S
Steve House
Animating a shape to move around the screen or to fade in/out, etc, is easy
enough. But I'm trying to figure out how to animate a shape so that it
stays put but its shape and dimensions are what changes. Specifically, I
have a slide with a simple isosceles triangle set with its base horizontal
and its vertex pointing up. When the object is selected, there's a little
yellow diamond - don't know the correct term for it - that one can drag to
move that vertex left or right without moving the base. Of course one can
also click and drag the top centre sizing handle to make the triangle taller
or shorter. So what I'm trying to do is this - on a mouse click the top
vertex will smoothly move to the right and down so the triangle "morphs"
from an isosceles triangle into a right triangle with a vertical right side.
In other words, I want to vertex to shift to the right and down while
leaving the rest of the base of the triangle unchanged. Any ideas how to
accomplish this other than a stacked series of triangles that fade into each
other as hand-built animation frames?
Steve House
enough. But I'm trying to figure out how to animate a shape so that it
stays put but its shape and dimensions are what changes. Specifically, I
have a slide with a simple isosceles triangle set with its base horizontal
and its vertex pointing up. When the object is selected, there's a little
yellow diamond - don't know the correct term for it - that one can drag to
move that vertex left or right without moving the base. Of course one can
also click and drag the top centre sizing handle to make the triangle taller
or shorter. So what I'm trying to do is this - on a mouse click the top
vertex will smoothly move to the right and down so the triangle "morphs"
from an isosceles triangle into a right triangle with a vertical right side.
In other words, I want to vertex to shift to the right and down while
leaving the rest of the base of the triangle unchanged. Any ideas how to
accomplish this other than a stacked series of triangles that fade into each
other as hand-built animation frames?
Steve House