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-
-
- MiniMorph v1.0
-
-
- by Philippe Banwarth 1993
- based on VMorph Version 2 beta by Lee Wilkie 1992/93
- (but nearly 50 times faster (uncompiled amos vs compiled (?!) assembler))
-
-
- This version of MiniMorph is freeware. You may use and distribute as long
- as you don't ask more than a small copy fee. You use it at your own risk.
-
- It needs : ReqTools.library © Nico François
- IFF.library (v23 or more) © Christian A. Weber
-
-
- About this document.
- As my english is very poor, and as Minimorph's user interface is inspirated
- by VMorph's one much of this document is taken from VMorph's doc file.
- (indicated by [] )
-
-
- [ What is ] Minimorph
- MiniMorph [ is a program that will allow you to create smooth morphs/warps
- between two different images over a period of frames to create an
- animation.
-
-
- What is morphing?
- Morphing is an effect whereby you take a source and destination image
- and over a period of time you fade/'bend' the source image into the
- destination.
-
-
-
- What is warping?
- Warping is very similar to morphing except that the destination image
- is only used as a 'shape'. The source image is then warped (like my
- brothers mind!) to fit this shape. This process is twice as fast as
- morping as only one image is rendered per frame as opposed to two
- for morphing. ]
-
-
-
- What's not on the disk?
- The disk contains the following:-
-
- 1) MiniMorph v1.0
- 2) IFF and ReqTools libraries.
- 2) Three IFF pictures for you to experiment with.
- 3) An example morph animation.
- 4) Six animation utilities for you to create/view animations.
- 5) This documentation.
-
-
- What are MiniMorph limitations?
-
- [ 1) Requires an Amiga - (Sorry - unavoidable I`m afraid!)
- 2) Requiers at least 1 meg. (Meg Ryan will do nicely thankyou!)
- 3) VMorph in its current version only supports sixteen colour, grey scale
- images. The palette may be in any order as ] MiniMorph [ will remap
- it if needed.
-
-
- How does ] MiniMorph [ do it?
- (deep breath!...)
-
- To create a morph/warp you need two images, a source and a destination.
- These are loaded into the program and are overlayed with a grid. Where the
- lines of the grid intersect is called a point. One point on one of the
- grids has a 'sister' point on the other.
-
- What the user then does is position these points over specific parts of
- each image that are common to both. For example, if you were morphing
- between two faces you would postion some points around the nose on the
- source grid to 'outline' it then you would place the same points around
- the nose on the destination grid.
-
- What you are left with after editing is complete is two grids that define
- the shape of the source and destination images.
-
- When rendering is finally started ] MiniMorph [ does the following for each
- frame:-
-
- 1) Creates a 'frame' grid from the source and destination grids.
- The shape of this is a mix of the source and destination grids
- and depends on what frame is being rendered. Example:-
-
- First frame - 100% Source/000% Dest
- Half way frame - 050% Source/050% Dest
- Last frame - 000% Source/100% Dest
-
-
- 2) Takes the image data from every square of the source grid and maps
- it into the shape of the same square from the frame grid to form
- image A.
-
- 3) Does the same with the destination grid to form image B
-
- 4) Mixes images A+B depending on current frame as above. Example:-
-
- First frame - 100% image A/000% image B
- Half way frame - 050% image A/050% image B
- Last frame - 000% image A/100% image B
-
-
-
-
- Using ] MiniMorph :
- Keys :
- Space ................. Toggle between source and destination grids.
- Cursor keys ........... Move the picture (if greater then 320*256)
- (registered version only)
- F1/F2/F3 .............. Open/close one of the windows.
-
- Edit window :
- Slider button ......... Set strenght in attract/repulse mode.
- Mode .................. Move/attract/repulse (it's faster for you to
- try than for me to explain).
- Image load ............ Load a picture, it may be truncated to match
- the actual size.
- Image clear ........... Clear the picture.
- Grid load ............. Load a grid, it's scaled to the picture size.
- Grid save ............. Save the grid (registered version only).
