About Our Dream

 

Moral Designs transforms everyday experiences through innovative graphic design. Founded in 2021 by Samuel White in Hamilton, we specialize in diverse stationery and apparel. Our products inspire creativity and joy, aiming to elevate daily routines. Research shows aesthetic products can improve mood and productivity by up to 20%.

 

 

Foldable Pattern Generator

Enter any item name to generate a printable 8.5" x 11" folding pattern with cut and fold lines

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Animation & Perspective Principles

University-level reference guide with interactive demonstrations

1. Squash and Stretch

Defines the rigidity and mass of an object by distorting its shape during motion. Essential for creating weight and flexibility.

2. Anticipation

Prepares the audience for a major action. The character winds up before the main movement to make actions more realistic.

3. Staging

Presents an idea clearly through composition, camera angle, and character placement. Directs audience attention to the most important elements.

4. Straight Ahead & Pose to Pose

Two approaches to drawing animation. Straight ahead creates fluid motion; pose to pose creates key frames for better control.

5. Follow Through & Overlapping

Different parts of the body move at different rates. Secondary elements continue moving after the main body stops.

6. Slow In and Slow Out

Objects accelerate and decelerate naturally. More frames near the beginning and end of an action create realistic motion.

7. Arc

Most natural actions follow an arched trajectory. Arcs give animation a more natural, fluid appearance.

8. Secondary Action

Adds dimension to character animation. Supporting actions emphasize the main action without distracting from it.

9. Timing

The number of frames for an action establishes mood, emotion, and reaction. Timing creates personality and weight.

10. Exaggeration

Pushes movements beyond reality for dramatic effect. Makes animation more interesting while maintaining believability.

11. Solid Drawing

Understanding 3D space, weight, balance, and anatomy. Creates characters that feel like they have volume and exist in space.

12. Appeal

Creates charisma in characters through design and movement. Makes characters interesting and engaging to watch.

One-Point Perspective

All lines converge to a single vanishing point on the horizon. Used for frontal views and creating depth along a single axis.

Two-Point Perspective

Lines converge to two vanishing points on the horizon. Creates more dynamic angles and is ideal for corner views of objects.

Three-Point Perspective

Adds a third vanishing point above or below. Used for dramatic high or low angle shots, creating extreme depth.

Foreshortening

Objects appear compressed when viewed at an angle. Creates dramatic depth by showing objects extending toward or away from the viewer.

Atmospheric Perspective

Distant objects appear lighter, less detailed, and bluer. Creates depth through color and clarity changes based on distance.

Horizon Line

The eye level of the viewer where sky meets ground. Determines the viewing angle and affects how objects appear in space.

Vanishing Point

The point where parallel lines appear to converge. Critical for creating accurate perspective and spatial relationships.

Overlapping Forms

Objects in front partially obscure objects behind them. One of the strongest depth cues for establishing spatial hierarchy.

Professional Perspective Drawing Reference

Complete guide to 1, 2, and 3-point perspective with techniques for stairs, spirals, arches, circles, and lighting

1-Point Perspective Fundamentals

One-point perspective uses a single vanishing point on the horizon line. All parallel lines converge to this point, creating depth and dimension.

Key Rule: All horizontal lines parallel to the viewer remain horizontal. All lines perpendicular to the viewer converge at the vanishing point.

  • Horizon Line: Establish at eye level. This determines the viewer's perspective height.
  • Vanishing Point: Place on the horizon line where all receding lines converge.
  • Orthogonal Lines: Lines that recede into space toward the vanishing point.

Drawing Stairs in 1-Point Perspective

Step 1: Base Rectangle

Draw a rectangle for the staircase base. Connect corners to the vanishing point to create depth.

Step 2: Equal Divisions

Divide the front edge into equal parts for each step. Draw lines from each division to the vanishing point.

Step 3: Step Heights

Mark equal vertical heights on the front edge. Connect these to create horizontal step edges.

Circles and Arches

Circles become ellipses in perspective. The closer to eye level, the flatter the ellipse.

  • Draw a square in perspective, then inscribe the ellipse touching all four sides
  • For arches, create the arch shape at the front plane, then project back to the vanishing point
  • Use the centerline method to ensure symmetry in perspective

2-Point Perspective Fundamentals

Two-point perspective uses two vanishing points on the horizon line. Objects are viewed at an angle, with vertical lines remaining vertical.

