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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