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Looking for Designers, Developers & Digital Marketing Specialists

We’re building a professional network of talented Designers, Developers, and Digital Marketing Specialists who are interested in receiving client projects through our network. How it works: • We bring potential clients to you • You handle the project from start to finish • You choose your own pricing • First 3 sales → 0% platform fee • After 3 sales → 20% fee per sale • Crypto or Bank Transfer payments • No joining fee or upfront cost Requirements LinkedIn is required. You must have an active LinkedIn profile, as your profile and professional expertise will be used to showcase you to potential clients. Discord is also required. You’ll receive a dedicated role on our Discord server based on your service. When a client needs your expertise, we’ll open a ticket and mention you directly. Interested? contact us on Discord: dashed.io.bluff Only serious professionals who are ready to take on client projects should reach out.

I can't seem to make the slow ease work in React.

I am following the CreativeCodingClub SVG lesson: Line Jumper Advanced: Clip Path, Holes and Nesting Animations I kind of copy the code from the tutorial then translate it to React. the SVG was made in Figma and then used svgview.dev to translate this into a React component. I can't seem to feel the firstJump timeline is doing any slow at all. I even tweaked the timeline defaults duration and parameters of slow() just to see its effect but no luck. I am really confused why it doesn't seem to work, I already import a EasePack. animation goes like this: a line jumps out of the hole at the middle it will slowdown then animation goes normal again then jumps to the second hole. there is probably a different approach to this without using slow() but the lesson is about it so I am avoiding putting like customEase etc. any tips you can suggest to make the slow works? thank you. import { useGSAP } from "@gsap/react" ; import gsap from "gsap" ; import { GSDevTools } from "gsap/GSDevTools" ; import React , { useRef } from "react" ; import { DrawSVGPlugin } from "gsap/DrawSVGPlugin" ; import { EasePack } from "gsap/EasePack" ; gsap . registerPlugin ( useGSAP , DrawSVGPlugin , EasePack , GSDevTools ); export default function JumpingWormSVG () { const container = useRef ( null ); useGSAP ( () => { //holes gsap . set ( "#holes" , { opacity : 1 }); gsap . set ( "#holes ellipse" , { scale : 0 , transformOrigin : "50% 50%" }); function openHole ( hole : string ): gsap . core . Timeline { const

ADAS - Car

Brief: Car render set for ADAS Lane Keep Assist HMI Vehicle : [car model/trim], rear exterior, as used in prior renders. Views needed (5 files): Car_Straight — dead-on rear view, camera at bumper height, car pointing straight ahead Car_30_Left — car yawed 30° to the left (as if steering left), viewed from behind/above Car_30_Right — mirror of the above, yawed 30° right Car_60_Left — yawed 60° left, same camera height/distance as the 30° shots Car_60_Right — mirror of the above, yawed 60° right (Only 3 unique renders are strictly required — Straight, 30°, 60° — since Left/Right can be mirrored. But please render both sides natively if any asymmetric details, like exhaust or badges, should read correctly instead of flipped.) Critical consistency requirements (this is the part that broke before): Same camera distance and focal length across all 5 shots — do not zoom in/out between angles. The car's body should occupy the same proportion of the canvas in every file (target: car fills ~95–98% of canvas width, with a uniform ~2–3% transparent margin on all sides). Same camera height/pitch across all shots — top-down angle should not vary between the straight shot and the 30°/60° shots. (Previously the straight view was a flatter rear-on shot while the turn views were steeper top-down angles — that mismatch is the main thing to avoid.) Car's ground contact point (wheels/shadow) at the same vertical position in the canvas across all 5 files, so it doesn't appear to jump up/down when

