Morph is a RISC OS application, designed to introduce owners of Acorn RISC
machines to the world of morphing - at an affordable price.
In broad terms, morphing is the process of blending one image to another,
and has been highlighted in recent years by inclusion as a special effect
for many popular films. The process was then continued in television
advertising, and it is now possible to experiment with morphing on home
computers of all sorts. This is where Morph comes in.
Using the RISC OS desktop environment, Morph allows a source and destination
image to be specified. By means of the popular “mesh” method, the rough
shape of the images can be dictated, upon which morphing can take place.
Morph itself can generate images from 16 greyshades through to 16 million
colours, although the version enclosed only allows 16 greyshades - you need
to register for the full version. Obviously the source and destination
images have to be of the same type, but unlike other packages they don't have
to be exactly the same size. Individual images can be finely positioned, and
the resultant morph can even be layed over a separate backdrop.
This manual details how to use the !Morph application. By reading this
manual, and practising, some breathtaking imagery can be realised.
GETTING STARTED
---------------
What you get
------------
The Morph package consists of a single 800K floppy disc, and this manual.
Users are expected to have a basic working knowledge of the RISC OS desktop.
(Users unfamiliar with this should refer to the Welcome and User guides
supplied, if necessary).
Making a backup
---------------
The floppy disc supplied should be backed-up before continuing. This can be
done in the usual way, and once complete the original disc should be stored
in a safe place, and the backup should be used instead.
Since the floppy disc is unprotected, users of other media (eg. hard disc)
can drag the Morph software to a working directory if required.
IN USE
------
Loading
-------
To load the !Morph application, double-click on the !Morph icon. Providing
no problems are encountered, Morph will install an icon on the iconbar, at
which point it is ready for use.
On the iconbar
--------------
Once installed on the iconbar, the Morph icon can be selected to show the
main window. Furthermore, pressing menu whilst over the Morph icon produces
what is known as the iconbar menu. This contains three entries :
• Info Shows program information
• Prefs… Details preferences (see later)
• Quit Selecting this will quit Morph
Dragging a sprite file to the icon will install it as the source image. If
there is already a source image then it will be installed as the destination
image. If there is also a destination image, Morph will report this.
Installing a source image
-------------------------
As opposed to dragging a sprite file to the iconbar, it is possible to
install a source image by dragging the sprite file directly to the “source
box” of the main window. This box is situated at the top left of the window. The diagram below illustrates this :
Also note that when editing the source mesh (see later), dragging a sprite
to the editing window will install it as the new source image.
Installing a destination image
------------------------------
The principles are exactly the same as for installing a source image, except that the “destination box” on the main window is situated at the top right.
Note that the images installed must be of the same format, ie. if the source
image is of 16 greyshades, then the destination image must be as well.
Defining the mesh
-----------------
When both source and destination images have been installed, the “mesh”
needs to be defined. This is essentially an overlayed grid that can be
adjusted to define the rough shape of the underlying image.
When morphing, the best results are obtained by using two similar images.
This allows the source and destination meshes to retain a similar basic
shape, preventing the mesh from becoming exaggerated whilst morphing from
source to destination.
If the auto-mesh function is activated (see later), then guide lines are
automatically inserted, and accepted to create the mesh (which can then be
tailored to the images). If not, guide lines have to be created manually
before the mesh can be edited.
Creating guide lines
--------------------
As explained above, guide lines must be created if the auto-mesh function
has been disabled. Guide lines are used to define the mesh, and this process
can be viewed as basically laying horizontal and vertical lines over the
image. When satisfied with the guide lines, they then need to be accepted.
This process of accepting them can be viewed as “gluing” the lines together
in order to create the mesh.
To edit the guide lines for the image (source or destination), select the
appropriate image from the main window, and the editing window for the image
will appear. To insert a guide line, select and drag the mouse. If the mouse
is dragged up/downwards a vertical guide line will be inserted. If dragged
sideways a horizontal guide line will be inserted.
