Sunday, May 16, 2010

How to Change Eye Color in Photoshop?

1. To change eye color in pictures using Photoshop, open the software, select the picture and zoom in to the eye.




2. From the PS toolbar, select the Ellipse tool. Point the cursor at the center of the eye while holding down ALT + SHIFT keys and drag to select the eye.



3. From the PS toolbar, select Quick Mask Mode. This will change the entire picture and add a temporary background color isolating the eye which was selected.



4. Now select the Brush tool and choose a "soft brush" option of Soft Round 3 pixel. Read how to use airbrushing in Photoshop.



5. With the Soft Brush tool, brush the missing eyelid to match the natural looking eyes.



6. Zoom in and match the correct arc of the eyelid.



7. Go back to the Quick Mask Mode and click on it. This will bring back the original picture while keeping the eye selected.



8. Create a new layer from the window on the bottom right corner and click on the Color Picker option.



9. Choose the color that you like and press OK.



10. In the new layer, fill the selected color from the PS toolbar. This will fill your selected color covering the selected area.



11. From the menu bar, click on select and choose inverse option.



12. Again go to select option and choose Modify > Feather. This will open the Feather Selection box where you will opt for 5 pixels and click OK.



13. Hit the delete key twice.



14. From the bottom right corner box, click on the arrow next to Normal which will open a list and set the Blending Mode to color.



15. Now go to Image option, select Adjustments > Hue/Saturation. This will open a Hue/Saturation box. Click on the check-box for Colorize and Preview. Here you can change the setting of Hue, Saturation and Lightness, to obtain the color you desire.



16. Play with the variety of colors like blue, green, black, and many more. Select the one you like and press OK.







Changing eye color in Photoshop is not so tough once you know how to use the software. Once you have the basics clear, you can upgrade any picture and make the alterations. Now that you know how to change eye color in Photoshop, why not enrich your old pictures and make them look like new.

Make Your Own Animation

One can easily create a GIF animation with the help of a software called 'Adobe Photoshop'. The image file should be set to 100 x 100 pixels and the resolution at 72 pixels per inch. The mode should be set to RGB color. The 'show layers' option should be chosen from the 'floating palette' of the 'Window' menu. To draw a picture, the stencil tool should be used. A duplicate layer should be selected by clicking on the layer palette's sub-menu arrow. The next step in the process is to click on the eyeball icon present at the bottom of the layer palette on the left side. The image is saved by selecting the 'jump to' option under the file menu, followed by clicking on the 'Adobe Image Ready 2.0' option. The image should be saved when prompted to do so. Animation of the image is done with the help of the 'show animation' option present under the 'Window' menu. Clicking on the 'show animation' option would bring up the 'animation floating palette'. The 'Make Frame from Layers' option which is present under the 'animation palette sub-menu' is used for the purpose of animation. The animation needs to be saved by clicking on the 'Save Optimized As' option.




The different methods and techniques mentioned above can be used to make your own animation. One can create cartoon characters and many interesting things by using the various animation techniques.

How to Make Animations?

Many different techniques or methods could be used to create your own animation. One can either use the traditional technique, computer animation or the stop motion technique in creating animation. The following paragraphs provides information about the basic types of animation.





Traditional Technique



The technique was used for many films that were made in the 20th century. In the traditional technique, the first step is to make drawings for the sequences to be presented in the animation. These drawings are photocopied onto acetate sheets. The side of the sheet which is opposite to the line drawings should be filled with the assigned colors. These sheets are then photographed on motion picture films using a rostrum camera.





Computer Animation



The two basic categories of computer animation are 2D and 3D animation. The 2D animation is created either using '2D vector graphics' or '2D bitmap graphics'. Morphing, tweening, interpolated rotoscoping and onion skinning are the techniques used in 2D animation.



The technique known as 'rigging' is used to create 3D animations. Although many other techniques are used to create a 3D animation, rigging is most commonly used. The digital models made for 3D animation are manipulated with the help of an animator. The mesh is given a digital structure to facilitate easy manipulation.





