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morph_tut5
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\ApAssist
\: - This is the Quick Help for the special effects warp morph panel -
\: ---------------------------------------------------------------------
\: Written by David E. Patterson
\: ---------------------------------------------------------------------
\font topaz.font 8
\tc 1
\wr
\lj
\dd "imh_descriptor"
\node "morph_wmm"
\title "More on Morphing - Warp Motion Morphing"
\next "morph_tut6/morph_comp"
\prev "morph_tut4/morph_mwtools"
\{ \ra \image "Clips/Bullet2.pic" l 35 \cap
\{ \ts bu Motion Control - General\} \} \flushimage
To perform a motion warp morph, \{ \ts b Imagemaster R/t \} requires that
you...\{ \nw
(1) completely specify the single stream of images which are to be
contained in that warp morph...
(2) set up the points for two (or more) key frames, and optionally...
(3) specify the transparency, arc vectors, and velocity controls.
\{ \ts b Imagemaster R/t \} will then able to generate a full-motion
morph for you in an automated fashion.\}
When you begin, there are two options;\{ \nw
(a) load a project file, created from a previous session with the
motion morph operations, or...
(b) select the \{ \ts i \tc 10 motion morph \} button in the \{ \ts i \tc
10 motion control \} panel inside the morph tools area to start a new
project.\}
If this is a new project, specify the number of frames in the project; then
choose the From frames, and the To frames using the buttons provided for that
purpose.
Once you've done this, press \{ \ts i \tc 10 Done \} in the motion control
panel. Now, you'll be setting up the control points for the start frames.
When you have these points set up to your satisfaction, return to the motion
control panel select \{ \ts i \tc 10 End Frame\} , saving your new points
when prompted to do so. This will load the final images. Now, return to the
main morph controls by pressing \{ \tc 10 \ts i Done\} . Select \{ \ts i \tc
10 Move Points \} - this is very important!
Now, this may be enough to completely run your motion morph, if the images
are moving in a very straight line. If not, you'll also need to set up one or
more intermediate frames to account for non-linear motion. If you need to do
one or more frames, do so now.
When you are satisified, save the project from the motion control panel.
\{ \ra \image "Clips/Bullet2.pic" l 0 \cap
\{ \ts bu How motion morphs work:\} \} \flushimage
Motion morphs are controlled by a special project file. This file contains
the names of all the images that are involved in the morph; as well as the
names of any sets of points that are defined (by you) for any of the frames.
The minimum information in one of these files would be the names of all the
frames, and the point file names for the starting and ending frames.
Using this information, \{ \ts b Imagemaster R/t \} can determine the likely
positions for all frames for which you did \{ \ts b NOT \} specify the
control points in an exact manner. Note that the guesses which \{ \ts b
Imagemaster R/t \} makes for this are based upon the assumption that the
motion is linear - that is, the morphing objects are moving in straight lines
between the two nearest specified frames. You always need to determine if
this is so; after a few tries, you should be able to tell quite easily if it
is, or not.
One thing to be aware of is you need to be careful about changing any point
file that is involved in a motion morph outside of the motion control panel;
that can get things quite out of sync, and cause you problems later.
\{ \ra \image "Clips/Bullet2.pic" l 0 \cap
\{ \ts bu Motion Control - Details\} \} \flushimage
In order to work with a motion morph, you must switch on the \{ \ts i \tc 10
Motion Morph \} button. Until you do, all the motion morph tools will be
ghosted (unselectable).
Once on, the first thing to do is to tell \{ \ts i Imagemaster R/t \} how
many frames you are going to be working with by entering a value in the
"frames" text entry field. Then, select the set of "from" frames, and the set
of "to" frames. This is done by using the \{ \ts i \tc 10 From Frames \} and
\{ \ts i \tc 10 To Frames buttons\} .
Now, you'll need to begin working with the start of frame. So click on the \{
\ts i \tc 10 Go To Start \} button. This will automatically set you to frame
1 and load the starting image. Exit the motion control panel, and set up the
control information just as you would for a non-moving warp morph. Then, when
the first frame has been prepared, re-enter the motion morph panel and click
on the \{ \ts i \tc 10 Go To Finish \} button. This will automatically set
you to the last frame in your sequence, and it will ask you to save the
points for frame 1. You need to save the points, as they will be used later.
Now, set up the points for the end frame.
This is all you have to do for the most basic type of motion morph. All the
intermediate frames will have sets of points that are created from the two
sets you have currrently defined. The process of creating the intermediate
points is called \{ \ts i tweening\} .
If the motion morph is not controlled accurately enough, then you'll want to
go into a frame near the middle of your series and specifically place the
points for that frame as well. \{ \ts b Imagemaster \} can now tween the
frames from the start to the middle and then the middle to the end, which
will be considerably more accurate.
You simply continue this process until the resulting morph is controlled well
enough to suit you. You can have motion morphs with anything from just the
start and end frames defined, to every frame define - it's up to you.
\endnode