Hi,

You best bet may be to use by ref geometry and the geometry update interface (can't 
remember the exact interface name).
Basicaly, using this method, you can alter the locations of your coordinates in the 
array directly (as long as it is done using
the above mentioned interface). You can then create your own interpolater to move your 
coords to the new positions over time.

Cheers,

Brad

Jefferson Samuel wrote:
>
> Hello Everybody!!
>
> I have a case where I have detailed geometry (Shape3D) created of IndexedQuadArray 
>that has 6 coordinates reused 8 times (coordinate Index).
> During an event in the user interface say button click I want to change the position 
>of all the 6 points and wish to set this new geometry to the same Shape3D. I also 
>need interpolated intermediate geometry.
>
> It would be of great help if anyone can suggest me a way to deform a Shape3D 
>changing the old points to new once. Transition between these two states of the same 
>Shape3D must be an animated effect.
>
> The Morphing demo illustrates how a Morph node can generate many frames from a few 
>GeometryArray's using an array of Weights.
>
> Please correct me if I’m wrong:
>
> 1) I think Morphing would not be of help in my case b’coz I don’t want to 
>interpolate or morph two Shape3D’s. I want the same Shape3D to be deformed into a new 
>one.
> 2) I can’t use PositionPathInterpolator behavior also b’coz the interpolated 
>position is used to generate a translation to the TransformGroup of which the Shape3D 
>is added.
>
> Kind help! Thank U.
>
> With Regards
> Jeffy
>
> ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
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