Rochester Institute of Technology
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Thesis/Dissertation Collections
6-20-1991
Within normal limits
Hikmet Safuoglu
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Recommended Citation
Within Normal Limits
By
Hikmet Sofuoglu
Submitted in Partial Fulfillment of the
Requirements for the Degree
MASTER OF FINE ARTS
MFA PHOTOORAPHY PROORAM
SCHOOL OF PHOTOGRAPHIC ARTS AND SCIENCES
ROCHERSTER INSTITUTE OF TECHNOLOGY
ROCHESTER, NEW YORK
JUNE 20, 1991
Jack Slutzky, Chairperson
Professor
School of Photographic Arts and Sciences
Erik Timmerman
Associate
Professor
School of Photographic Arts and Sciences
Steve Kurtz
Assistant
Professor
Title of thesis: WITHIN NORMAL LIMITS.
I, Hikmet SOFUOGLU, hereby grant permission to the Wallace
Memorial Library of RIT, to reproduce my thesis in whole or in part. Any
reproduction will not be for commercial use or profit.
ACKNOWLEDGMENTS
I
wouldlike
to
give specialthanks to
my
thesis committee;
Professor Jack
SLUTZKY,
Associate Professor Erik TIMMERMAN
andAssistant
INTRODUCTION
It is my idea
that
manis
conditionedby
his
environment andthat
"environment"
for contemporary
manis
the
mass media network.We
are conditioned moreby
television than
nature.The
mass media network oftelevision,
radio,
magazines,
books
and newspapersis
ourenvironment,
a service of environmentthat
carriesthe
messages ofthe
social organism.It
establishesmeaning
oflife,
createsmediating
channelsbetween
man andman,
man and society.The
subject ofmy
thesis
projectis
to
showthe
cultural effects ofthe
mass medianetworkin
the
postmodern age.I
wantedto
concentrate onthree
central postmoderntheories
about mass media.First,
television
as a serialculture; second,
television as a postmoderntechnology; third,
entertainment as
the
dominant
Ideology
ofTV
culture.I have
alwaysbeen interested in Surrealism.
After
taking
"Dada
andSurrealism"
and
"Film
History
and Criticism" courses atRIT,
I felt
confidentI
wouldbe
ableto
combine surrealistfilm language
andCONTENTS
A.
RESEARCH
PROCESS
1
B.
PRODUCTION
PROCESS
6
1
.STORY BOARD
6
2.
CONSTRUCTION
OF MODELS
8
2.1.
ROBOT
8
2.2.
CLOCK
11
2.3.
TELEVISION
12
3.
COLORS AND TEXTURES
14
3.1.
COLORS
14
3.2.
TEXTURES
14
4.
CAMERAS AND LIGHTS
16
4.1.
CAMERAS
16
4.2.
LIGHTS
16
5.
CHOREOGRAPHY AND RECORDING
17
5.1
.COMPOSITION
OF
SCENES
17
5.2.
ANIMATION
17
5.3.
RECORDING
24
C. CONCLUSION
25
ENDNOTES
26
BIBLIOGRAPHY
27
A.
RESEARCH
PROCESS
After selecting
my
thesis
topic,
"Within the
Normal
Limits",
my first
task
was
to take
anidea
and makeit into
aworking
planfor
afilm ready
to
gointo
production.This
plan wasmy story board
andit
wasdeveloped in
several stages.
The basic
concept ofmy
movie canbe
summedup in
the
cultural effects of mass media.Finding
sufficientinformation
on mass media wasthe
first step in
the
research process.
I found
the
best
placeto
research wasthe
Wallace
Memorial
Library
atRIT.
As I
wasgoing
through
numerousbooks,
articlesI became
more aware ofthe
complexity
ofthe theories
relatedto
mass media.
Since
there
were somany
ofthem,
I
choosethe
following
theories that
I felt
were most significiant."Television"
says video artist
Les Levine "is
the
most obvious realization of softwarein the
general environment.It
showsthe human
raceitself
as aworking
model ofitself.
It
rendersthe
social and physiological condition of environment visibleto the
environment.The
monitoris
the
electronic manifestation ofthe
superego.We became
aware of ourindividual
behavior
by
observing
the
collectivebehavior
as manifestedin
the
television".
1Such
an approachis demonstrated
by
Jean Baudrillard in his
essay
"The
Ecstasy
ofCommunication"^ In
that essay,
Baudrillard
arguesthat
in
contemporary
societiesthe
physicalstructuring
of sociallife has been
fundamentally
transformed.