Stop Motion



The stop motion technique too uses the phenomenon of optical illusion to create animations. However, in this method, real world objects are manipulated physically and then photographed one frame at a time. Puppet animation, clay animation, cutout animation are some of the types of stop animation.

12 basic principles of animation

Squash and stretch

The most important principle is "squash and stretch", the purpose of which is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face. Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect. In realistic animation, however, the most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally.



Anticipation

Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. A dancer jumping off the floor has to bend his knees first; a golfer making a swing has to swing the club back first. The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up.

For special effect, anticipation can also be omitted in cases where it is expected. The resulting sense of anticlimax will produce a feeling of surprise in the viewer, and can often add comedy to a scene. This is often referred to as a 'surprise gag'.



Staging

This principle is akin to staging as it is known in theatre and film. Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen. Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression or a mood. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the camera. The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.



Straight ahead action and pose to pose

These are two different approaches to the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few, key frames, and then filling in the intervals later. "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions, and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. A combination of the two techniques is often used.

Computer animation removes the problems of proportion related to "straight ahead action" drawing; however, "pose to pose" is still used for computer animation, because of the advantages it brings in composition. The use of computers facilitates this method, as computers can fill in the missing sequences in between poses automatically. It is, however, still important to oversee this process, and apply the other principles discussed.



Follow through and overlapping action

These closely related techniques help render movement more realistic, and give the impression that characters follow the laws of physics. "Follow through" means that separate parts of a body will continue moving after the character has stopped. "Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on). A third technique is "drag", where a character starts to move and parts of him take a few frames to catch up. These parts can be inanimate objects like clothing or the antenna on a car, or parts of the body, such as arms or hair. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso's movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent movement than bonier body parts. Again, exaggerated use of the technique can produce a comical effect, while more realistic animation must time the actions exactly, to produce a convincing result.

Thomas and Johnston also developed the principle of the "moving hold". A character not in movement can be rendered absolutely still; this is often done, particularly to draw attention to the main action. According to Thomas and Johnston, however, this gave a dull and lifeless result, and should be avoided. Even characters sitting still can display some sort of movement, such as the torso moving in and out with breathing.



Slow in and slow out

The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, an animation looks more realistic if it has more frames near the beginning and end of a movement, and fewer in the middle. This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration.



Arcs

Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.



Secondary action

Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle or he can express emotions through facial expressions. The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the case, those actions are better left out. In the case of facial expressions, during a dramatic movement these will often go unnoticed. In these cases it is better to include them at the beginning and the end of the movement, rather than during.



Timing

Timing in reality refers to two different concepts: physical timing and theatrical timing. It is essential both to the physical realism, as well as to the storytelling of the animation, that the timing is right. On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an object's weight decides how it reacts to an impetus, like a push. Theatrical timing is of a less technical nature, and is developed mostly through experience. It can be pure comic timing, or it can be used to convey deep emotions. It can also be a device to communicate aspects of a character's personality.



Exaggeration

Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself. It is important to employ a certain level of restraint when using exaggeration; if a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer.



Solid drawing

The principle of solid — or good — drawing really means that the same principles apply to an animator as to an academic artist. The drawer has to understand the basics of anatomy, composition, weight, balance, light and shadow etc. For the classical animator, this involved taking art classes and doing sketches from life. One thing in particular that Johnston and Thomas warned against was creating "twins": characters whose left and right sides mirrored each other, and looked lifeless. Modern-day computer animators in theory do not need to draw at all, yet their work can still benefit greatly from a basic understanding of these principles.



Appeal

Appeal in a cartoon character corresponds to what would be called charisma in an actor. A character that is appealing is not necessarily sympathetic — villains or monsters can also be appealing — the important thing is that the viewer feels the character is real and interesting. There are several tricks for making a character connect better with the audience; for likable characters a symmetrical or particularly baby-like face tends to be effective.