Home » Archimedes archive » Acorn User » AU 1993-08.adf » !Morphing_Morphing » Morph

Morph

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Tape/disk: Home » Archimedes archive » Acorn User » AU 1993-08.adf » !Morphing_Morphing
Filename: Morph
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File size: 1AAB bytes
Load address: 0000
Exec address: 0000
File contents
Morph
By Robin Barnes

Morph is a full multi-tasking desktop application; when run it
installs itself on the icon bar, appearing as a strip of film.

Morph takes two sprites and Morphs between the two according to a
mesh, the position and shape of which is defined for the initial and
final sprites. The mesh consists of interlocking points forming
polygons that enclose areas of the screen. Morph outputs a sequence of
sprites that can then be animated together (using Convert and Animate)
to produce the final sequence.

Loading the Sprites
===================

Clicking on the icon opens the two editor windows, one called 'Initial
sprite' and the other 'Final sprite'. These two windows show the two
sprites to be morphed and also the mesh that controls the morph. Load
in the two sprites by first dragging the initial sprite onto the
appropriate window, and then the final sprite. Any sprite in any mode
is acceptable, although the program only operates over a range of one
full screen.

Once the sprites are loaded, the next stage is to define a morph mesh.
It is easiest to experiment with the sprite display switched off; this
can be done by pressing Menu over one of the windows and choosing
'Show Sprites' (see later). This makes the mesh much easier to see.

Creating a Mesh
===============

Anyone familiar with Draw will have no problems with the conventions
used in Morph. 

A mesh consists of an interlocking network of points; mesh elements
are defined as polygons of four sides or less. Clicking with Select in
one of the windows will produce a small red box signifying a defined
point; this will appear in the same place in both windows. Move around
the window a little and click Select again and another point will be
defined and a grey line will join the two. Clicking on more points
will add more lines, when the fourth point is reached the polygon is
automatically closed. The polygon can be closed at any point by
clicking Adjust.

Further clicks with Select will define more polygons, and existing
points can be incorporated into new polygons by simply clicking on
them. Usually points are coloured blue with black lines joining them
and the currently selected point is coloured gold; however when a new
polygon is being defined, the currently selected point turns to red
and new lines are coloured grey.

Clicking Adjust over a point when a polygon is not being defined
changes it to the currently selected point, and dragging the currently
selected point with Adjust moves it within the window. The position of
the point remains unchanged in the other window; this allows either
the initial or final mesh to be distorted relative to one another.

Click Menu over either of the windows to bring up the editing menu.
The entries have the following functions.

'Save': leads to a standard save box that allows a mesh to be saved to
disc. A mesh can be reloaded by simply dragging it into one of the
windows.

'Show Sprites': toggles whether the sprites are displayed.

The 'Point' submenu supplies the main mesh editing functions:

'Delete' deletes the currently selected point. If the point is already
part of a defined polygon then the number of sides to that polygon
will be decreased by one.

'Delete All': removes the mesh completely.

'Group' and 'Ungroup': these are are very powerful functions. Dragging
several points until they overlap and choosing 'Group' will group them
together as a single point; this allows sections of the mesh to be
stitched together. Note that points grouped in one window will also be
grouped in the other. The 'Ungroup' option separates a point that is
part of several polygons into a separate point for each. Combining
these two tools greatly simplifies defining the mesh.

'Morph': starts the actual morphing process, as described in the next
section.

The Morphing Dialogue Box
=========================

When the 'Morph' option is chosen, the edit windows will be closed and
two new windows will be opened. One shows the output sprite, and the
other is the morphing control panel. Initially the output sprite
window shows a wire frame preview of the morph.

The control panel shows how the morph will progress. The program will
produce a sequence of sprites, numbered between zero and the value in
'End frame'; the 'Current frame' icon shows which frame in the
sequence the morph has reached. Clicking on the arrows or typing in
the appropriate box allows these initial values to be changed, and
when RETURN is pressed the wire frame preview is updated to show the
change.

The output mode is limited to one of three 256-colour modes: 13, 15 or
21. Higher resolution sprites will take longer to produce. The
'Dithering' option smoothes the transition of one colour to another
but does slow down the processing time.

The 'Sprite file' icon shows where to save the output sprites. Either
type in a full pathname into the writable icon, or click on the right
arrow, type in a filename and drag the icon to a directory. Note that
sprites will be created with the frame number appended, so if you are
creating, say, 20 frames, then you should only use up to eight
characters in the filename.

The size of the sprite is specified in OS units so a size of 1280 x
1024 corresponds to a full screen. Making the sprite smaller scales
the morph to the appropriate size, and using a smaller sprite also
speeds the morph process up and saves disc space. 

To check that the mesh does enclose all of the relevant sections of
the sprite a preview option is available. Pressing Menu over the
output sprite and choosing 'Preview' from the menu will make the
program produce a sprite that shows which areas of the screen the mesh
encloses. The hourglass shows how far the sprite has progressed; for a
complicated mesh this can take a couple of minutes so the process can
be aborted at any time by pressing Adjust. 

Once the morph has been set up, clicking on 'Go' sets the process in
motion; the output sprite window will be cleared and the sprite will
be built up from the bottom. The 'Pause' button will suspend the Morph
if clicked. Clicking on 'Cancel' will abort the current morph and
return the program to editing mode.

To speed up the morphing process the program can be switched to single
task mode by choosing 'Single task' from the menu; pressing any mouse
button returns to the desktop. The statistics on the current morph are
also available from the menu; this indicates how long the morph is
taking, how long the current frame is, and the average time to produce
a frame.

As each frame is completed it is saved to disc under the name given,
and the next frame is automatically started. This process continues
until all the frames have been completed and saved.

Once the sprites have been produced they can be animated using the
Convert and Animator applications.
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00001a60  70 72 6f 64 75 63 65 64  20 74 68 65 79 20 63 61  |produced they ca|
00001a70  6e 20 62 65 20 61 6e 69  6d 61 74 65 64 20 75 73  |n be animated us|
00001a80  69 6e 67 20 74 68 65 0a  43 6f 6e 76 65 72 74 20  |ing the.Convert |
00001a90  61 6e 64 20 41 6e 69 6d  61 74 6f 72 20 61 70 70  |and Animator app|
00001aa0  6c 69 63 61 74 69 6f 6e  73 2e 0a                 |lications..|
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