Previous
erashad
required and reproduced a set of related and equivalent contrastsbetween
private and publiclife,
andbetween
subjective self and objective world.In contemporary
times these
relationships
have been
neutralized.So
that,
for
example,
an older conception ofthe
self or psyche asprojecting itself into
objectsin
relationship
ofmastery
and possession.(as in
statussymbols,
like
cars,
houses),
has
givenway
to
aflat,
interchangeable
equivalence of subject and object.BaudriI
lard's
metaphorfor
the
subject-objectdichotomy
is
the
screen.A
TV
screen can notbe
thought
ofsimply
as an objectto
be looked
at,
with allthe
oldform
of psychic projection andinvestment; instead,
the
screenbecomes
the
embodiedform
of our psychic worlds.What happens
"on"the
screenis
neither onthe
screen norin
us,
but
is
somecomplex,
alwaysvirtual space
between
the two.
"TV
andadvertising
andthe
exponential expansion ofinformation
notonly
threaten the
integrity
ofthe
privateworld",
saysBaudrillard,
"they
actually
abolishthe
very distinction
ofthe
private andthe
public.The public possessesthe private,
private encompassesthe
public".3Above
all,
it is
the
TV
screen which providesthe
metaphorfor
all ofthese
themes:
absolutevisibility, the
loss
ofinferiority,
the
proliferation ofinformation
andcommunication; the
schizoid subject ofthis
"obscenity"becomes
"a
purescreen,
aswitching
centerfor
allthe
networks ofinfluence".4
Although Baudrillard himself
never usesthe term
"postmodernism",
TV
is in
and ofitself
a representative part ofthe
postmodern scene ofsimulation,
ecstasy
and obscenity.In
their
book,
Kroker
andCook
arguetheses
concerning
postmodernTV.
TV
is
"in
avery literal
sense, the
real world....ofthe
postmodernculture,
society
andeconomy
real popular culturedriven
onwardsby
the
ecstasy
anddecay
ofthe
obscene spectacle....In postmodernist culture".5Kroker
andCook's
work sharesthe
sameideas
withBaudrillard's.
TV is
aninstrument
of oppression andintellectual
deprivation;
it
transforms
the
actual
individual
into
apassive, though
perfectly
functioning,
media machineby implanting
asimulated,
electronically
monitored,
andtechnocratically
controlledidentity
in
the
flesh";
it degrades socially
cohesivegroups
into
the
amorphousness of"packaged
audiencesheld
hostage
to the
big
trend
line
ofcrisis moodsinduced
by
media elitesfor
an audience whichdoes
not existin any
socialform,
but only in
the
form
ofdigital
blips
on overnightrating
simulacrums",
andit
substitutes a worldof
flat
images for
a world of experiencein
"the
triumph
of culture of signification"^Kroker
andCook
examinethree
key
thesis
concerning
postmodernTV.
The
Thesis
1:
Television
as aSerial
Culture
Television
is
the
emblematic cultural expression of whatJean Paul
Sartre
has described
as"Serial
Culture".
For
Sartre,
the
pervasive effect ofthe
mass media wasto
impose
serial structures onthe
population.Sartre
cansay
that
the
voiceis
"vertiginous"for
everyonejust because
the
mass media produce "seriality" astheir
culturalform.?
And
whatis
the
serial culturefor
Sartre?
"It
is
a mode ofbeing",
Sartre
says, "begins
outsidethemselves
in
the
passiveunity
ofthe
object"which
has:
as
the
mode of connectionbetween
audience members. "alterity"or
"exterior
seperation"as
its
negative principle ofunity.
"impotence"
as
the
politicalbond
ofthe(media)
market. -thedestruction
of"reciprocity"
as
its
aim-the reduction of
the
audienceto the
passiveunity
ofthe
"practico-inert"
as
it's
result.-and
the "three
moment"
dialectic:
"triumph"(when
youknow
that
you are smarterthan the
mediaelite);
"impotent
indignation"(when
you realizethat the
audienceis
never permittedto speak,
whilethe
media elite are allowedto speak,
but
have nothing
to
say)
and;
"fascination"(
as youstudy
your entrapment as otherin
the
serialunity
ofthe
TV
audience,
whichis
the
"pure,
abstract formula" ofthe
mass mediatoday).
8According
to
Sartre
the
overall cultural effect oftelevision
is:
The
practico-inert object(that's
TV)
notonly
producesthe
unity
ofindividuals
outsidethemselves
into
aninorganic
matter,
but it
alsodetermines
their
isolation
and,
insofar
asthey
areseparate,
assures communicationthrough
alterity.9That's
Sartre's
"serial
culture"as
the
sign of acontemporary
society:just
whenthe
image becomes
"vertiginous"Thesis 2: Television
as aPostmodern
Technology
Television just because it is
an emblematic expression ofSartre's
"Serial
Culture"in
electronicform,
it is
also a perfect model ofthe
processedworld of postmodern
technology.
Indeed,
television
screensin any
sense oftechnology
asdeprival
by
means ofthree
strategiccolonizations,
orsubversions,
ofthe
old world of society.1.