GSAP + GLTF T-Shirt Artwork Placement System

I’m trying to build a drag-and-drop artwork placement system for a 3D T-shirt GLTF model using GSAP. The goal is to upload an artwork as a PNG and place it directly on the T-shirt, similar to a product customization tool. The artwork should be: Dragged around the T-shirt Resized using corner handles Rotated Scaled proportionally Moved and adjusted interactively Ultimately mapped correctly onto the 3D T-shirt surface The main problem I’m facing is that currently I need to create/upload a separate UV placement texture for every artwork I want to use. This is becoming confusing and inefficient. I’m looking for a better approach where I can have one T-shirt GLTF model + its UV map , then dynamically place different PNG artworks on the model without creating a new UV texture for every design. The ideal workflow would be similar to: Upload PNG → Drag/Resize/Rotate on 2D T-shirt editor → Automatically project/map artwork onto the GLTF T-shirt → Real-time 3D preview. I’d like to know the best architecture for this using Three.js + GLTF + GSAP , especially how to handle the artwork transformation and UV mapping dynamically. See the Pen by portfolios ( @portfolios ) on CodePen .

Can this animation be achieved with GSAP?

Hi, Can this kind of animation be achieved with GSAP? If so, could you point me to some examples or possible approaches for implementing it? Any advice or examples would be greatly appreciated. Thanks!

Timeline management advice

Hi all, I've been working with GSAP for a little while now, but mostly create fairly simple demos on codepen for animating radio buttons or custom navigation elements. Recently I've been trying to create more complex animations and I'm looking for advice on a good approach to handling timeline management. Here is WIP of a custom radio button that has timeline for each element's animation: Currently only the hover state animations are implemented so I could see this getting out of hand as I add more timelines for other states. Any advice on how to handle this? Is it considered good practice to separate timelines like this? Edit: It looks like links to pens using the new codepen 2.0 editor 404, links to classic pens are working See the Pen WbRLNRX by jdillon ( @jdillon ) on CodePen .

Complex Scroll-Triggered Animations

User has attempted to build a multi-state scroll-triggered animation, by building out a state switcher. Example code from a prototype I was working on: let currentState = -1; let isTransitioning = false; const TRANSITION_LOCK_DURATION = 900; const switcherTimeline = gsap.timeline({ paused: true }); ScrollTrigger.create({ trigger: ".section", start: "top center", end: "bottom bottom", onUpdate: (self) => { const progress = self.progress; // Map progress to states const newState = Math.min( Math.floor((progress / (1 - threshold)) * totalStates), totalStates - 1 ); if (newState !== currentState) { // Handle fast scroll if (isTransitioning) { switcherTimeline.progress(1, false); } isTransitioning = true; transition(newState, newState > currentState ? 1 : -1); currentState = newState; setTimeout(() => { isTransitioning = false; }, TRANSITION_LOCK_DURATION); } } }); function transition(targetIndex, direction) { switcherTimeline.clear(); switcherTimeline.play(0); const isForward = direction === 1; // Exit previous state switcherTimeline.to(prevElements, { opacity: 0, y: isForward ? -40 : 40, duration: 0.35, ease: "power2.out", overwrite: "auto" }, 0); // Enter next state switcherTimeline.fromTo( nextElements, { opacity: 0, y: isForward ? 100 : 40 }, { opacity: 1, y: 0, duration: 0.7, delay: 0.15, ease: "power4.out", overwrite: "auto" }, 0.1 ); } Full Code: https://github.com/RitankJaikar/Learn-GSAP/tree/main/tests-and-mockups/gsap-scroll-switcher Proposes a dedicated triggered timel

Choreo Verify

Sharing an open-source verifier in case it's useful: @choreo-oss/verify asserts motion contracts over the rendered trace of an animation (Playwright samples real positions/opacity over time). It's framework-agnostic - GSAP timelines, Motion, plain CSS - because it verifies the rendered result, not the source. So you can write during 0..400: movesLeft(toast) and fadesIn(toast) at end: settled(all) and catch it when a refactor silently breaks the timing. GSAP/Motion are great at authoring motion but assert nothing about it; this is the missing assertion half. MIT, research artifact (from my company JieGou; not something we sell). https://github.com/JieGouAI/choreo - curious whether this fills a real gap for people who ship complex timelines.

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