but why not use build in interpolation/anim system?
you can easylly define your animation frames using VertexAnimator. Its simply a
question of passing an array of the state
and animate using myAnim.play(some params like id animation, duration etc etc
read doc);
It works then just like an md2.
You don't even need a tweener for this.
Fabrice
On Feb 16, 2011, at 6:05 PM, manel wrote:
>
> Thanks, but I have to move a set of vertices, how would I tween them
> at the same time?
>
> Doing something like this?:
>
> for each ( var vertex:Vertex in mesh.vertices)
> TweenLite.to(vertex, 0.5, {x: y: z:});
>
> But I want to parallelize tween, and this solution doesn't provide it
> to me, does it? It would just move each vertex sequentially.
>
> Thanks for your help.
>
> On 15 feb, 18:31, Michael Iv <[email protected]> wrote:
>> You can tween vertices (they positions) just like any other thing with
>> tweens.Pretty any numerical property in flash can be tweended.
>>
>> On Tue, Feb 15, 2011 at 6:59 PM, manel <[email protected]> wrote:
>>> Hello,
>>
>>> First of all, thanks for this Flash's master piece, it's really
>>> helpful.
>>
>>> I'd like to comment my case: I have a customized mesh, with its
>>> geometries, faces, etc. I move it by using "position" and "rotation"
>>> properties, but I don't know if it's possible to apply tweens to a
>>> group of vertex. I don't mean to modify properties as "position"
>>> through tweens, but applying some kind of animation directly to its
>>> geometry. For instance, if I had a mesh with two arms (using vertexs
>>> and faces), would I be able to move one of them by using tweens?
>>
>>> Thanks.
>>
>> --
>> Michael Ivanov ,Programmer
>> Neurotech Solutions Ltd.
>> Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
>> Tel:054-4962254
>> [email protected]
>> [email protected]