The
Subversion
ofSociality: TV functions
by
substituting
the
negativetotality
ofthe
audience withits
pseudo-mediationsby
electronicimages
for
genuinesociality,
andfor
the
possibility
of authentichuman
solidarity.
It is
electronic communication asthe
anti-matter ofthe
social.The TV
audiencemay be
the
most pervasivetype
of socialcommunity,
but
if
this
is
sothen
it is
avery
specialtype
of community.It is
ananti-community,
or a socialanti-matter-electronically
composed,
rhetorically
constitutedcommunity,
in
essence an electronic mall which privilegesthe
psychological position ofthe
voyager and cultural position of us as atourists
in
the
society
of spectacle.2.
The Psychological Subversion: In
the
real world oftelevision,
technology
is perfectly interiorized: it
comes withinthe
self.There
a phonemenon asthe
TV
self,
andit builds
directly
onSartre's
sense ofthe
"Serial
Being".
The TV
selfis
notjust
a pair offlashing
eyeballs.The TV
self
is
the
electronicindividual
who getseverything
there
is
to
getfrom
simulacrum of
the
media.TV
colonizesindividual psychology best
by
being
a"mood
setter".n3.
The Technological Colonization: Television is
the
real experience ofthe
ideology
andthe
culture oftechnicisme.
1
.The dominant
"cultural
formation"
is
the
psychological voyeur andthe
audience
linked
together
by
images
createdby
media elites.2.
The language
of significationis
the
real world oftelevision
culture.Cars
arehorses
computers aregalaxies;
beer is friendship.
3.
TV
is
the
information society
to the
hyper,
whereinformation
meansthe
liquidation
ofthe social, the
exterminism ofmemory,
andthe
substitution of
the
simulacrum of adeterritorialized
anddehistoricised
image-system
for
actualhistorical
contexts.Thesis
3:
Entertainment
asthe
Dominant
Ideology
ofTV
Culture
Television is
the
consumption machine ofthe
twentieth-century
whichparallels
the
production machinein
the
seventeenth-century.Television
functions
asthe
simulacrum of consumptionin
three
major ways:1. In
The
Society
ofthe
Spectacle.
That's TV: it is
the
break-point
where capitalin its final
and most advancedform
as a spectalimage begins
to disappear
into itself
andbecomes
that
whichit
always was; anempty,
nihilistic sign-system of pure mediation and pure exchangewhich,
having
noenergy
ofits
own,
adopts a scorched earthpolicy
towards the
missing
social matter of society.122.
Entertaintment is
the
"Ideolect" oftelevision
as a consumption machine.When
you goto
atheater,
orto
see a moviesomething is
presentedto
youby
a creator.But
in
televisionthere
is
avery important
creator whoisn't
critical ofthe
other form-the
viewer.... withthe
vast number ofbuttons
he/she
can press athome,
the
TV
viewer createshis/her
own program schedule.A
spectaclethat
reflectshis/her
privatetastes
and personalhistory....
Today
each viewer can createhis/her
ownTV life.13
3.
TV functions
as a consumption machinebecause it is
alifestyle
medium.The
classsociety has
nowdisappeared into
masssociety,
andthat
massPRODUCTION PROCESS
1.
STORY BOARD
I have
associated myself with surrealisticphilosophy,
whichby
its
owndefinitions is inexplicable.
That is
one ofthe
attractionsit has for
me.Based
onthis,
the
"enigma"sacred
to the
Surrealists,
andto me,
became
the
cinematiclanguage
ofmy
thesis
project.And
sothe
Surrealists,
whose arrogance about symbolism and allegoricalinanities
offered methe
breadth
andflexibility
I
waslooking
for,
became
the
bridge
that
allowed meto
be
ableto
create abody
of workthat
wouldfulfill
the
academic requirements ofthe
Master's
degree,
the
artisticrequirementsof
my
thesis advisors,
andto
be
ableto
showcasethe
technical
opportunities offeredby
the
hardware\software.
Drama
requires a plotthat
forces
the
viewerto
movefrom
pointA
to
pointB
to
pointC
along
predeterminedlines.
It simply indicates
arelatively
closed structure
in
whichfree
association and conscious participation arerestricted.
I believe strongly in
the
process offree
association.Because
of
this,
I didn't
write a script.I developed my story boards in
away
that
allowed each
frame
to
be birthed
by
the
previousframe.
I felt
this
technique
would allow meto
createthe foundation
for my
thesis,
satisfy
all parties
involved,
and enable meto
create a productthat
wouldbe
worthy
ofthe
effortI
invested
in
it.
Once
the
research was completedI began
to
create visual equivalentsofthese
ideas.
I
then
began
to
draw,
with pencilin
astory
board format. I
continued
drawing
withoutstop,
withoutevaluating,
withoutconsciously
planning.