Selecting and deleting guide lines
----------------------------------
If a guide line has been created in an incorrect position, move the pointer
over the line in question and press select. It will become highlighted.
(Further lines may also be highlighted by use of adjust).
When satisfied, either press CTRL-X, or press the menu button whilst over
the editing window. A menu will appear, from which it is possible to select
the option Select.Delete. The highlighted lines will then be deleted.
Accepting the guide lines
-------------------------
When the guide lines have been finalised, they need to be accepted in order
to create the mesh. To do this, press menu whilst over the editing window,
and select the menu entry Misc.Accept Guides.
The guides will then be converted to a working mesh. This is distinguishable
by the fact that the mesh displays “nodes” at the intersection of lines.
(These can subsequently be dragged around to assume the rough shape of the
underlying image).
Note that creating guide lines relates to source and destination images.
This is because they both work from the same initial mesh, so inserting a
guide line in one image also inserts a guide line in the other.
Editing the mesh
----------------
If the auto-mesh function is enabled then the mesh will have been
automatically created, otherwise the guide lines will have been set, and
accepted, manually by the user. In either case, the mesh is now ready, and
can be tailored to the image.
Note that when editing the source mesh, the destination mesh is not
affected, and vice versa. This is because the meshes are deemed separate,
in order that the contours of each image can be defined uniquely. When
morphing, one of the processes involved is to reshape the source mesh into
the destination mesh, so that the source image can be “stretched” into that
of the destination.
If not already on-screen, selecting the source box or destination box from
the main window will produce the relevant editing window, complete with
image and overlayed mesh. The mesh also displays “nodes” at the intersection
of lines, and these nodes can be repositioned to subtly reshape the mesh, to
roughly fit the underlying image.
Repositioning a node
--------------------
To reposition a node, move over the node in question and press select.
(Further nodes may be selected by the use of adjust). When ready, hold down
select (or adjust) over the node, and drag the mouse. Upon releasing the
mouse button, the selected node(s) will be repositioned relative to the
mouse movement.
Colouring a node
----------------
When working with large meshes, it can be desirable to colour-code
particular nodes. For example, when morphing an image of one face to that of
another, it can help to colour-code the nodes surrounding facial features
such as eyes, nose etc.
To change the colour of a node, move over the node in question and press
select. (Further nodes may be selected by the use of adjust). Then press
menu whilst over the editing window. From the menu that appears, select the
required colour from the Select.Colour sub-menu.
Restarting the mesh
-------------------
If for some reason the mesh becomes invalid, then press menu whilst over the
editing window. From the menu that appears, select the entry Misc.Restart.
If confirmed, the mesh will be removed and it will be necessary to redefine
the guide lines manually before accepting them to obtain a new mesh.
Saving the guides/mesh
----------------------
When defining the guide lines or altering the mesh, it can be desirable to
save the current information on it. This allows multi-session editing, that
is to say more complex meshes can be defined over a number of sessions.
To save this morph data, press menu whilst over the editing window. From the
menu that appears, the Save entry contains a standard save dialogue box from
which it is possible to type an explicit pathname followed by Return, or to
drag the icon to a filer window directly.
Reloading the guides/mesh
-------------------------
At any stage of editing, it is possible to reload a morph data file by
either double-clicking on the file icon, or by dragging it to any Morph
window.
Zooming in to images
--------------------
Whilst editing the guide lines or mesh for an image, it may be necessary to
zoom in for more precision. To alter the zoom factor, press menu whilst over
the editing window. The Zoom entry from the ensuing menu contains a standard
zoom dialogue box, where the zoom factor can be adjusted in the usual way.
Positioning an image
--------------------
With Morph, images of different sizes are acceptable (although this practice
is not encouraged).
Morphed images always conform to the size of the source image, and the
destination image is clipped to conform as well, if need be.
Since this is possible, Morph allows the source and destination images to be
adjusted, which can give a better fit in some cases. To alter the position
of an image, hold down the adjust button whilst over the editing window (do
not position the pointer over a guide/node or this will be selected
instead).
