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  • Greetings and welcome to an LGR thing!

  • Anyone remember Animorphs?

  • I’d imagine most people do to some degree, seeing as over 35 million copies of the books

  • by K.A. Applegate have been printed since 1996.

  • And even if youve never read them, chances are youve seen at least one of the iconic

  • Animorphs covers, especially if you grew up in the 90s.

  • Each of the 54 books in the original print run of Animorphs features a depiction of a

  • kid transforming into something, usually an animal or a fictional creature.

  • And I dunno about you, but I’ve always been captivated by this kinda surreal imagery,

  • so Animorphs covers have stuck in my brain ever since.

  • Now, thanks to the magic of ill-advised purchases after a couple drinks, I now have the hardware

  • and the software to make my own morphs!

  • [laughs] Oh this is awesome.

  • Introducing Elastic Reality, a program that sold for $995 when it first launched for the

  • Apple Macintosh in 1994.

  • This so-calledMacintosh Special Effects Systemwas created by ASDG Incorporated,

  • expanding on their prior program from 1992 called Morph Plus for the Commodore Amiga.

  • But yeah, it was Elastic Reality in particular that was used in the creation of the classic

  • Animorphs covers and I am absolutely psyched to show you how it works!

  • Before we do that though, I gotta mention David B. Mattingly, the artist responsible

  • for the majority of Animorphs illustrations.

  • His career began in the late ‘70s at Walt Disney Studios, working as a matte painter

  • for movies like The Black Hole, Tron, and Dick Tracy.

  • By 1996 though, Mattingly was taking illustration gigs

  • for everything from commercials to magazines and books.

  • That’s where publisher Scholastic comes in.

  • They’d already published the first Animorphs books that summer

  • but weren’t 100% pleased with the covers.

  • According to Mr. Mattingly, The first three Animorphs books were done by another artist,

  • but Scholastic wasn't happy with that artwork.

  • They knew that they wanted someone to do morphing, so Scholastic art director Dave Tomasino

  • called me up and he said, "We heard that you knew how to do morphing.”

  • I just had bought a copy of this very primitive morphing program, the only one available at

  • the time called Elastic Reality.

  • After getting the spec on the Animorphs books, I went home... and came in with some samples.

  • I said, "How about this?" and they were like, "Yeah, that's it!"

  • Right, so, let’s get Elastic Reality unboxed and see if we can accomplish anything even

  • close to Mr. Mattingly’s work.

  • Removing the outer sleeve reveals a beefy cardboard box

  • which itself holds a pile of beefy contents.

  • First up is a 27-minute VHS tape covering the software, definitely have to check that out in a bit.

  • Then weve got the program on two 3.5” diskettes

  • with GS-89-120 written on each of the labels.

  • Hehe, so yeah my copy of Elastic Reality was actually

  • property of the US federal government at one point.

  • I grabbed it along with some other productivity software in a surplus auction, so if you see

  • any government labels that’s why.

  • I didn’t break into the Pentagon or whatever.

  • Anyway, it also comes with a quick reference card outlining the most notable menus, commands,

  • and other such info referenced quickly on a card.

  • And there are two substantial tomes of spiral-bound documentation: a getting started guide and

  • a full-length manual.

  • Each of which pertain to the Macintosh version only, even if the basic setup, creation process

  • of morphs, and overall workflow also apply to the later versions

  • for Windows PCs and SGI workstations.

  • Finally, without further ado, “IT’S MORPHINTIME!”

  • Starting up Elastic Reality doesn’t look like much, with only a blank timeline and

  • a bunch of dropdown menus that can’t be utilized yet.

  • There are a handful of demonstration morphs to check out, pretty handy when referencing

  • how to pull off certain effects, but this only does so much in regards to teaching you

  • how to make your own.

  • The manual provides several tutorials in text form, but screw that, let’s take a quick

  • peek at that VHS tape it came with and bask in that beautiful mid-90s production value.

  • [VHS tape insertion sounds]

  • [VCR begins playing tape]

  • [ASDG logo whooshes in, ‘90s stock music plays]

  • It begins with a lengthy sizzle reel showing off what the software can do

  • morphing cars and faces and objects and all sorts of neat stuff.

  • Then were greeted by a man with a Macintosh who simply cannot contain his excitement!

  • -The objective of this tutorial is to demonstrate some of the basics of Elastic Reality.

  • -In it, well perform some warps on a human face using only two squares.

  • -Youll be astonished at the variety of effects that can be created with just

  • -two shapes and a little imagination. Please follow along step by step.

  • [gloriously ‘90s jingle plays]

  • Yeah all right so I’m not gonna play the whole 27 minute

  • tape obviously, regardless of how... captivating this tutorial may be.

  • In fact the best part is the intro, which I can’t play because it got hit with a copyright

  • match on YouTube.

  • So if you wanna see the whole thing check the video description below for an archive

  • I uploaded elsewhere. Anyway, yeah!

