very nice Andreas.

M.

On 3/7/06, Andreas Weber <[EMAIL PROTECTED]> wrote:
>
> Actually there are many very interesting uses for code-based Shape
> Tweening, one of them is to dynamically morph any shape into any other
> shape.
>
> As for finding the coordinates of the points that define the shape: one
> option is a custom, AS based shape editor / drawing tool. Another one is
> to draw in the Flash IDE and then extract the drawing data with ASV
> (using some code by Peter Hall) or Robin Dubreuil's brilliant JSFL
> script sel2Draw (part of an old SDK).
>
> For translating the points of one drawing to the points of the other one
> - we'd need something analogous to the 'shape-hints' in the IDE.
> Another, much easier approach, is to just use shapes that have an equal
> number of defining points, thus making it easy to map each point to a
> point of the new shape.
>
> In this sample
> http://www.motiondraw.com/md/as_samples/t/cards/2006/FlashCard.php
> each shape is defined by 60 points - it is then quite straight-forward
> to morph each shape into a randomly chosen other shape.
>
> To make a shape with only 60 defining points look good (smooth) a fast
> Catmull-Rom spline was helpful:
> http://www.motiondraw.com/md/as_samples/t/CatmullRomSpline/tween.html
>
> Shape tweens through AS - not as straight-forward as it would be if we
> could access the drawing data at runtime, but still possible.
>
> hth
> --------------
> Andreas Weber
> motiondraw.com
>
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Zeh
> Fernando
> Sent: Montag, 6. März 2006 22:08
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] Shape tweens through AS?
>
>
> >I haven't dug very deeply into the tween class. Anyone know if it is
> >possible to do shape tweens with it (or has someone written a custom
> >class  to do this)?
>
> Well, short answer: you can't do it. It isn't a matter of building
> classes
> for it; you can't just modify an existing drawing.
>
>
> There are two things you can do though, depending on what you actually
> want
> to build:
>
> 1. build a normal shape tween using the timeline, then use any tween
> class/code to control the playhead on that timeline, so you can go back
> and
> forth on the animation, use different times, etc.
>
> 2. build objects by code (using the drawing API). Then you'll be fully
> able
> to animate each of their points separately. This is overkill though and
> probably not what you want, since you will not only have to draw all
> your
> objects by code, but also need to create code to properly translate the
> points of one drawing to the other.
>
>
> - Zeh
>
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