Whilst holding down adjust, drag the mouse. The image will be dynamically
repositioned, and so the user is free to place the image wherever necessary.
Re-centring an image
--------------------
If the image being edited needs to be re-centred, press menu whilst over the
editing window. From the menu that appears select the entry entitled
Misc.Centre Image. The image will then be re-centred.
Adding a backdrop
-----------------
As opposed to just producing morphed images, Morph allows these images to be
placed over a backdrop. To edit the backdrop, press menu whilst over an
editing window. From the menu that appears, select the entry Edit.Backdrop…
The backdrop window will appear. To install a backdrop, drag the relevant
sprite file onto the window.
If successfully installed, the backdrop will be drawn in the window, and the
relative position of the overlayed morph is highlighted by a white box.
Note that the backdrop must be of the same format as the source and
destination images, ie. if the source and destination images are of a 256
colour format then the backdrop used must also be of a 256 colour format.
Positioning the overlayed morph
-------------------------------
To reposition the overlayed morph, hold adjust and drag the mouse whilst
over the backdrop window. Alternatively, pressing menu whilst over the
backdrop window produces a menu where it is possible to align the overlayed
morph to a number of set positions, (top-left, middle-right etc).
Removing an image
-----------------
If one of the images (source, destination or backdrop) needs to be removed
from memory, then press menu whilst over an editing window. From the menu
that appears, the entry marked Edit contains a sub-menu with entries that
may be selected to Remove Source, Remove Destination and Remove Backdrop.
Morphing
--------
When the meshes have been finalised, it is desirable to start the morphing
process. (The only onus on the user is that all images used are of the same
format). When ready, the following two attributes need to be clarified
before beginning the morphing process…
Defining the quality
--------------------
This is specified by the user, and defines the colour quality of the images
being morphed. If the images are of a 16 greyshade format then the 16
greyshade option needs to be selected. The current quality selection is
shown at the bottom of the main window. Beside this is an arrow-icon which
can be selected to produce the list of available qualities. Select as
required.
Defining the number of frames
-----------------------------
The other attribute that needs specification is the total number of frames
for the morphed sequence. As with the quality, the number of frames is shown
at the bottom of the main window. This value can be selected and edited, and
an arrow-icon next to it can be selected to display a menu of common frame
quantities. Select as required.
Beginning the morph process
---------------------------
When ready, select the Morph icon from the main window. Providing there are
no problems, Morph will ask for confirmation, and then produce a standard
save dialogue box. Type an explicit pathname followed by Return, or drag the
file icon to a filer window.
In either case the morph process will then begin. If the multi-tasking
option is enabled (see later) then a small progress window will dictate the
current state of the morpher, else an hourglass will appear whilst the
morphing is in progress.
Cancelling the morph process
----------------------------
This can only be done if the morph process is multi-tasking. The progress
window has a Cancel icon at the bottom right. Select this to cancel the
morph process.
The preferences
---------------
Morph contains, from the iconbar menu (See “On the iconbar”), a window where
global preferences may be set. These allow simple customisation of Morph to
specific environments. The available preferences are :
Auto-mesh
---------
This allows an automatic mesh to be created. Selecting the Auto-mesh icon
toggles this option on or off. If toggled on, specific mesh sizes may be
entered into the adjacent values, or the arrow-icon may be selected to
choose from a list of common mesh densities.
Line / mesh colour is
---------------------
This defines the default colour in which to draw guide lines, and also the
mesh itself. The adjacent arrow-icon may be selected to choose from a list
of standard colours. (The associated colour used for highlighting also
changes).
Multi-task when morphing
------------------------
Selecting this icon toggles the multi-tasking option on or off.
All / From
----------
These icons can be selected to determine whether all morphed frames are
output, or whether a specific range is to be output. If the From icon is
toggled on, the adjacent two icons can be selected in order to enter the
values of the first and last frames respectively. (Illegal values are
automatically adjusted when morphing).
