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HTML

              
                <div class="viewport-box">
  <div class="main-circle"></div>
</div>
              
            
!

CSS

              
                .debugger{
  position:absolute;
  top:0;
  right:0;
  font-size:20px;
  color:red;
}
.viewport-box{
  padding:50px;

}
.main-circle{
  width: 400px;
  height: 400px;
  background: #f4f4f4;
  position: relative;
  border-radius: 50%;
  margin: 0 auto;
}

              
            
!

JS

              
                var circle = document.querySelector(".main-circle"),
    imageURLs = ["https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/greensock-man-logo.svg","https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/greensock-man-logo.svg","https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/greensock-man-logo.svg"],
    images = placeImages(imageURLs, 100, 100), 
    spin = new TimelineMax({repeat:-1});

//rotate the circle clockwise while at the same time rotating each image counter-clockwise to make them look like they're not spinning at all. 
spin.to(circle, 60, {rotation:360, ease:Linear.easeNone})
    .to(images, 60, {rotation:-360, ease:Linear.easeNone}, 0);

//feed an array of URLs into this function and it'll place the images evenly around the edge of the circle, setting them to whatever width/height you define (in pixels)
function placeImages(imageURLs, width, height) {
  var angleIncrement = Math.PI * 2 / imageURLs.length,
      radius = circle.offsetWidth / 2,
      images = [],
      image, angle, i;
  for (i = 0; i < imageURLs.length; i++) {
    image = new Image();
    images.push(image);
    image.setAttribute("src", imageURLs[i]);
    circle.appendChild(image);
    angle = angleIncrement * i;
    TweenLite.set(image, {
      width:width, 
      height:height, 
      position:"absolute", 
      top:0, 
      left:0, 
      xPercent:-50, 
      yPercent:-50,
      transformOrigin:"50% 50%",
      x: radius + Math.cos(angle) * radius,
      y: radius + Math.sin(angle) * radius
    });
  }
  return images;
}
 
Draggable.create('.main-circle', {
    type: 'rotation',
    throwProps:true,
    onPressInit: function(){
      spin.pause();
    },
    onDrag:function() {
      //just convert the rotation into a progress value for the spin timeline. Easy peasy. Very performant too. 
      var angle = (this.rotation + 360 * 100000) % 360; //ensure that the value is always between 0 and 360. Don't let it go negative or beyond 360. 
      spin.progress(angle/360);
    },
    onThrowUpdate: function(){
      var angle = (this.rotation + 360 * 100000) % 360;
      spin.progress(angle/360);
    },
    onThrowComplete: function() {
      spin.resume();
      //ease back into the normal spin by tweening the timeScale from 0 to 1
      TweenLite.fromTo(spin, 1, {timeScale:0}, {timeScale:1, ease:Power1.easeIn});
    }
});


              
            
!
999px

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