The first image led
to the second, the
secondto the
third,
and sofourth
andsoon.I
freely
associatedideas,
combined, elements, added,
deleted,
dislocated,
duplicated images
at afurious
pace.I believe
that
animage is born from
ajuxtaposition
oftwo
more orless
distant
realities.And
the
moredistant
andtrue the
relationship
between
the two
realitiesthe
strongerthe
image
willbe
the
more emotional powerand
the
poeticreality
willbe.
As
you can seein
my story
boards (Appendix
A)
the
images I
used are allfragments
ofmy
imagination,
rendered withoutthe
help
of referencematerial.
The
existential nature of eachframe
seemingly
had
no reason atforge
ahead andthus
created astory board
that
containedthe
possibility
of2.
CONSTRUCTION
OF MODELS
I
used polygonsto
construct objects asthe
building
elements ofevery
model.
In
computerterms,
A
polygonis
afully
closed, multi-sided,
two-dimensional
shape madeofpoints andlines. These
closed shapes existon asingle
plane,
sothey
have length
and widthbut
nodepth.
For
instance,
asquare
is
afour-sided
polygon.An
objectis
atwo
orthree
dimensional
shape made
from
one or more polygons orfrom
a spline.For
instance,
both
squares andcubes are objects.A
model containsobjects, the
colorapplied
to the objects, the
background
color, the
lighting,
andthe
cameraposition and
lens.
For
instance,
two
cubes attachedto
eachotheris
amodel.
In
general, to
create complexmodels, I
began
with a polygon and usedit
asthe
basis for
the
objects andjoined
different
objectto
each other.I
used"Group"
and "Attach" commands
to
join
objectsto
each other.Grouping
objectshelped
speedup
building
andthe
animating
processby
allowing
meto
work with morethan
one object at atime.
I
also usedthe
"Group"
command
to
manipulatethe
model as a whole orto
manipulateeach object separately.
When
I
decided
to
create a"Hierarchical
(master/subordinate)
relationship between
specified objectsI
usedthe
"Attach"
command.
By
setting up
a master/subordinaterelationship
between objects,
I
then
was ableto
create complex shapes easily.Here
arethe
some examples ofmy
modelsandhow I
createdthem:
2.1.
ROBOT(see
appendixB)
The
robot was createdby
attaching
andgrouping
withfollowing
components:
2.1.1.
The Head Unit(subordinate
to the
backbone
unit),
2.1.2.
The Shoulder Unit(subordinate
to the
backbone
unit),
2.1.3.
The Arm Units(subordinate
to the
shoulderunit),
2.1.4.
The Backbone
unit(masterobject),
2.1.5.
The
Hip
Unitfsubordinate
to the
backbone
unit),
2.1.6.
The Axle Unitfsubordinate
to the
hip
unit),
2.1.7.
The Wheel Tire Unit(subordinate
to the
axleunit),
2.1.1.
Head
Unit
To
createthe
head
unit,
I drew
a sphere and manipulatedit
by
using
"Stretch"
command.
After selecting
the
sphereto
be
stretched,
I
selectedthe
direction
of stretch.In
that case,
I
used allthe
axis'of stretch and
then
I
reduced and enlargedthe
sphere untilI deemed
the
head
satisfactory.Next,
I decided
to
createaninside
surface ofthe
head
unitby
using
the
"Drill"
command.
Before creating
ahole
through the
head
unit,I drew
anorganic
drilling
polygonthe
shape ofthe
hole
to
be
createdby
using
"Polygon"command's spline
tool.
Later I
placedthe
drilling
polygon onthe
head
unit atthe
desired hole location.
I
selectedin
order, "Drill
Obj",
the
head
unitto
be
drilled,
and "Drilling" polygon.After
the
program calculated
the
drill,
the
screenprompted,
"Create An
Inside
Surface"I
answeredNO
to
seeinside
surface.Later,
I
eraseddrilling
polygon.
2.1.2.
The
Shoulder
Unit
The
shoulder unit was createdby
stretching
a sphereby
using
stretchcommand.
2.1.3.
The
Arm
Units
I
createdthe
arms unitby
using
the
"Spiral" command.I
began
with acircle.
After selecting
the
circleto
be
spiraled,
I
was promptedto
setthe
following
optionsto
controlthe
spiral.1)
Number
offaces: 10
Number
offaces
determines how
rounded or angularthe final
object willappear.
For
medium smoothnessI
tried 1
0
perloop.
There is
atrade-off
between
smoothness and speed:the
morefaces
there are, the
longer
the
object will
take to
render.2)
Spiral for how many faces
:100
Spiral for how many faces determines how
many
faces
willbe drawn
altogether.By
dividing
the
number oftotal
faces
by
the
number offaces
per
loop,
the
number ofloops is determined.
In
that case,
I decided
to
create
10
loops.
