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If you want to reverse the direction of your blend, select the end object
and send it to the back with Arrange Ø
Order Ø To Back, or use Shift+PgDn.
For more precise control, use the Object Manager as described in Chapter
32. What would happen if you did that to the blend in Figure 14.1? Absolutely
nothingnone of the objects overlap, so it doesnt matter
which of the two controls is on top.
The Science of Selection
One of the most confusing aspects of working with blended objects
is supposed to be one of the simplest: selecting objects. But with
three distinct parts of a blend, all of which are often overlapping,
this seemingly simple task can become difficult and frustrating.
Superceding all other advice, watch your status bar! It is there
where DRAW notifies you of what you have selectedthe blend
group or a control object. That way, if you select the wrong thing,
at least you know it right away.
Beyond that, here is a two-step process that will always work for
selecting groups or control objects:
- 1. To select the blend group, draw a marquee
around the entire group.
- 2. From there, press Tab or Shift+Tab
to alternate between the controls.
We wish we could tell you which one to press, but it all depends
upon the stacking order of the objects nearby. We guarantee it will
be one of the two...
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A blend stays alive until you kill it, and you do that with the Arrange
Ø Separate command. Once separated,
a blend becomes three elementsthe two controls and a group of objects
that make up the intermediate steps. For normal blends, there will only
be two controls, but there could be any number of objects in the group
between them, depending upon the number of steps used for the blend. You
can go on to ungroup the intermediate steps or leave them as is, but either
way, these objects are now just a collection of elements, no longer related.
What Makes
a Good Blend?
Blending can be performed between two objects that are quite dissimilar.
For example, an object with no outline and a fountain fill can be blended
with an object that has an outline and a uniform fill. But bewarethere
are almost no limits to the types of objects that can be blended, and
you can create hideous mutations if youre not careful.
Figure 14.2 shows several different blends, including a few techniques
yet to be discussed. The first four are credible efforts: the letter that
mirrors itself, the happy-to-sad face, the neon circle turning into a
square, and the double-blended squiggle. The polygon shuffle and the square
that inherits three extra sides might have you wondering But is
it art? but at least youll wonder. The skeleton that mutates
into a bomb earns a spot on any users ugly list.
FIGURE
14.2 The first five blends share node
agreement, but the last two do not.
Regardless of your opinion of the first five blends, they all share one
important attribute: they are blends between objects that have the same
number of nodes, and that is an important consideration. The last two
morphs violate this principle. In the weird square-to-polygon transformation,
DRAW gets a bit confused in the middle, trying to give the objects extra
sides en route to becoming a heptagon. But because these shapes are not
too dissimilar, the effect isnt too bad.
The last one, however, speaks for itself. The disfigurement of the skull
and crossbones is the result of DRAW not knowing what to do with nodes
that have no counterpart on the other side of the blend. There is probably
some formula that determines where those soon-to-be-orphaned nodes are
placed, but you can be sure it has nothing to do with art.
Blending is possibly the single most important tool in DRAWs arsenal
for creating realistic effects. It is no coincidence that, year after
year, the award-winning illustrations that garner the most attention make
constant use of blended objects. Well show you some before this
chapter ends.
The Blend Controls
Here is a tour of the Blend property bar.

Steps and
Spaces
Almost all of the time, you will stay within DRAWs default mode
of controlling the number of intermediate steps within a blend, the default
being 20. If you choose to fit a blend to a path (discussed in this section),
another choice becomes availablespace between objects. When blending
to a path, the distance between control objects is not fixedit could
go the entire length of the path, or stop somewhere in between. Therefore,
the space between objects becomes a variable that you should be able to
control. With this check box, you can.
Rotation
By entering a degree in this box, you can set intermediate objects to
rotate on their axes as they transition from one control object to the
other. By clicking the Loop button, you force the objects not to rotate
themselves, but to rotate as a group along an imaginary arc. Both are
shown in this graphic, below the standard blend.

Color Direction
These controls are identical to the options in the Fountain Fill dialog
that bear the same name. When a blend involves the transition of one color
to another, there remains the question of what route DRAW should take
to get there. The direct route goes through the heart of the color spectrum,
involving the most abrupt shifts in color. The other two choices take
a more leisurely route around the color wheel, in either direction.
Acceleration
These arcane controls will be ignored by most, and to the other two percent
of you, we will likely frustrate you by not doing justice to the topic.
Acceleration allows you to concentrate the blending operation near one
end of the blend or the other. You can choose to accelerate the amount
of space between objects, the color shift between objects, or the size
of the objects. We could bore most of you with largely unintelligible
examples; instead, please bore yourself, uh, we mean please experiment
with this for yourself.
The third acceleration control allows you to link your Objects and Colors
accelerations, so the two slider controls move as one. Here again, you
will need to experiment to determine its practical uses; were not
sure there are many.
One good thing about acceleration: it is very easy to control, thanks
to the on-screen control for it. In Figure 14.1, it is the little midpoint
handle that looks like a butterfly. Again, were not sure how relevant
acceleration is, but if you think you need it, its easy to manipulate.
Miscellaneous
Blend Options
It is commonly said that when a program offers miscellaneous
options, it means that its developers painted themselves into a corner
or couldnt find the right way to organize a set of functions. That
seems the case with this mish-mash collection of controls. Here are the
significant ones.
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