         // Now offset our transform center as appropriate for the transition direction
         transitionGroup.transformX = viewWidth / 2;
         transitionGroup.transformY = viewHeight / 2;
-        
+                
         // Validate our transition group prior to the start of our animation.
         transitionGroup.validateNow();
-        
+
         var animation:Animate = new Animate();
         
         // Create motion path for our rotation property.

import mx.events.FlexEvent;
import mx.managers.SystemManager;

import spark.components.Group;
import spark.components.TabbedViewNavigator;
import spark.components.ViewNavigator;
import spark.components.supportClasses.ButtonBarBase;
import spark.effects.*;
import spark.effects.animation.Keyframe;
import spark.effects.animation.MotionPath;

        navigatorProps.targetNavigatorIncludeInLayout = targetNavigator.includeInLayout;
        targetNavigator.includeInLayout = false;
    }

    /**
     *  @private
     *  For all children of the group, if they are SkinnableComponents:
     *  then applies "scale" to the skin and inverse scale to the component.
     *  If "scale" is "1", then it clears the scale from both the component
     *  and its skin.
     * 
     *  This is used as a work-around for SDK-29118, to force the player to
     *  use texture with size that takes the dpi scale into account.
     */  
    private function applyDPIScaleToElements(group:Group, scale:Number):void
    {
        var count:int = group.numElements;
        for (var i:int = 0; i < count; i++)
        {
            var element:IVisualElement = group.getElementAt(i);
            if (element is SkinnableComponent)
            {
                var comp:SkinnableComponent = SkinnableComponent(element);
                comp.skin.scaleX = scale;
                comp.skin.scaleY = scale;
                
                if (scale == 1)
                {
                    comp.scaleX = scale;
                    comp.scaleY = scale;
                }
                else
                {
                    comp.scaleX /= scale;
                    comp.scaleY /= scale;
                }
            }
        }
    }

    //--------------------------------------------------------------------------
    //  Cleanup related methods.
    //--------------------------------------------------------------------------
