Animate
Morphing
Morphing isn't a mode you switch on. It's what happens automatically when you keyframe a path's geometry, the same way any other property tweens.
Keyframe the shape itself
Draw a shape with the vector tools, key its geometry at one point in time, then move the playhead, reshape it, and key it again. AtomCut interpolates between the two point by point, blending anchors, handles and corners along with every other keyframed property.
Matching structure
The morph is point-wise, so it needs matching structure between the two keyframed shapes: the same number of subpaths, the same open or closed state per subpath, and the same point count per subpath. If the structure doesn't match, AtomCut won't guess at a morph between mismatched shapes — it holds the earlier keyframe's shape instead.
In practice, that means adding points to a simpler shape so its count matches a more complex one before you key it. A few extra points on a straight edge cost nothing visually, but they give the interpolator something to land on.
Handles morph too
Bézier handles interpolate along with their anchors. If one keyframe's point has a handle and the corresponding point in the other doesn't, the missing handle collapses onto its own anchor — so a corner-to-smooth transition (or the reverse) animates smoothly instead of popping instantly. Per-vertex corner radius lerps as part of the same morph.
Separately, a shape layer's individual corners (corner.0.x, corner.0.y, and so on) are also independently keyframeable — a lighter, per-vertex nudge distinct from a full-shape morph, useful when you only need to move one point rather than reshape the whole path.