Re: [Flashcoders] Shape tweens through AS?

2006-03-07 Thread elibol
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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> To change your subscription options or search the archive:
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RE: [Flashcoders] Shape tweens through AS?

2006-03-07 Thread Jim Tann
That is the nastiest green I have ever seen it hurts my brain looking at it.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Weber
Sent: 07 March 2006 05:29
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Shape tweens through AS?

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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RE: [Flashcoders] Shape tweens through AS?

2006-03-06 Thread Andreas Weber
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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Re: [Flashcoders] Shape tweens through AS?

2006-03-06 Thread elibol
Why doesn't flash have this feature? That sounds like an excellent way to
control vectors...

I will go ahead and argue that the MovieClip has too much functionality, the
API is too big now. There should be a Vector class which with the MovieClip
class composes vector graphic interactivity, like the MovieClip/bitmapData
class composition. This way, the MovieClip class would handle the complex of
time, and the Vector class the complex of space. I would even argue that the
interactivity should be assigned to a seperate class. You could then use the
interactivity class (basically, Mouse/Key class) with the vector class to
compose static, vector based websites, or bitmap based websites using Flash.
If you decide to incorporate MovieClips into your composition, then you
could incorporate animations. This would even give more meaning to
components.

This would seem to complicate things, but given the proper categorization, I
find that it would simplify through complexity.

Ok enough of my rambling.

M.

On 3/6/06, Roy Pardi <[EMAIL PROTECTED]> wrote:
>
> At 6:08 PM -0300 3/6/06, Zeh Fernando wrote:
> >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.
> >
>
> thanks for the succinct answer!
>
> I'm coming to AS from the Director/Lingo side of the street. In Director,
> the "Vector Shape" data type (which uses the Flash xtra/player code)
> exposes all the data points so they can be manipulated through code. I
> guess I assumed this was a feature in Flash that was carried over. Guess
> not...
>
> --Roy
> --
> -
> Studio Blog: http://www.roypardi.com/studio/
>
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Re: [Flashcoders] Shape tweens through AS?

2006-03-06 Thread Roy Pardi
At 6:08 PM -0300 3/6/06, Zeh Fernando wrote:
>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.
>

thanks for the succinct answer!

I'm coming to AS from the Director/Lingo side of the street. In Director,
the "Vector Shape" data type (which uses the Flash xtra/player code)
exposes all the data points so they can be manipulated through code. I
guess I assumed this was a feature in Flash that was carried over. Guess
not...

--Roy
-- 
-
Studio Blog: http://www.roypardi.com/studio/

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Re: [Flashcoders] Shape tweens through AS?

2006-03-06 Thread Zeh Fernando

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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[Flashcoders] Shape tweens through AS?

2006-03-06 Thread Roy Pardi
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)?

thanks!

--Roy
-- 
-
Studio Blog: http://www.roypardi.com/studio/

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