Key Rule: All vertical lines remain vertical. All horizontal lines converge to one of two vanishing points on the horizon.

  • Left Vanishing Point (LVP): Controls lines receding to the left
  • Right Vanishing Point (RVP): Controls lines receding to the right
  • Vertical Edge: The closest corner to the viewer, drawn as a vertical line

Stairs in 2-Point Perspective

Step 1: Establish Box

Draw a box using both vanishing points. This forms the staircase volume.

Step 2: Divide Depth

Use diagonal method to divide the base into equal depth segments for each step.

Step 3: Add Risers

Draw vertical risers at each division, then connect to vanishing points for step tops.

Equal Spacing Technique

The diagonal method ensures accurate equal spacing in perspective:

  • Draw a diagonal from one corner through the midpoint of the opposite edge
  • Where the diagonal intersects lines to the vanishing point marks equal divisions
  • Repeat this process to create multiple equal spaces receding into depth

Spirals and Curved Stairs

Spiral staircases require combining circular perspective with vertical progression.

  • Draw concentric ellipses at different heights for the spiral path
  • Divide each ellipse into equal segments for step placement
  • Connect corresponding points vertically to create the spiral structure

3-Point Perspective Fundamentals

Three-point perspective adds a third vanishing point for vertical lines, creating dramatic views from above or below.

Key Rule: All three sets of parallel lines converge to their respective vanishing points. No lines remain truly parallel to the picture plane.

  • LVP and RVP: Left and right vanishing points on the horizon line
  • Third Vanishing Point: Above horizon for worm's eye view, below for bird's eye view
  • Vertical Convergence: All vertical lines converge to the third vanishing point

Tall Structures and Stairs

Worm's Eye View

Third VP above creates dramatic upward perspective. Perfect for skyscrapers and tall staircases.

Bird's Eye View

Third VP below creates downward perspective. Ideal for aerial views and looking down stairs.

Vertical Spacing

Use the same diagonal method, but apply it to vertical divisions converging to the third VP.

Complex Arches and Circles

In 3-point perspective, circles become more complex ellipses that tilt based on their orientation.

  • Horizontal circles: Ellipses converge toward the third vanishing point
  • Vertical circles: Ellipses converge toward left and right vanishing points
  • Always construct the bounding box first using all three vanishing points

Professional Drawing Techniques

Master these techniques to create accurate and professional perspective drawings.

Measuring Point Method

Use measuring points to transfer accurate measurements into perspective space.

  • Place measuring points at 45-degree angles from vanishing points
  • Mark true measurements on the ground line or base line
  • Draw lines from measurements to measuring points to find perspective positions

Diagonal Division Method

Equal Spacing

Draw diagonal through rectangle corners. Where it crosses orthogonals marks equal divisions in perspective.

Doubling Method

Diagonal from corner through midpoint extends to double the distance. Repeat for multiple divisions.

Grid Construction

Combine horizontal and vertical divisions to create accurate perspective grids for complex objects.

Circle and Ellipse Construction

  • Square Method: Draw square in perspective, inscribe ellipse touching all four sides at midpoints
  • 8-Point Method: Mark 8 points where circle touches square edges and diagonals, connect smoothly
  • Concentric Circles: Use same square method at different scales for wheels, columns, and cylinders

Inclined Planes and Roofs

Inclined surfaces have their own vanishing points above or below the horizon line.

  • Upward slopes: Vanishing point above the horizon, aligned vertically with the main VP
  • Downward slopes: Vanishing point below the horizon, aligned vertically with the main VP
  • Steeper angles place the incline VP farther from the horizon line

Lighting Theory for Perspective Drawing

Understanding light and shadow enhances depth and realism in perspective drawings.

Key Principle: Light source position determines shadow direction and length. Shadows follow perspective rules.

Light Source Types

Natural Light

Sunlight creates parallel shadow lines. Shadows converge to a point on the horizon opposite the sun.

Artificial Point Light

Lamps and bulbs create radiating shadows from a central point. Shadows diverge from the light source.

Ambient Light

Diffused light from multiple sources creates soft shadows with gradual transitions.