Saving the preferences
----------------------
To save the preferences for current and future use, select the Save icon.
Cancelling the preferences
--------------------------
To cancel any changes made select the Cancel icon.
Accepting the preferences
-------------------------
To accept the preferences for current use, select the OK icon.
Object linking/embedding
------------------------
This technique, abbreviated to OLE, is synonymous with PC systems worldwide,
and is fast becoming a standard on Acorn machines.
OLE can be viewed as a system whereby information can be freely inter-linked
between software platforms. In the case of Morph, the installed images are
objects. These are linked to the outside world in the sense that selecting
the source or destination box (from the main window) whilst holding down the
CTRL key, will automatically load a suitable paint package and install the
image into it. (This technique also applies to the backdrop).
When the image is resaved from the painting package, Morph automatically
updates its own copy of the image.
The jargon-free upshot is that images can be touched up, and then resaved,
with minimal intervention by the user. Simply CTRL-select the appropriate
image, make any changes necessary, and then resave it.
Colour control
--------------
Most morphing packages offer only a fixed rate of colour movement. That is,
when morphing from source to destination images, the rate of change of
colour is constant. Morph, however, allows for finer control of colour. To
view the colour window, press menu whilst over an editing window, and from
the menu that appears select the entry Edit.Colour…
A window will appear. Within the window is a line that depicts the rate of
change of colour. It starts from the bottom left, and ends at the top right.
This window is effectively a graph of colour against time - the horizontal
axis depicts time, whilst the vertical axis depicts the colour morph
percentage.
By selecting and dragging the control nodes it is possible to alter the rate
of change of colour to the desired values, whilst selecting the icon at the
top left of the window will resort to the original straight line graph
(constant rate of change).
Movement control
----------------
This is identical to that of colour control. It is obtained by selecting the
Edit.Movement… entry from an editing menu, and its purpose is to allow finer
control over the rate of physical mesh transformation during the morphing
process; the vertical axis thus depicts the amount of mesh transformation
fulfilled at that point in time.
Some users may find this concept a little difficult to understand. A good
way of understanding colour/movement control is to experiment using
relatively small images with a large number of frames.
A note about masks
------------------
Morph does not allow masks in images - they present ambiguity. If an image
is installed which has one, Morph will ask if it can remove it. If agreed,
the mask is removed and the image installed, but note this operation only
affects the image within Morph - the actual sprite file is not altered.
Creating a film for playback
----------------------------
Morph creates individual sprite files, recognised by all Acorn machines.
The sprite files generated can be compiled into a single film file by means
of the !FilmMaker application supplied on the disc.
To load the FilmMaker software, double-click on the icon in the filer
window. When loaded, FilmMaker will install an icon on the iconbar.
To compile a sequence of images, drag their icons to the FilmMaker icon on
the iconbar. A main window will appear listing the files in order.
The last sprite file appended to the list may be removed by pressing menu
whilst over the main window, and selecting the Delete entry from the menu
that appears.
The sequence may be compiled in the same manner, except that the Compile
entry should be selected. From the save dialogue box that appears, either
type an explicit pathname followed by Return, or drag the icon to a filer
window.
Playing back the film
---------------------
To play back a compiled film, use the !Cinema application supplied on the
disc.
To load the Cinema software, double-click on the icon in the filer window.
When loaded, Cinema will install an icon on the iconbar. To replay a
compiled film, simply drag the relevant film icon to this icon. Providing
there is adequate memory available, the film will be installed and replayed.
To remove the film from memory, simply close the main window.
For the best results, the screen mode should match that of the film mode,
eg. if a MODE 15 morph is made into a film, when using the Cinema software
to replay the film, the computer screen mode should be set to 15.
Also note that the Cinema software does not automatically play films
backwards as well as forwards. To create this effect, it is necessary to
compile frames 1 - n and then (n-1) - 2 within the !FilmMaker application.
For example, a 5 frame sequence would be played both ways by compiling the