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 _______________________________________________ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com _______________________________________________ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com