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Morphing

Morphing is a special effect in motion pictures and animations that changes (or morphs) one image
or shape into another through a seamless transition. Traditionally such a depiction would be
achieved through cross-fading techniques on film. Since the early 1990s, this has been replaced by
computer software to create more realistic transitions.

Morphing algorithms continue to advance and programs can automatically morph images
that correspond closely enough with relatively little instruction from the user. This has led to
the use of morphing techniques to create convincing slow-motion effects where none
existed in the original film or video footage by morphing between each individual frame
using optical flow technology. Morphing has also appeared as a transition technique
between one scene and another in television shows, even if the contents of the two images
are entirely unrelated. The algorithm in this case attempts to find corresponding points
between the images and distort one into the other as they cross fade.

While perhaps less obvious than in the past, morphing is used heavily today. Whereas the
effect was initially a novelty, today, morphing effects are most often designed to be
seamless and invisible to the eye.

A particular use for morphing effects is modern digital font design. Using morphing
technology, called interpolation or multiple master tech, a designer can create an
intermediate between two styles, for example generating a semi bold font by compromising
between a bold and regular style, or extend a trend to create an ultra-light or ultra-bold.
The technique is commonly used by font design studios
MIDI
MIDI (short for Musical Instrument Digital Interface) is a technical standard that describes a
communications protocol, digital interface, and electrical connectors that connect a wide
variety of electronic musical instruments, computers, and related audio devices for playing,
editing and recording music. A single MIDI link through a MIDI cable can carry up to sixteen
channels of information, each of which can be routed to a separate device or instrument.
This could be sixteen different digital instruments, for example.

MIDI carries event messages, data that specify the instructions for music, including a note's
notation, pitch, velocity (which is heard typically as loudness or softness of volume), vibrato,
panning to the right or left of stereo, and clock signals (which set tempo). When a musician
plays a MIDI instrument, all of the key presses, button presses, knob turns and slider
changes are converted into MIDI data. One common MIDI application is to play a MIDI
keyboard or other controller and use it to trigger a digital sound module (which contains
synthesized musical sounds) to generate sounds, which the audience hears produced by a
keyboard amplifier. MIDI data can be transferred via MIDI cable, or recorded to a sequencer
to be edited or played back.

A file format that stores and exchanges the data is also defined. Advantages of MIDI include
small file size, ease of modification and manipulation and a wide choice of electronic
instruments and synthesizer or digitally-sampled sounds. A MIDI recording of a performance
on a keyboard could sound like a piano or other keyboard instrument; however, since MIDI
records the messages and information about their notes and not the specific sounds, this
recording could be changed to many other sounds, ranging from synthesized or sampled
guitar or flute to full orchestra. A MIDI recording is not an audio signal, as with a sound
recording made with a microphone.

Prior to the development of MIDI, electronic musical instruments from different


manufacturers could generally not communicate with each other. This meant that a
musician could not, for example, plug a Roland keyboard into a Yamaha synthesizer module.
With MIDI, any MIDI-compatible keyboard (or other controller device) can be connected to
any other MIDI-compatible sequencer, sound module, drum machine, synthesizer, or
computer, even if they are made by different manufacturers.

MIDI technology was standardized in 1983 by a panel of music industry representatives, and
is maintained by the MIDI Manufacturers Association (MMA). All official MIDI standards are
jointly developed and published by the MMA in Los Angeles, and the MIDI Committee of the
Association of Musical Electronics Industry (AMEI) in Tokyo. In 2016, the MMA established
the MIDI Association (TMA) to support a global community of people who work, play, or
create with MIDI.
Tweening
Tweening is an easy way of animating objects.You specify how the objecs looks in the first
frame.The trasition of object from the last frame to last one is automatically generated by
the flash,by the process of tweening.

Or we can say that tweening is a very simple concept in computer graphics that has very
powerful and visually impressive aplication.

In tweening key frames are provided and I between frames are calculated to make smooth
looking animation.

Tweening has application in both computer and hand drawn animation.

It mainly divided in two types-

1-Shape tweening

2-Motion tweening

nbetweening or tweening is a key process in all types of animation, including computer


animation. It is the process of generating intermediate frames between two images, called
key frames, to give the appearance that the first image evolves smoothly into the second
image.

Inshort, marging to similer images in frames called tweening.

Inbetweening is a technique used in animation. Two images are used as the key frames
which serve as the beginning and the ending of the animation sequence. The process is
about taking those two key frames and filling in the animation or frames in between. These
inbetweens are what makes the animation look fluid.

If you are making an animation about a man walking, you would probably have the
following frames:

1. Man standing straight as initial key frame


2. The man is now shown slightly lifting his right leg
3. The leg is now half way to a full bend
4. The leg is now fully bent
5. The leg is starting to unbend forward
6. and so on
7. Until you get to the final key frame of the step which is a full stride

Without the inbetweens the animation would look so jugged and jittery. It helps just to have
the key frames of the beginning and end of the motion as this gives the animator a very
good idea of how the frames in between should look like.
Name: Sayantan Dutta
BCA/K2/22601217039

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