Shadow Construction in Perspective

  • Step 1: Establish light source position in your perspective space
  • Step 2: Draw lines from light source through object corners to ground plane
  • Step 3: Connect shadow points following perspective rules to complete shadow shape
  • Step 4: Shadows on vertical surfaces require projecting to that plane, not the ground

Value and Tone

Create depth through strategic use of light and dark values.

  • Core Shadow: Darkest area on the object opposite the light source
  • Cast Shadow: Shadow projected onto surrounding surfaces, darkest near the object
  • Highlight: Brightest point where light directly hits the surface
  • Reflected Light: Subtle illumination in shadow areas from light bouncing off nearby surfaces
  • Atmospheric Perspective: Objects farther away have less contrast and lighter values

Color Temperature in Lighting

Warm Light

Yellows, oranges, reds. Creates inviting atmosphere. Shadows tend toward cool blues and purples.

Cool Light

Blues, greens, purples. Creates calm or cold mood. Shadows tend toward warm browns and oranges.

Neutral Light

Balanced white light. Reveals true colors. Shadows are neutral grays with slight color influence from surroundings.

Interactive Color Wheel

RGB
rgb(0, 0, 0)
HSL
hsl(0, 0%, 0%)
CMYK
cmyk(0, 0, 0, 100)

Color Harmonies

Tints, Tones & Shades

Tints (+ White)
Tones (+ Gray)
Shades (+ Black)
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Adobe Hotkeys for MacBook

Quick reference guide for Adobe Animate and Photoshop keyboard shortcuts

Timeline & Playback

Play/Stop
Return
Insert Frame
F5
Insert Keyframe
F6
Insert Blank Keyframe
F7
Remove Frames
Shift + F5
Clear Keyframe
Shift + F6

Drawing & Selection

Selection Tool
V
Free Transform
Q
Pen Tool
P
Text Tool
T
Line Tool
N
Brush Tool
B

Symbols & Library

Convert to Symbol
F8
Library Panel
Cmd + L
Break Apart
Cmd + B
Duplicate Symbol
Cmd + D

View & Navigation

Zoom In
Cmd + +
Zoom Out
Cmd + -
Fit in Window
Cmd + 0
Show/Hide Rulers
Cmd + R

Essential Tools

Move Tool
V
Brush Tool
B
Eraser Tool
E
Lasso Tool
L
Pen Tool
P
Text Tool
T
Eyedropper Tool
I
Hand Tool
H

Layers & Selection

New Layer
Cmd + Shift + N
Merge Layers
Cmd + E
Select All
Cmd + A
Deselect
Cmd + D
Inverse Selection
Cmd + Shift + I
Group Layers
Cmd + G

Transform & Edit

Free Transform
Cmd + T
Fill
Shift + F5
Content-Aware Fill
Shift + Delete
Step Backward
Cmd + Opt + Z
Duplicate Layer
Cmd + J
Crop
C

View & Panels

Zoom In
Cmd + +
Zoom Out
Cmd + -
Fit on Screen
Cmd + 0
Layers Panel
F7
Show/Hide Rulers
Cmd + R
Show/Hide Guides
Cmd + ;

Adjustments

Levels
Cmd + L
Curves
Cmd + M
Hue/Saturation
Cmd + U
Desaturate
Cmd + Shift + U

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Comic Panel Generator

Create your own comic book page with random dynamic layouts

Geometry Formulas & Unit Converter

2D Shapes - Area & Perimeter

Square
Area = s²
Perimeter = 4s
Example: If s = 5cm, Area = 25cm², Perimeter = 20cm
Rectangle
Area = l × w
Perimeter = 2(l + w)
Example: If l = 8cm, w = 5cm, Area = 40cm², Perimeter = 26cm
Circle
Area = πr²
Circumference = 2πr
Example: If r = 3cm, Area ≈ 28.27cm², Circumference ≈ 18.85cm
Triangle
Area = ½ × b × h
Perimeter = a + b + c
Example: If b = 6cm, h = 4cm, Area = 12cm²
Trapezoid
Area = ½ × (a + b) × h
Example: If a = 5cm, b = 7cm, h = 4cm, Area = 24cm²
Parallelogram
Area = b × h
Example: If b = 10cm, h = 6cm, Area = 60cm²

