I'm not sure that link:cancel would help with my problem as I believe linking functionality only works within the same instance of an effect and also I'd like the two animations in question to continue to run in parallel to each other if and when they meet. This is contrary to the first effect being stopped in it's tracks ala link:cancel (which is basically the unwanted behavior I'm getting now).
- Multiple Fx.Morph instances 'simultaneously' brooklynDev
- Re: Multiple Fx.Morph instances 'simultaneously' nwhite
- Re: Multiple Fx.Morph instances 'simultaneousl... brooklynDev
- Re: Multiple Fx.Morph instances 'simultane... rpflo
- Re: Multiple Fx.Morph instances 'simul... brooklynDev
- Re: Multiple Fx.Morph instances '... nutron
- Re: Multiple Fx.Morph instanc... brooklynDev
- Re: Multiple Fx.Morph ins... Rajeev J Sebastian
- Re: Multiple Fx.Morph ins... brooklynDev
- Re: Multiple Fx.Morph ins... Michal
- Re: Multiple Fx.Morph ins... Michal
- Re: Multiple Fx.Morph ins... brooklynDev
- Re: Multiple Fx.Morph ins... Michal
- Re: Multiple Fx.Morph ins... brooklynDev
- Re: Multiple Fx.Morph ins... Michal
- Re: Multiple Fx.Morph ins... Michal
- Re: Multiple Fx.Morph ins... brooklynDev
- Re: Multiple Fx.Morph ins... rpflo
- Multiple Fx.Morph instances 'simultaneously' brooklynDev
