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Morphing Basics - Warp Morphing

The simplest way to familiarize yourself with WinImages Morph (and morphing in general), is to simply start creating morphs. we will begin this tutorial with the simplest type of morphing: warp morphing or warping. This type of morphing uses a single image with two distinct sets of points or objects. These points or objects are set around features in the Start image, and the exaggerated or moved in the End image to create a "warped" effect. Warp morphing is the least complex of the various morphing operations, and working with it will provide a good general understanding of the basic tools available for all types of morphing within the application.

The first step in creating a warp morph is to load the image that you wish to morph. This can be accomplished by accessing the File menu's Load Start Frame... option. For this example you will want to load the firegirl.trm image file located in your C:\Images directory. WinImages Morph will automatically identify the image file type, and load the image into the Start Image View Window. We will now need to place the same image in the End image view so that we have both a start and end image. This can be done by selecting the File menu's Load End Frame... option, or by selecting the Distortion Morph option from the Settings menu. The latter method will simply clone the existing start image into the end image view window.

The WinImages Morph interface consists of five separate control elements: Pull Down Menus, the Tool Bar, the Object Tool Box, the Image Views, and the Filmstrip. Each of these areas of the program were explained in the last tutorial section.

Note:

Keep this in mind...
This tutorial will assume that you have read the information in the previous tutorial section.

Each of these control elements are used to create a morph. In the morph program window, you should see two view windows with the firegirl image in both, the filmstrip, and the object Tool Box.

We will begin by specifying a series of points on and around the left eye of the girl in the Start image. This is done by first selecting the point tool from the Object Tool Box, and then clicking with the left mouse button where you would like the control points to appear. The control points specify areas of the image that you would like to "focus" control on. This point also has a corresponding point in the End Image. Start specifying points by left clicking while the pointer is over center of the girl's eye. You should see a small red cross appear where you clicked (this color can vary based on your display settings). Now, look in the End image; you should see a control point in that image in exactly the same location on the End image.

Now, use the right mouse button to click on and drag the end control point in the End Image somewhat off-center (if you're using the face that we suggested, drag it to the right of the eye about the width of the eye). What you have done is told WinImages Morph that the part of the image identified by that control point on the start image (the starting point) is to be moved, or distorted, to the location indicated by the ending control point.

Let's take a look and see what kind of results you get from this single control point. In this case we will want to generate only one frame. This can be accomplished by entering the Sequence Controls dialog to specify the frame we want generated, and the resolution that it should appear as. The Sequence Controls dialog is located in the Generate menu. This dialog contains a number of controls that affect the output frames of a morph sequence.

For this example, we will want to set the Total Frames control to 15, and the Current Frame # option to 15 as well. This tells morph that we would like to move the points and objects from their start position to their end position over 15 frames. These settings also tell the program that when a single frame is to be generated, that we would like the final frame of the output.

There are several other controls for altering the morphing method, saving, output file type, and output size. All of these controls are documented in the section related to the Sequence Controls dialog. The final two controls that we will want to set are the Save Results control and the Output Size parameters. For this example morph, you will not want to save the results. This can be set be making sure that the Save Results check box is not selected. If this control is selected, then each output frame created by morph will be saved in the output file type specified in the middle section of the Sequence Controls dialog.

The other option that we need to set is the Output Size or resolution. This size automatically defaults to 96x72 which is the filmstrip resolution. This is done so that preview morphs can be quickly generated, and then edited until a final result is ready for generation. In all most all cases you will want to increase this resolution for your final output frames. In this case we want to clearly see in the Result Image view the 15th frame. The low resolution settings (96x72) will not be clear enough to view the changes we made to the image. The resolution can be set to any custom width or height, or you may select the resolution based on the start or end image's resolution or aspect ratio.

For this example, you will want to select the Set to Start Frame Size. This will cause WinImages Morph to generate the output in the same resolution as the start frame or image. In this case that resolution is 300x400 pixels. We have now completed setting up the output requirements for this first morphing test. Select the Ok button at the top of the dialog to confirm these changes. The next step in generating a single frame is to select the Do one frame... option from the Generate menu. This will tell morph that you would like to generate the current frame based on the current control points and objects.

As the morph frame is generated, a progress bar will indicate how far the morph operation has to go to completion. When the morph completes, the preview image will be drawn in the Result Image view. Depending on just how far you moved the end point, the morphed image may look slightly distorted or very distorted.

Now, add a second start point by clicking on the Start Image, and again move the corresponding end point. Put the new start point in the middle of the other (right) eye and drag the end point on End Image to the left of the eye, again by about the width of the eye. Let's see how this new control point effects the morph. The frame can be generated by selecting the Do one frame... option from Generate menu. WinImages Morph will now re-generate the preview frame. You should be getting the idea now; many unique and interesting warp morphs can be specified using control points just the way we've been showing you. These same basic principles can be used with other control objects (lines & curves) to create more complex movements and distortions.

