A morph between 2 frames; from a circle (source), to a square (dest).
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Source - the ball |
Destination - the box |
- create a source image similar to the one used here.
- and create one for the destination.
- select Morpheus and set up as usual.
- set the sequence to be 15 frames in length.
Now the hard work begins. I never said it would be easy!
- make sure you are looking at the s-image.
- make sure you are on frame 0 by setting work frame.
Think for a minute, look at the source image and the destination image. Do this by
selecting either s-image or d-image.
Which shall we set up first? The circle looks pretty easy, just digitise a few point
round the outside. But where should the line start and how many points do you need to put
in? Hum.... Whereas the square has distinct features, four corners and four straight
sides. Let us start with the square.
- select d-image and the square is displayed.
- select d-lines so you are now working with the destination lines.
- from the tool bar click on draw new line button.
- digitise a line round the square, starting at a corner.
- add the last point as near as possible to the first.
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d-lines |
- switch to s-lines and s-image
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s-lines
match the d-lines |
To Digitise: Just press where you want a point to be; you will see the line being
draw between each point. If you go a bit wobbly, do not worry, you can edit it later on.
All done?
- click on save key to record the key frame for frame 0.
- save your work to date. Saving with the usual Jaleo Save option file
will not save your curves and associated data! The .env file will only
contain your standard data, not PI data. All you hard work!
- click on the save button in the Morpheus PI.
- a browser pops up
- enter the name you want to call your file or select an old file to update.
- click on OK. You could give it the suffix ".dsv". This suffix is not
automatically added for you yet.
All the preliminary work is now done.
Key Frames: Did you notice that a key symbol has been added to the end of tool
bar?
This means that a
Morpheus key frame has been created at the current work frame.
(In this case frame 0.) This is not reflected in any time lines in the
usual curve editor.
In this simple example of a still frame morph you do not need to set
any further key frames, for if you go to any other frame the s- and d-lines
will still match the images.
Warping: The rate at which the S image warps into the shape of the D image is
controlled by the Warp G0 value. When the value of this
control is 0.0, you will see the shape of the S image; when it is 1.0 the S will be fully
warped into the shape of the D image, and proportionally in-between.
Inversely, the D image will be itself when the Warp G0 value is 1.0,
and will take the shape of the S image when the Warp G0 value is 0.0.
- for frame 0 set Warp G0 to 0.0.
- for frame 14 set Warp G0 to 1.0.
- switch on Draw Arrows
- click on show key anim you will see the green arrow line
reflect the proportion of the shape change.
- or step forward and back with the large arrows either side of
the work frame
The green arrows are a very useful tool in seeing exactly what is going on. Each arrow
head represents a point on the s-line which will be mapped to the matching point
on the d-line.
Check out the warp phase:
- set the processing option to S->D.
- go to work frame 8.
- click on preview and the current S->D warp is processed.
- click on result to see the resutling frame if necessary.
- switch to D->S.
- click on preview and the current D->S warp is processed.
- check out any frame you wish, just to get the feel of it. But remember that at the
extremes of the warp, when the ball has to be a square shape and the square a ball, you
will not be seeing this in the finished sequence. At the start, the dominant image
will be the ball and by the end the mix will have taken place and the square will be
dominant.
Mixing: Now that the two shapes are warping, you can set up a mix between then to
produce the final morphed image.
- for frame 0 set Mix G0 to 0.0.
- for frame 14 set >Mix G0 to 1.0.
- set the processing option to morph.
- go to frame 8.
- click on preview and the currentmorph is processed.
The squarer ball and the rounder box are mixed
together to create the morph.
- you like what you see? process the whole sequence.
- REMEMBER TO SAVE YOUR CURRENT CURVE POSITIONS AND ANIMATION BEFORE
RENDERING.
Job Done!
Index