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Once you have a completed morph,
set up a .PSD
file with two layers: the unmorphed original, and the full morph on
top with all of its layers flattened into one. Work with a copy of
the morph file to avoid the risk of screwing up the original. To the
greatest extent possible, crop out any areas not involved in the morph
effect from its layer; the smaller the zone that changes, the less
information each tweening frame has to contain. If one pixel in each
corner differs between the two layers, ImageReady is forced to render
the whole area in each frame, which substantially increases the filesize
and slows the image display in a Web browser.
Open
the file in ImageReady; it should display in a view window with
animation controls below that. If the controls aren't visible, Window/Show
Animation turns on their display. The same controls can do
slicing of images for a sophisticated table layout, and set up mouse
rollover behaviors to change the display as a user moves the mouse
over objects; play with the bell and the whistle on your own time,
please. We're making animations, remember?
Start
the first frame with just the source image showing. Click the triangle
below the frame's thumbnail, and set the delay {using Other...}
to .01 seconds. Don't use zero; it causes odd glitches in the sequence
within some browsers. Duplicate this frame twice, and select the
middle frame by clicking the thumbnail. Use the Layers control to
turn on the morph layer; you click on the eye to the left of
the layer name, just as in P
Notice that
the other frames don't change; the Layers control stores settings
independently for each frame in the sequence. Other than adding
or deleting a layer, the changes you make in the Layers box will
only affect the currently selected frame.
Hold
down Shift or Ctrl and add the first frame to the active selection.
Click the rightward triangle in the top right of the controls box,
and choose Tween. Specify All Layers, check on Opacity, and tween
with Selection. I normally add 4 frames, but try various quanta
yourself. Click OK and watch the frames fill in. Select the two
rightmost frames, and tween them in the same way as the first two.
The
first tween in and the last tween out are usually so low in opacity
that they're discardable. Remove them if you can, and you'll knock
off some filesize. Take off the final frame as well; it isn't needed
unless you want to keep the image quite large, which will also mean
making a file so big that one more frame doesn't matter much. In
this instance, bigger is not better.
Now
adjust the timing. I set the first frame to 1.5 seconds {remember
Other?} and the full-morph frame to .5 seconds. Again, experiment
until you like what you see. Bear in mind that the display in ImageReady
is often far slower than what an Internet browser will show, because
the program is rendering each frame instead of showing a stored
image. There are several factors involved in the playback speed;
image size and frame intervals are only part of the equation.


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In
particular, if
you have more frames than fit in the controls window the playback
bogs way down when it has to start moving the thumbs leftward. You
can get a better idea of the sequence timing with a simple trick:
click the Play triangle in the animation control, then switch to
the Slice or Rollover tab. Switch back to Animation to stop the
playback. Also click the same top-right triangle in the controls
that you used to tween, and check the Palette Options. Using the
smallest thumbnail size fits more frames into the display, and you
can see the frames much more clearly in the view window anyway.
Unless
you're running a Silicon Graphics workstation, you'll want to reduce
the file's display size. Now is the time to do that. I push the
larger side of the image down to 100 pixels, because that size is
what the BEA Users and Members Galleries use for the thumbs they
generate. The advantage of waiting until the frames are done is
that you can easily undo one or two steps and try a different size.
"But
wait," you say, "what other step is there?" A GIF file can use up
to 256 colors, which is fine for a big fractal but wasteful for
a 100-pixel AniMorph. After resizing the file, decrease the color
depth. Maybe 128 colors is enough, maybe a less-detailed image can
get away with just 64 colors. Using the dropdown choices is easier
than clicking the up/down arrows or entering values
by hand; the
fine controls are only useful when your file needs to be a certain
size, such as under 100Kb for the BEA Users' Gallery. Instead of
trying to guess what values to enter to get there, let the program
do the work. The rightward triangle in the Optimize controls includes
a command {Optimize to File Size...} that can be set for a Desired
File Size to stay under. When you set it to use current settings,
it pushes the color depth down just enough to fit. This is binary
math at its best!
You can get a look at the results by activating the tabs in the
view window; I like the two-up setting for comparing output against
original. Clicking any of these tabs generates a color table, and
calculates the optimized filesize using current settings. The best
way to see if you got what you wanted is to save the file and load
it into a browser, so choose File / Save Optimized
As and give the file a name and a home. Load it into your browser
of choice and have a look. If it isn't right, go back to ImageReady
and try again.
When
you're satisfied with the AniMorph, undo back past any size reduction
you performed. Close the file in IR, and let the app save the amended
PSD file. It will store the frame info, which doesn't add much to
the filesize and won't affect editing the file in PhotoShop. You
will have to redo at least some of the frame setup if you alter
any of the layers used.
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