3D Shapes - Volume & Surface Area

Cube
Volume = s³
Surface Area = 6s²
Example: If s = 4cm, Volume = 64cm³, Surface Area = 96cm²
Rectangular Prism
Volume = l × w × h
Surface Area = 2(lw + lh + wh)
Example: If l = 5cm, w = 3cm, h = 4cm, Volume = 60cm³, SA = 94cm²
Sphere
Volume = (4/3)πr³
Surface Area = 4πr²
Example: If r = 3cm, Volume ≈ 113.10cm³, Surface Area ≈ 113.10cm²
Cylinder
Volume = πr²h
Surface Area = 2πr² + 2πrh
Example: If r = 2cm, h = 5cm, Volume ≈ 62.83cm³, SA ≈ 87.96cm²
Cone
Volume = (1/3)πr²h
Surface Area = πr² + πr√(r² + h²)
Example: If r = 3cm, h = 4cm, Volume ≈ 37.70cm³
Pyramid
Volume = (1/3) × Base Area × h
Example: If base = 16cm², h = 9cm, Volume = 48cm³

Pythagorean Theorem & Distance

Pythagorean Theorem
a² + b² = c²
Example: If a = 3, b = 4, then c = 5
Distance Formula
d = √[(x₂ - x₁)² + (y₂ - y₁)²]
Example: Distance between (1,2) and (4,6) = 5

Angles & Circles

Arc Length
Arc Length = (θ/360°) × 2πr
Example: If θ = 60°, r = 6cm, Arc Length ≈ 6.28cm
Sector Area
Sector Area = (θ/360°) × πr²
Example: If θ = 90°, r = 4cm, Sector Area ≈ 12.57cm²
Angle Conversions
Radians = Degrees × (π/180°)
Degrees = Radians × (180°/π)
Example: 90° = π/2 radians ≈ 1.571 radians

Length Converter

100 cm

Area Converter

10.764 ft²

Volume Converter

0.264 gal

Angle Converter

3.142 rad

Geometry Formulas Reference

2D Shapes

Square
Area = s²
Perimeter = 4s
Rectangle
Area = l × w
Perimeter = 2(l + w)
Triangle
Area = ½b × h
Perimeter = a + b + c
Circle
Area = πr²
Circumference = 2πr
Trapezoid
Area = ½(b₁ + b₂) × h
Parallelogram
Area = b × h

3D Shapes

Cube
Volume = s³
Surface Area = 6s²
Rectangular Prism
Volume = l × w × h
Surface Area = 2(lw + lh + wh)
Sphere
Volume = ⁴⁄₃πr³
Surface Area = 4πr²
Cylinder
Volume = πr²h
Surface Area = 2πr(r + h)
Cone
Volume = ⅓πr²h
Surface Area = πr(r + l)
Pyramid
Volume = ⅓B × h

Pythagorean Theorem

Right Triangle
a² + b² = c²
Distance Formula
d = √[(x₂ - x₁)² + (y₂ - y₁)²]

Angles

Triangle Angles
Sum = 180°
Polygon Interior Angles
Sum = (n - 2) × 180°
Polygon Exterior Angles
Sum = 360°
Circle Degrees
Full Circle = 360°

Trigonometry

Sine
sin(θ) = opposite / hypotenuse
Cosine
cos(θ) = adjacent / hypotenuse
Tangent
tan(θ) = opposite / adjacent
Law of Sines
a/sin(A) = b/sin(B) = c/sin(C)
Law of Cosines
c² = a² + b² - 2abcos(C)

Coordinate Geometry

Midpoint Formula
M = ((x₁ + x₂)/2, (y₁ + y₂)/2)
Slope Formula
m = (y₂ - y₁) / (x₂ - x₁)
Point-Slope Form
y - y₁ = m(x - x₁)
Slope-Intercept Form
y = mx + b

Hole Layout Blueprint

Total Length 24.125"
Stopper Offset 0.5625"
Bending Angle 90°
Kerf Length 0.177"
Total Length: 0.000"
Part Length
0"
Total Kerf Loss
0"
Stopper Adjustment
0"
Effective Cut Length
0"

Steel Pipe Bend Calculator

Please enter a valid angle between 0 and 180 degrees
Please enter a valid bending radius
Please enter a valid die size
Please enter a valid material size
Please enter a valid material thickness
Arc Length: -
Centerline Radius: -
Material Consumed: -
Bend Allowance: -
Developed Length: -

Help Tentacle Boy!

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