  • The basic process of creating a morph involves importing two images, with the starting image

  • being placed into the A Roll and the final image dropping into the B Roll.

  • The images can be of anything you like, so long as theyre QuickDraw compatible using

  • something like the PICT file format.

  • At this point, you can double click the FX Roll to open the edit window, presenting you

  • with your A Roll and B Roll images.

  • On the left is a toolbar consisting of 10 tools, with several familiar options if youve

  • messed with vector-based image editors.

  • The idea here is to outline and designate parts of the image you want to morph, accomplished

  • by placing closed and open shapes consisting of bezier curves.

  • As an example, I’ll just quickly outline this photo of a Suzuki using the pen tool,

  • outlining the general shape of it and laying down control points.

  • Then moving onto the B Roll, I’m gonna do the same with a photo of my Lumix GH5, this

  • time using the freehand tool to outline more of its angles.

  • Once those are in place, you can use the reshape tool to grab, move around, and adjust the

  • curvature from each control point as needed.

  • Now when we go back to that A/B comparison, we can see the outline for each image.

  • All we have to do here is join them together by selecting both of them and choosingJoin

  • from the Shape menu.

  • And that’s all you need to do to make a basic morph!

  • Opening the Morph menu provides options for rendering, previewing, and output, but we

  • can go straight into the rendering and see what happens.

  • By default itll produce a morph file that can be played back in QuickTime, with Elastic

  • Reality interpolating the keyframes between your two images based on the shapes youve

  • joined and a crapload of math.

  • And congratulations, it’s a morph! [chuckles]

  • Okay so it’s not quite Animorphs material,

  • but that’s the gist of it.

  • How it turns out really comes down to how much time youre willing to invest in each

  • stage of the process.

  • Obviously, you need images that are decently-suited to morphing into each other, with things like

  • a solid background, clearly-defined edges,

  • and a plan to join specific portions of the images together.

  • It gets ridiculously more involved than my quick example earlier of course, with control

  • over individual frames, motion paths, vector correspondence points, and on and on.

  • Youre not limited to placing closed shapes either, which is useful for ensuring specific

  • shapes morph into one another in the final render.

  • Like here I made my own face warp into the IBM PC from the LGR logo, with my glasses

  • morphing into the monitor, my nose warping into the top of the case, and my mouth turning

  • into the floppy drives.

  • Hehe, the final result is a bit pointier than it could be, but with enough time it’s quite

  • possible to come up with something better.

  • However, youll never get results as well-defined as David Mattingly’s Animorphs covers, at

  • least not using this software alone.

  • And that’s because he didn’t rely exclusively on Elastic Reality.

  • Recalling his experiences with the software, Mattingly said, It could produce problems

  • with the image.

  • So about 50 percent of my images were painted so I could make up for all the shortcomings

  • of the program. And that makes sense.

  • Even when you nail the shapes and keyframes and render morph stages as high quality as

  • possible, you still don’t get results worthy of an Animorphs book.

  • Instead, Elastic Reality was a valuable step in the overall creative process, performing

  • a lot of the grunt work by figuring out how to morph two distinct shapes and generating

  • images to use as a basis for the final illustrations.

  • And the uses for Elastic Reality didn’t stop with Animorphs either!

  • Throughout the ‘90s it was the de facto standard in image and video morphing, being

  • utilized in hundreds of TV shows and movies from Star Trek: Deep Space Nine, to The Mask,

  • to Batman Forever.

  • Two of the engineers behind Elastic Reality even won an Oscar at the 69th Academy Awards

  • for their contributions to its development, with credit going to Avid Technology who bought

  • out Elastic Reality in 1995.

  • Oddly enough though, the program was discontinued as a standalone product in 1997, despite the

  • Oscars and widespread usage in Hollywood.

  • The tech remained in use regardless, being rolled into products from Avid and Softimage,

  • and legacy hardware sometimes being kept around just to run Elastic Reality.

  • So yeah, I’m super impressed by Elastic Reality’s capabilities and how easy it is

  • to use, even in its earliest iterations.

  • It takes very little time to produce half-decent results using two unrelated images, and I’m

  • positive that morphs more suited to an Animorphs cover are attainable with enough time and skill.

  • Neither of which I possess at the moment, but whatever man, my morphs are still better

  • looking than the new reprint covers, you seen that crap?

  • The heck kinda slapdash Photoshop job is that?

  • I say bring back Elastic Reality for Animorphs cover creation, cuz even if the resulting

  • morphs need a talented illustrator finish the job, it’d still be an improvement on

  • those new covers.

  • Yeesh.

  • Oh hi youre still here, awesome!

  • I’ve got new videos on all kinds of tech topics each week here on LGR, so stick around

  • and watch more if you’d like to stick around and watch more.

  • And as always, thank you very much for watching!

Greetings and welcome to an LGR thing!

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