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GIMP TutorialsEasy XY Coordinates In Gimp for Fan Illusion (Showcase | Slideshow)

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animicule

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Easy XY Coordinates In Gimp for Fan Illusion

Post#1 by animicule » 10 Aug 2017, 13:46


Most of the troubles with making a quick seamless outcome with Fan Illusion are due to
poor pivot point choice. With a good pivot point, there may be no need to edit
to obtain a 'seamless' outcome. I will post more about that next time....


Here is a map of X, Y coordinates in Gimp.

The horizontal line is X with 0 being the upper left hand corner of your image.
This image is shown centered in the quadrant with an off white background.

The vertical line is Y with 0 being the upper left hand corner of your image.

So the very middle of the red dot in the center is x0,y0 or 0,0 is the normal saying,
which implies X 0 and Y 0

Most of the time in gimp images, you just work in the box with the off white background,
but the other 3 quadrants are there if you need them. If your layer is too large for the image canvas,
that is where they reside, out of sight until you expand your canvas.

In Fan Illusion, you may specify negative coordinates if you choose.
On Rectangular subjects other mixed subjects which fill the canvas, negative coordinates may
be the best selection.
Attachments
Fan Tut_1.jpg
Fan Tut_1.jpg # (11.33 KiB) Viewed 314 times (Watermarked | Thumbnail)
Last edited by animicule on 13 Aug 2017, 17:29, edited 5 times in total.
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Post#2 by animicule » 10 Aug 2017, 13:54


In the Fan Illusion, when you manually choose your coordinates for the pivot point,
here is what 0,0 (x0,y0) looks like.

Also an animation for normal rotation (clockwise) and one for reverse rotation.
Attachments
Fan Tut Ball Rotation 1a.png
Fan Tut Ball Rotation 1a.png # (482.66 KiB) Viewed 311 times (Watermarked | Thumbnail)
center a.gif
center a.gif # (22.98 KiB) Viewed 305 times (Watermarked | Thumbnail)
center b.gif
center b.gif # (22.98 KiB) Viewed 305 times (Watermarked | Thumbnail)
Last edited by animicule on 10 Aug 2017, 14:13, edited 1 time in total.
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Post#3 by animicule » 10 Aug 2017, 13:56


If you choose the bounding box (in the 1st image, it is the black box enclosing the ball) center x and center y,
it uses the coordinates for the upper left hand corner of the bounding box. Here is what that looks like.

Notice the 'off white' and how the ball is not on the 0,0 center as with the 0,0 pivot point and it so
not on the center of the ball either.
Attachments
Fan Tut Ball Rot Bound Box.png
Fan Tut Ball Rot Bound Box.png # (351.38 KiB) Viewed 311 times (Watermarked | Thumbnail)
Last edited by animicule on 10 Aug 2017, 16:29, edited 1 time in total.
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Post#4 by animicule » 10 Aug 2017, 13:59


Below, we have an example using the 'True Center' of the ball as the pivot point for rotation.
From Fan Illusion, it would look like nothing was done in the processing, but if you look at the
animation you should see that the spinning ball doesn't have the motion that is created from
using a non-centered pivot point.
Attachments
Fan Tut Ball_ball center rotation.png
Fan Tut Ball_ball center rotation.png # (26.26 KiB) Viewed 310 times (Watermarked | Thumbnail)
center rotation ball.gif
center rotation ball.gif # (38.99 KiB) Viewed 308 times (Watermarked | Thumbnail)
Last edited by animicule on 10 Aug 2017, 14:29, edited 2 times in total.
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Post#5 by animicule » 10 Aug 2017, 14:17


The Z axis is depth, front to back, and though not really used in the Fan Illusion, here is then end of this part of the tutorial,
showing a simulation of depth by scaling the subject during rotation.
Attachments
The End.gif
The End.gif # (1.05 MiB) Viewed 304 times (Watermarked | Thumbnail)
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Post#6 by Ella » 10 Aug 2017, 14:39


Wow, that's cool animicule :thumbsup: :golden_wilber:
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Post#7 by Conbagui » 10 Aug 2017, 17:38


I'll say, That is pretty awesome. :gimp_clap: :yay_yay_purple:
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