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MiniMorph v1.1d
by Philippe Banwarth 1993/94
based on VMorph version 2 beta by Lee Wilkie 1992/93 (mainly for user
interface)
This is the freeware version of MiniMorph. You may use and distribute it 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 inspired
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.
Actually it works only on greyscale pictures (16-256). It has been written
100% in assembler to be as fast as possible. For example morphing a
320*256*256 picture takes less than 9 seconds on a standard A1200.
[
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 to fit this
shape. This process is twice as fast as morphing as only one image is
rendered per frame as opposed to two for morphing.
]
What's on the disk ?
1) MiniMorph v1.1d
2) IFF an ReqTools libraries (with a script to install them).
2) Three IFF pictures for you to experiment with.
4) This documentation.
What are MiniMorph requirement ?
1) IFF and ReqTools libraries (supplied)
2) Kickstart 1.3+
3) As much ram as possible. At least (picture height * picture width * 4)
bytes of fast ram + (picture height * picture width * 1.5) bytes of
chip ram + some more ram for IFFlib to work
[
How does MiniMorph do it?
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 position 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 bigger then screen)
F1/F2/F3/F4............ Open/close one of the windows.
Edit window :
Slider button ......... Set strength in attract/repulse mode.
Mode .................. Move/attract/repulse (it's faster for you to
try than for me to explain).
Show moves ............ Display for each point the move from source
to destination position. Press space for
normal display.
The big slider ........ Move the display window on the pictures.(if
the picture is bigger than the screen (use
the RESET gadget to change the picture size))
AddMiddlePnt/Add prop pnt : Used when adding a new row/column : In
middle mode it is created in the middle of
the old points. In proportionnal mode it
is created where you clicked.
Picture window :
Image load ............ Load a picture, it may be truncated to match
the actual size. MiniMorph accept any IFF
picture and translate it to grey scale if
necessary. It don't take care of specials
modes (EHB, HAM, HAM8) so the result may
be strange.
Image clear ........... Clear the picture.
Grid load ............. Load a grid, it's scaled to the picture size.
Grid save ............. Save the grid.
Reset ................. Reset the both grids AND images size to the
value indicated.
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 except 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). NIL: means no saving.
# of grey ............. Allow you to choose the depth of the outputed
pictures. Please note that this has NO
effect on the processing speed NOR on the
display (Which is always 16 colours so non
AGA machine users can use MiniMorph).
Misc window :
TaskPri ............... Set the task priority. Useful 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/Removing flags.
Up to 5 flags may be used to mark points (for example to compare their
position on each grids). To do this just click on the point with the RIGHT
button.
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 picture) 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)
]
NOTES :
Grids are rescaled while images are just truncated so the examples
grid/images will only work in PAL:LORES mode. If you have the
registered version you may set the image size to 320*256 then click
on the RESET gadget.
While rendering (and only while rendering) MiniMorph uses a low
to high sorted palette : system requesters may be difficult to
read so I decided to suppress them ( don't be afraid it's
perfectly legal : Amigados assumes that you have clicked on
Cancel ). For example instead of "volume XXX is write protected"
(from DOS), you will get a requester "IFF error : can't write file"
(from MiniMorph).
Rendering speed depend on the pictures colours !! The more dark
it is the more fastest it will be rendered. A totally white
picture is processed 7-8% faster than a totally black picture.
Seems strange isn't it ? :-)
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 YOU to write me. So please
send me bug reports, suggestions, postcard, etc...
credits:
Lee Wilkie ............... Original ideas
Ross Halliday ............ Digitised pictures
Christian A. Weber
and Nico François ........ Great libraries
history:
1.0 : first release
1.1 : 256 grey scales
minor bugs added :-(
1.1b : minor bugs fixes
1.1c : screen mode requester (if WB 3.0+)
1.1d : little speed optimisation in some case
added the middle/prop gadget
added flags