I
selected100 for
the
number oftotal
faces.
3)
Radius
changebetween loops: 0%
Radius
changebetween loops determines how
much wider eachloop
becomes.
I decided
that
every
loop
wouldbe
the
same width.I
selected0%
for
radius changebetween loops.
4)
Height
changebetween loops: 100%
Height
changebetween
loops defines
the
verticaldistance between
eachloop.
Height
changeis in
percentages with0%
being
nochange,
and100%
5)
Horizontal
shiftbetween loops: 0%
Horizontal
shiftbetween
loops
pullsthe
spiral sideways.I did
not wantany
shift sothat
I
selected0% for
the
horizontal
shiftbetween loops.
After I
setthese options,
I
setthe
axis aroundthe
circle andthe
computer calculated and
drew
the
spiralthat
I
wanted.To
create secondarm,
I duplicated first
armthat
I
created.2.1.4.
The
Backbone
unitThe backbone
unit was createdby duplicating
the
arm.2.1.5.
The
Hip
Unit
I
createdthe
hip
unitby
using
"Drill" command.I
started with a sphere.Next,
I decided
to
createinside
surface ofthe
hip
unitby
using
"Drill"
command.
Before creating
ahole
through the
hip
unit,
I drew
an organicdrilling
polygonthe
shape ofthe
hole
to
be
createdby
using
polygoncommand's spline
tool.
Later I
placedthe
drilling
polygon onthe
hip
unitat
the
desired hole location.
I
selectedin
order, "Drill
Obj",
the
hip(sphere)
unitto
be
drilled.,
anddrilling
polygon.After
the
program calculatedthe
drill,
the
screenprompted, "Create An
Inside
Surface"I
answered
NO
to
seeinside
surface.Later,
I
eraseddrilling
polygon.2.1.6.
The
Axle
Unit
To
createthe
axleunit,
I
used"CSModel".
First I
started with a circleto
be
used as cross section.To draw
U-shape,
I
selected"CSModel". When I
selected
"CSModel"
from
menu, the
screen was setto
ThreeView" andfollowing
prompt appeared:"Line", "Arc","Spline",
"Done".
By
using
"Line"
and "Arc"
tools,
I finished U-shape
and selected "Done"from
the
menu.
Next,
I
waspromptedto
place or editthe
cross-sections.To
placecross-sections(circles),
I
selected a point onthe
U-shape.
A
whiteX
then appeared at
that point,
andI
was promptedto
select a cross-sectionto
place
there.
When
I had finished placing
allthe cross-sections,
I
pressedthe
spacebar.
Then,
I
selectedDone from
the
menu.Computer
calculatedthe
"CSModel" anddisplayed it
onthe
screen.2.1.7.
The
Wheel
Tire
Unit
To
create wheeltire
unit ,I
started with a circle.In "Surface
Revolution",
I
selectedthe
circleto
use.Next
a more/lessbox
prompted mefor
the
number offaces.
(It
affectshow
rounded or angularthe
surfacewill appear).
To
achieve a smootherlooking
surface,
I
selectedthe
numberof
faces
50.
After selecting
the
number offaces,
I drew
the
axisaround
which all
the
sections willbe
placed.I
wantedthe
objectto
have
ahole in
the center,
I
placedthe
axis outside ofthe
circle.Computercalculatedthe
model and
displayed it
onthe
screen.2.1.8.
The
Wheel
Wire
Units
I
created a wire unit(acylinder)
by
extruding
a circle.Later,
I
duplicated
the
wire unit10
times
and placedthem
atthe
center ofthe
wheel
tire
unit.2.2.
CLOCK(see
appendixC)
The
clock was createdby
attaching
andgrouping
the
following
five
components:
2.2.1
.ClockBody
Unit(master object)
2.2.2.
Clock Floor Unit(subordinate
to the
clockbody)
2.2.3.
Clock Mile Unit(subordinate
to the
clockbody)
2.2.4.
Clock Hands Unit(subordinate
to the
clockmile)
2.2.5.
Clock Numbers Unit(subordinate
to the
clockbody)
2.2.1.
Clock
Body
Unit
To
createthe
clockbody
unit ,I
started with a circle.In "Surface
Revolution",
I
selectedthe
circleto
use.Next
a"More/Less
Box"prompted me
for the
number offaces.
(It
affectshow
rounded or angularthe
surface will appear).To
achieve a smootherlooking
surface,
I
selected
the
number offaces 50.
Later,
I
wasaware ofthat the
clockI
wascreating
willbe very
wide,
I had
to
usehigher
number.After
that
experiment,
I decided
to
createmy
modelsaccording
to
how
big
they
wouldbe
appearin my
animation.After
selecting
the
number offaces,
I drew
the
axis around where allthe
sections would
be
placed.I
wantedthe
objectto
have
ahole in
the
center,soI
placedthe
axis outside ofthe
circle.2.2.2.
