whenever you change your objects width or height, reassign it to its parent using an offset and rotate the parent. ie, you can pass your object to recenterF whenever there's a change.
// p.s. don't forget, you'll be rotating (and in all other ways dealing with) the parent.
This answer may be solve my issue, but I do not understand it.
My current way of rotating this is to use a motion tween turning it ccw by rotating it, motion tween, rotating it, motion tween. I'm thinking that way isn't best. Also, I'm only dealing with one object here, so I'm not sure I follow the whole parent child relationship. I drop one object onto the stage, rotate it with a mask layer overtop only showing a small portion. Should I be using multiple objects here? Sorry, I'm not stupid, just very new to flash and its functionality.
this can be done using timeline tweening but it's going to be more difficult. it will be easier to use actionscript to rotate your object.
Yes, but I still don't know what you mean by the parent child relationship. Lets say I use a simple rotate line like:
objectname.rotation = 360;
That should spin it, but how do I spin it correctly if the object is skewed like in the bottom right picture of my example?
you would use:
var p:Sprite=new Sprite();
p.rotation = 360; // this won't show anything useful, but using a rotation strictly between 0 and 360 will.