Christian Lippka <[EMAIL PROTECTED]> writes:

> Thats not a good idea currently. Armin Le Grand is working hard to bring
> primitive support for the drawing layer. Thats such a cool technology, I
> hope he will blog about this soon. As soon as we can make use of this,
> meta files are as obsolete as carrier pigeons.
> 
That's right to the point - as there are still some rare occasions
where you need carrier pigeons (and metafiles, accordingly - e.g. when
you have one a a graphic, or an OLE).

> > When it comes to the animation system, some things are harder than
> > others, and I would recommend pursuing the easy stuff before trying to
> > rewrite the whole thing. Personally, I think the "Effect Options" are a
> > good place to start, followed by motion paths, some exit animations, and
> > some simple emphasis effects. The hard part here is understanding the
> > internal OOo structures and how SMIL works to describe the animations
> > and options.
> I still thing that having a fresh start and using more scripted stuff
> and not hard coding each effect is the way to go. But I'm easy persuaded
> with good arguments here :)
> 
I'm not - going that route leads to fragility and constant fixing
efforts. IMO, the only sensible way is to implement the basic SMIL
animation facilities using action script - which of course can also be
implemented iteratively. Having hard-coded effects poses the problem
of detecting them in your SMIL input, which is on the verge of
implementing AI ;-) 

Cheers,

-- Thorsten

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