Advanced Flash MX
Advanced Flash MX
Out of context: Reply #1
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- Seph0
depends how flexible and robust the final object needs to be.
If it was me I would not bother sweating over complicated maths formulaes.
I would create a shape tween of the entire animation (through 180 degrees or however long you need it) and stick it in a MC.
then using a code that calculates the angle of the mouse from point F (whilst user drags), then control where the playhead goes in the MC depending on this angle.
The results might lag a tiny weeny bit behind the mouse and it will need lots of tweaking but I think you could blag it this way.