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I am attempting to make a mini animation engine using a texture atlas exported from Animate, then using GSAP to perform the animations in my game. However, I find the frame by frame JSON that is exported from Animate to be too large and unwieldy. Since GSAP uses a lot of the same ease interpolations as Animate, I was hoping to be able to read these eases from the frame data. I have yet to figure out a way to do this.
It is easy to set the ease of a tween using something like:
an.getDocumentDOM().getTimeline().setFrameProperty("easeType", 5, 4, 0);
In order to read an ease, I've attempted to use:
var easeType = an.getDocumentDOM().getTimeline().getFrameProperty("easeType", 0, 9);
fl.trace(easeType);
Where '0' and '9' are the first and last frame of my tween. This only returns a very unhelpful string of "easeType". Using "frame.getCustomEase()" also doesn't appear to be what I need.
Is there some way of accessing this information?
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The JSFL documentation hasn't been updated in almost a decade, so it has nothing about ease formulas, which were only added about five years ago. It's possible the API doesn't even expose this information. JSFL seems to be a very low priority for the Animate team these days.
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So I haven't found a way to do this through JSFL, but I did find that you can save your Animate file as a .xfl file, then use this file to scrape the eases from. I'll probably just end up making my own texture atlas straight from this file eventually.
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Not sure I'm even being remotely helpful but the Motion Tween engine allows you to double click the span, create a custom ease and then save it as a preset. There's got to be an XFL file locally that stores all this that could be opened and scavenged...
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I do appreciate you looking into it and trying to think of alternative solutions. While that is interesting, I also did some tests comparing the eases that Animate uses to the ease functions at easings.net and found that they (the couple that I tested at least) appear to use the exact same functions, or produce the exact same results at least. So I already went ahead and implemented those into my engine.
Unless I'm misunderstanding why I would want to do this?