Clock
Floor
Unit
I
created a circle withthe
same radius asthe
inside
sides of clockbody
unit and attachedit
to the
clockbody.
2.2.3.
Clock
Hands
Unit
To
createthe
clockhand
unit,
I drew
an outline of a clock-hand shapeby
using
the
"Polygon"
command.
Next,
to
create ahole
atthe
clockhand,
I
placed acircle on
the
clockhand
andcutthe
clockhand
by
using
the
"Cut"
command.
I didn't delete
the
circle.To bevel
the
sides ofthe
clockhand
unit,
I
selected
the
line
optionin
the
"Bevel" command.When I finished
beveling
the
clockhand,
I
paintedit
with metallic color.To
createthe
secondhand
unit,
I duplicated
the
first hand
unitthat
I
created.Next,
I
stretchedthe
duplicated
hand
unit.2.2.4.
Clock
Mile
Unit
I
createdthe
clock mile unitby
extruding
a circleusing
the
"Extrude"command.
2.2.5.
Clock
Numbers
Unit
To
create clocknumbers,
I
usedthe
"Text"command and extruded
them
withdifferent hight using
by
"Extrude" command.2.3.
TELEVISION(see
appendixD)
The
television
was createdby
grouping
the
following
components:2.3.1.
The
Frame
Unit(master
object),
2.3.2.
The Screen Unit(subordinate
to the
frame
unit),
2.3.3.
The Button Units(subordinate
to the
frame
unit),
2.3.4.
The Antenna Unit(subordinate
to the
frame
unit),2.3.1.
The
Frame
Unit
The frame
unit was createdby
using
the
"Bevel" command.First I drew
ascreen-shape polygon
by
using
the
Polygon's
"Line"and "Arc"
tools.
This
screen shape would
be
the
basis
ofboth
the
frame
andthe
screen unitI
then
duplicated it
to
usefor creating
the
screen unitlater.
To
createframe
unit,
I
selectedthe
"Bevel" command.By
using
the
beveling
"Arc"tool, I drew
the
beveled
sides ofthe
frame
unit.I
repeatedthis
processuntil
the
shape ofthe
bevel
wasto
my
satisfaction.When
I
wasfinished
beveling
the
frame,
I
selected "Done"onthe
beveling
tools
submenu.2.3.2.
The
Screen
Unit
I
usedduplicated
screen shape as abasis
ofthe
screen unit.By
using
the
beveling
"Arc"tool,
I
createdthe
screen unit.2.3.3.
The
Button
Units
Button
units were createdby
extruding
a circle.2.3.4.
The
Antenna
Unit
To
createthe
antenna unit ,I
started with atriangle
polygon.In "Surface
Revolution",
I
selectedthe triangle to
use.Next
a"More/Less
Box"prompted me
for
the
number offaces.
I
selectedthe
numberoffaces 10.
After selecting
the
number offaces,
I drew
the
axis around which allthe
sections will
be
placed.Later,
computercalculatedthe
model anddisplayed it
onthe
screen.I
then
decided
to
create aV-shaped
antenna soI
duplicated
the
antennaunitto
createthe
second antenna unit.3.
COLORS
AND TEXTURE
After I
createdmy
models, the
nextstep
wasto
assign specificcolors,
andtextures
to them.
In
that step,
I dealt
with notonly
colorsbut
also withdisplaying
backgrounds,
by importing
pictures createdin
"TIPS"or,
captured
by
the
digitizing
camera.3.1.
COLOR
Using
the
"Materials Palette".
I
setthe
color of whole objects.andindividual
polygons.Along
withthe color,
by
using
the "Material
Palette"I
assignedhighlighting
andtransparency
attributesto
my
models.To
assign a color andits
attributesto objects,
I
toggled the
"Current Color
Box"
to "OBJ".
Then
I
selectedthe
up
arrow atthe
top
left
side ofthe box.
When I
wantedto
assign a colorto
anindividual
polygon,
I
toggled the
"OBJ"
to "PLY".
Then I
selectedthe
up
arrow atthe
top
left
side ofthe
box.
To
assignhighlighting
andtransparency,
I
usedl,W,T boxes
(I)
for
intensity,
(W)
for
width,
andfor
(T)
transparency.
All
these
functions
are
located along
the
side ofthe
"Current Color Box".
Intensity
is
the
brightness
of ahighlight.
The
intensity
box increases
and
decreases
that
brightness.
Width
refersto the
amount of surface area onthe
objectthat
is reflecting
a
light.
For instance
whenI
wantedthat
surface areato
be
small,
I
decreased
the
width ofthe
highlight.
Transparency
is
the
amount oflight
that travels through
an object.100%
transparency
allowsthe
viewerto
see rightthrough
an object asif
it
were notthere.
