting<br>
and actual playback time<br>
From: "Gil Birman" <gil@allflashwebsite.com><br>
Date: Tue, August 05, 2008 10:06 pm<br>
To: "Mailing list for the Go ActionScript Animation Platform"<br>
<golist@goasap.org><br>
<br>
<div dir="ltr">rb,<br><br>When I ran your test, it was off by one second. This reminds me of an article I read a little while ago that describes a technique for creating an animation that runs in the exact time specified regardless of the speed of the computer (I can't remember if it involved tweening).... I think what you'll see is that the discrepancy will vary slightly depending on the speed of the computer.<br> <br>I'm not totally clear on your requirements, but why don't you just create a group for each step in the sequence? [ yourTween1, sliderTween1], [ yourTween2, sliderTween2 ],.... Where the combination of all the sliderTween's would more or less be equivalent to what you were doing before (only synched up better).<br> <br>Also, you might want to use HydroSequence for this sort of thing.<br><br>Gil<br> </div> <hr>_______________________________________________<br>
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