- Reset ................. Reset the both grids AND images to the value
- indicated (on the freeware version the
- image size is always 320*256 (200 for NTSC))
- Show moves ............ Display for each point the move from source
- to destination position. Press space for
- normal display.
-
- Render window :
- # of frames ........... The total number of frames including the
- first one (i.e. the source image (both
- modes)) and the last one (i.e. the
- destination image (morph mode)). So
- should be at least 2.
- From .................. The first frame to be rendered. It is
- senseless to 'render' frame 1 exept if
- you want it to be saved with MiniMorph's
- palette.Start at one (not zero)
- To .................... The last frame to be rendered.
- GO .................... Start the rendering. Press ESC to stop.
- name .................. This is the save name. MiniMorph saves each
- frame separately. A % in the name will be
- replaced by the frame number (which is added
- to the end if none).
-
- Misc window :
- TaskPri ............... Set the task priority. Usefull when you
- want the rendering to be done as a
- background task while you play a
- minigame for example (they use less than
- 10% of a 7MHz 68000)
-
-
- [ Using the editing grid.
-
- Moving a grid point.
- Click on the point with the left button to pick it up and release button
- to drop it.
-
- Adding a row to the grid.
- Move the cursor to the very left edge of the SCREEN (which is not
- necessary left edge of the image) between the two grid lines where you
- wish to add a row and click the right button.
-
- Adding a column to the grid.
- Move the cursor to the very top edge of the screen (same remark) between
- the two grid lines where you wish to add a column and click the right
- button. ]
-
- Removing a column or a row.
- Go to the opposite edge and click right mouse button. The removed
- row/column is the one that is left/up.
-
-
- [ Things to remember when using ] MiniMorph
-
- [ 1) When choosing two images to morph between make sure they are
- of similar composition i.e if they are faces try to get two that
- are roughly the same size, brightness and in similar positions
- within the image. This will produce a better morph. Also cut out
- both objects being morphed and paste them onto a neutral background.
-
- 2) Avoid creating 'bad' squares when editing as these will cause
- incorrect results.
-
- A bad square is defined as:-
-
- Any point along any of its diagonals lying outsize the area
- of the square itself. (confused!? - you will be!)
-
- 3) Animation frame values start at one, so for a ten frame animation
- set range from one to ten.
-
- 4) When producing a morph or warp animation the first frame
- will be identical to the source image. It is good idea to set
- the range start to two and use the source image as the first frame.
-
- When morphing the above is true for the last frame as this will be
- the same as the destination image. So decrease range end by one and
- use the destination image as the last frame.
-
- 5) When outlining an object try to make sure the edge of the object
- is just inside the lines of the grid, this produces a smoother
- edge during rendering.
-
- 6) The more detailed the grid the better the result.
- (note - this does NOT (Wow!) slow down the rendering process)
-
-
- Producing the final animation.
- To create the finished animation use the supplied utility 'ANIMBuild'.
- (Document included)
-
- To make your animation smoothly `ping-pong` when using the above utility
- select frames `first - last` and then `last - first` again. This uses
- all the frames twice but allows the animation to `ping-pong` rather than
- flick back to the start upon reaching the end.
-
- Animations can be viewed by using the supplied utility 'View'.
- (Document included) ]
-
-
- The complete version cost US$ 3 (three) (see the address in the program). I
- don't expect to make money, it's mainly to incite users to write me. So
- please send me bug reports, suggestions, postcard, etc...
-
-
-
- To do :
- - Better IFF support (ANIM5)
- - Support of AGA display modes (256 gray scale)
- - Non linear transition
- - Color support
-
-
-
-
- Credits:
- Lee Wilkie ............... Original program
- Michael W. Hartman ....... Additionnal utilities
- Ross Halliday ............ digitised pictures
-
- Thanks to Jen Allen for providing me the additionnals tools
-
- Note :
- Grids are rescaled while images are just truncated so the examples
- grid/images won't fit on a NTSC machines.
-
- Message:
- Mr. Boberg where do you live ? I tried to send you the LHA registration
- fee but the letter was returned to me with the mention 'Flyttat, efter-
- sändning upphört att gälla' (???)
-
-