0%
transparency
makesthe
object opaque.I
usedthese
attributes not
only in
highlighting
andtransparency,
but
alsoin
the
dissolve
effectin my
animation.3.2.
TEXTURE
Before applying
texture
map
to
my
modelsfirst,
I had
to
save somepictures
I
createdin
"TIPS",
or capturedby
camera.To
apply
atexture
map,
I loaded
the
picturesinto
each "Buffer" separately.Next I
selectedone
to
use.I
also usedthe
picturesin
the
buffers
asbackgrounds
by
using
"Set
Background" command.The
"Project",
and"Apply"
commands are used
to texture
map
objectswith
images
storedin
the
buffers.
I
usedthem
for different
purposes;
I
usedthe
"Project" commandto
cast a selected picture ontomy
modelsin
the
same manner as aslide projector.And I
usedthe" Apply"commandto
completely map
any
object.Here
arethe
someexamplesofhow I
appliedcolor andtextures to
my
models;
The Woman Unit (see
appendixE)
To
create adream like
quality,
I
assigned ahighlighting
andtransparency
effect
to the
woman unit.After experimenting
withthe
intensity,
widthand
transparency
values,
I decided
to
assignthe
following
values;
I
=100%W=100%
T
=65%
The TV Screen Unit (see
appendixF)
According
to
my story
board,
the TV
unit wasturned off,
it
later
wouldbe
turned
on.To
givethe
screenthe
"Turned
Off" effectI
setthe
following
values;
I
=100%W=50%
T
=30%
To
showthe
picturesbehind
the
screenI
changedthe
valuesto the
following
values;
I
=100%W=0%
T
=65%
The House Unit(see
appendixG)
I
wantedto
coverthe
walls ofthe
House
unit with newspaper pictures.To
do
that
I
usedthe
"Project" command.First I
placedthe
newspaper andthe
woman pictures
in
the
buffers
by
using "Load
Picture"command.
After
selecting
"Project"
command,
I
selected one ofthe
walls ofthe
house
unitto
be
mapped.I
then
selectedthe
newspaper picture-bufferto
use.Next,
a white
frame
appeared overthe
newspaper picture.By
using
the
Project
tools(move,
rotateetc.),
I
adjustedthe
frame
andI
selectedthe
"Save
Texture Map".
To
seethe result,
I
selected"Render".
For
the
other wallsof
the
house
unit and stairwellunit,
I
repeatedthe
same procedure.4.
CAMERAS
AND
LIGHTS
After
building,
modifying,
andcoloring
my
objects,
I
setthe
camera andthe
lights
to
achievethe
best
viewfor my
models.4.1.
CAMERAS
I
usedthe
camera sothat
I
could seemy
modelfrom
the
best
angle.Since
the
cameraandthe
drawing
planegenerally
movetogether,
the
commandsfor
moving
the
drawing
plane wereincluded
withthe
camera commands.Through
the
use ofthe
cameracommands,
I
was ableto
move anywherein
my
model.I
usedthe
"Revolve" commandto
rotatethe
camera sothat
I
could see allthe
different
sides ofmy
model.(As
the
camerarevolves,
it
changespositions,
but
always points atthe
samelocation in
the
world).I
usedthe
"Pan"command
to
pivotthe
camerafrom
sideto
side.(The
camera remains
in the
same position relativeto the model,
but
the
direction it is pointing
towards
changes).To
pivotthe
cameraup
anddown,
I
usedthe
"Tilt"command.
(The
camerastays same position relative
to the model,
but
the
direction
towards
is
changed).
To
movethe
camera onits
currentX,
Y
plane(right/left
andup\down),
I
used
the
"Track"command.(The depth
ofthe
cameradoes
not change.While tracking, it does
nottilt
orpan,
it
alwaysfaces
straight ahead.The
"Dolly"command allowed me
to
movethe
camera closerto
orfurther
from my
model,
thereby
moving
the
drawing
plane as well.To
movethe
cameraback
to
its
originalposition,
I
usedthe
"View"command .
It
wasvery
usefulto
setdifferent
camera positionsfor viewing
my
models.To do
this,
I
positionedthe camera,
andthen
I
savedthat
position
by
using
the
"Views"command.I
also usedthis
commandmostly
when
I
was animating.4.2.
LIGHTS
In
my
movielight doesn't
play
animportant
role.To
get morelight
sources
I
usedthe
"Add"light
command.I
then
positionedthe
light
sourcesby
using
"Move",
"Z-Move"
5.
CHOREOGRAPHY
andRECORDING
5.1.
