             shader.data.from.input = bitmapFrom;
             shader.data.to.input = bitmapTo;
             
-            animationProperties = [
-                new AnimationProperty("progress", 0, 1, duration)
+            motionPaths = [
+                new SimpleMotionPath("progress", 0, 1, duration)
             ];
             // auto-set width/height if exposed in shader
             if ("width" in shader.data)

     */
    override protected function setValue(property:String, value:Object):void
    {
        if (roundValues && (value is Number))
            value = Math.round(Number(value));
            
        shader.data.progress.value = [value];
        target.filters = [shaderFilter];
    }

    override protected function startHandler(event:AnimationEvent):void
    {
        super.startHandler(event);
        // Note that we don't want the old filters active on the target
        // during the animation; these filters will already be accounted
        // for when we take a bitmap snapshot of the object. Applying

        // shader filter during the animation.
        oldFilters  = target.filters;
    }    
    override public function animationEnd(animation:Animation):void
    {
        target.filters = oldFilters;
        oldFilters = null;
        super.animationEnd(animation);
    }

    /**
