mask.path.x1

Good day.
As far as I understand, at the moment it is impossible to apply offset to the mask corner points as it is done in the sprite:
http://docs.coronalabs.com/guide/graphics/3D.html
Are there any plans on adding such functionality?
It is essential for my project.

Example of animation with skew transformation applied to mask

http://gafmedia.com/converter/files/source/c4fd1c73f65ea519084d8885a21cd792-maskSkew.swf

Great question as I would also like to know when this will be supported.

I was planning to use the Quadrilateral distortion feature in a project which looks great, but when I applied object.path.x1 to a masked object the distortion only moved the unmasked portion of the object and left the mask in place. Full benefit of using the quad distortion really requires mask.path.x1… to be in place as well so that both the original object and mask move relative to one another.

Only other way to achieve the same goal is to use a display.capture or display.save on the masked object then apply the object.path.x1 on the captured object. This works but is about 100x too slow for my application. 

Example of animation with skew transformation applied to mask

http://gafmedia.com/converter/files/source/c4fd1c73f65ea519084d8885a21cd792-maskSkew.swf

Great question as I would also like to know when this will be supported.

I was planning to use the Quadrilateral distortion feature in a project which looks great, but when I applied object.path.x1 to a masked object the distortion only moved the unmasked portion of the object and left the mask in place. Full benefit of using the quad distortion really requires mask.path.x1… to be in place as well so that both the original object and mask move relative to one another.

Only other way to achieve the same goal is to use a display.capture or display.save on the masked object then apply the object.path.x1 on the captured object. This works but is about 100x too slow for my application.