Usually, a large number of control points are used to completely specify the exact distortions required. These control points can easily be replaced with lines or curves of control. It is important to remember that the more points or lines you use, the better the resulting morph will be. For the best results, you would completely outline features you want to change (like the eyes) and then change the endpoints in the end view to represent the new form you want the image to take. The Start Image view contains the same image as the End Image view so you have a reference of just how far to go, or how much distortion you want.

We'll go through a quick example of this and in the process teach you how to use links and a few more of the morphing tools. First, you'll want to delete the two points you've already placed. To do this, enter the Objects pull down menu, and select the Delete Objects option. WinImages Morph will automatically delete all of the points on both the start and end images.

Note:

Keep this in mind...
In most cases, you will want to save your point set before deleting it.

Next, since we're going to be doing a bit more exacting operation, let's zoom in on the area where we'll be working, the left eye. To zoom, first click on the zoom button located in the top right-hand corner of morphs Tool Bar. You will notice that the normal morph pointer will change into the shape of a magnifying glass. You should now point the zoom pointer about 1/2 inch above and to the left of the left eye, click and hold the left mouse button and drag the mouse down and to the right. A box will appear; keep pulling until the box entirely encloses the eye (about 1/2 inch below and right) and then let go of the mouse button. The Box can be repositioned by pressing the right mouse button in addition to the left.

Note:

Keep this in mind...
The area could also be zoomed by left clicking the mouse with the cursor over the center of the area that you would like to zoom. This will cause morph to do a simple 2x zoom with the cursor position as the center.

The image will now be zoomed in.

If the result is not to your liking, click on the dezoom button and the zoom will be turned off. Repeat these steps, beginning with re-selecting the zoom button, to get a better zoom around the end image eye. When you have both the start and end image eyes nicely centered in a zoomed image, continue.

The Tool Box control should still have the point tool selected. If it does not have the point tool selected, please select it at this time. Now, point at the start image and drop points all around the edge of the eye. About eight points should be fine. Looking at the end image, the same points should be visible; just leave them alone for the moment. When we do this, we place the points as follows; one at each corner of the eye; one directly above, and one directly below the pupil; and the final four, one at a time between the corners of the eye and the points by the pupil.

Now we're going to add links. Select the Links button located in the Icon Tool Bar. The icon looks like this. You should notice that when you click on this button, it looks as though it has been pressed down. In WinImages Morph this is known as a state button. A state button will remain in its current position or state until selected again. In most cases when the button is down, the option is on, and vice versa. Left clicking on the Links state button has turned on the linking in morph. Points (and other control objects) can be linked by simply left clicking on the point or object to be linked, and then left clicking on the next point or object to be linked. You can proceed in this fashion until all of the desired points or lines have been linked. It is important to note that you do not have to link control objects together, but linking can help you to better visualize how a morph will look and will give you greater control.

In the start image, beginning with any point you like, click on each point in turn all the way around the eye. As you go, you'll see blue links appear between each point. Continue until the eye is completely surrounded by links. When you get to the last point, click on it twice to de-select it. Looking over at the end frame, you'll see the links are there as well.

Now, we will de-select the Links state button, so that we can move the points and links without creating new links. This can be done by left clicking on the Links button in the Tool Bar. This will turn the Linking mode off. We are now ready to move the points and links in the end image to create a warping effect. In the end image, move each of the points in turn away from the eye - we're going to make the eye swell up. This is done by right clicking on the desired point, moving the mouse to the new position, and then releasing the right mouse button. Morph will then place the point in the end image in the new location. Any links that are attached to the point will be automatically stretched to the proper length. Continue to move all of the points in the end image in this manner. Adjust each of the points in turn until the outline is about the same shape as the outline in the start image, but larger.

Let's see how these new control points and links effects the morph. The frame can be generated by selecting the Do one frame... option from Generate menu. Morph will now re-generate the preview frame.

When the preview completes, you should have a nice image of a face with an enlarged eyeball staring at you.

You may also find it beneficial to repeat this process using the Freehand or B-Spline tools to place a continuous line or spline around the eye, and then edit the end image line so that it is enlarged.

Note:

Keep this in mind...
It is not necessary to link lines in this case.

In this manner you can familiarize yourself with all of the object tools available, and how they interact.

More complex morphs are usually made up of several regions such as the one you just created around the eye. As is the case with many things, even the most complex morph is the sum of a series of simpler operations.

Have any Problems?

If you didn't get the results described here, we suggest you go back and go through the tour again. Most likely, you've missed a step somewhere.


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