COMPOSITION
OF
SCENES
In
this step,
I began
to
composethe
relationships ofmy
modelsaccording
to
my
story
board. I
grouped and positionedthem
into
a sceneby
considering
the
motionmy
models wouldbe moving
andthe
movement ofthe
camera.As in
theater,
a sceneis
a collection of models.Finally,
I
created13
different
scenes neededto
finish
my
movie.And for
each
scene,
I
createdone animation sequencecalled a script.5.2.
ANIMATION
One
ofthe
mostimportant
elementsin
making my
movie wasthe
"moving
camera".
I designed my
animationsto
generate a constantmounting
tension
towards the
camera.For
example,
my first
scene was composed ofthree
women , a mirrorwith ahand
and an abstractlandscape.
Even in
the
absence of motion
in my
models, the
animation offirst
scene was producedby
moving
the
camera.Generally,
I designed
an animation sequencesaccording
to these
steps:5.2.1.
Positioning
of afirst
camera positionI decided
the initial
characteristics ofthe
camera:eye,
interest
point andview angle.
5.2.2.
Creation
offirst
keyframe
of camera pathOnce
the
camera was wellpositioned,
I defined
the
camera eye asthe
first
keyframe,
(keyframe
markerstell the
program where and whenthe
action should
start, stop,
or changedirection. These keyframes
notonly
help
to
determined
the
motion path ofthe
objects(wherethey
go),
but
alsodetermined
the
timing
or pace ofthe
animation).5.2.3.
Creation
of otherkeyframes.
Additional
keyframes
were createdby
moving
the
camera.The
new cameraposition was
then
inserted
as akeyframe.
Other keyframes
were createdusing
same procedure.5.2.4.
Previewing
the
animationAfter
I finished creating
the animation,
before
editing,
I
previewedmy
animation with
the
"Real Time Preview".
Because
Real
time
previewdisplays
the
animationin
the
actual amountoftime.
While
displaying
the
motion
path,
acceleration/deceleration,
I
wasableto
decide if I
wassatisfiedor not.
If
not,
I
adjusted and editedthe
scene.5.2.5.
Editing
ofKeyframes
Each
Keyframe
was modified and newkeyframes
wereinserted between
existing
keyframes.
Using
"Edit
Frame"command,
I
madechangesto
my
animationin
two
ways;
When
I
wanted notto
affectthe
rest ofmy
animation ,I
used"Edit
Only
This
Key
Frame"option,
When I
wantedto
changethe
rest ofmy
animation,
I
usedthe
"Edit only This
Key
and Beyond" option.5.2.6.
Spline
visualitionIn
this step,
allKeyframes
aredisplayed for
control purposes.Animation
editors(timeline
andtimegraph)
allowed meto
makemany
other changes
to
my
animation afterit
was created.Such
asadjusting
the
lights
orrepositioning
the objects,
orthe
camera.For
this purpose,
I
used
"Adjust
Graph"command.The "Adjust
Graph"command enabled meto
changethe
direction
of motionby
pulling
onthe
graph at a selectedframe.
I
used "Adj
Graph"to
fine
tune
the
motion paths ofmy
objects afterwatching my
animation with"Real
Time Preview".
5.2.7.
Definition
ofSpline
parametersDefault
valuesfor
the
bias,
tension,
continuity,
acceleration anddecelaration
weredefined
ateachkeyframe.
The "Adjust
Spline" command allowed meto
controlthe
shape ofthe
graphbetween
keyframes. To
changethe
speed ofthe
motionI
used"Spline"option under
the
"Adj
Spline" command.The
"Spline"generally
produces smoother motion.Also,
it
causesthe
motion path of objects
to
curve aroundkeyframes instead
ofmoving in
anangular
fashion.
When using
"Spline",
the
three
bars
atthe
left determine
the
tension,
continuity,
andbias
ofthe
graph.The
curvature ofthe
graphdetermines
the
acceleration orvelocity
of motion.When
the
graphis
curvinup, the
motion
is
accelerating.When
the
graphis curving
down,
the
motionis
decelerating,
and whenthe
graphis
flat,
motionis
at a stand still."Tension", "Continuity",
and "Bias" aretools
usedto
changethe
curvature ofthe graph,
andthus the
speed of motion.If
the tension
is
sethigh,
the
spline will
be
taut
between keyframes(faster
changein
position ofthe
keyframe. If
the tension
is
low,
the
spline will curve more(smoothermotion). "Bias"
determines
whether a curve occursbefore
the
keyframe(
-1), at
the
keyframe(O),
or afterthe
keyframe(+1).
Continuity
canhelp
smooththe
spline(
and motionpath)
asit
passesthrough
akeyframe. If
continuity
is
sethigh(+1),
the
graph willbe
smoother, thus the
motionlooks
morefluid. If continuity is
setlow
(-1)
the
graph willindicate
ajerkier
motion.The
second option"ACCEL" allows youto
makethe
motiondiscontinuous
rather
than
fluid.
If "Ease
In"and
"Ease
Out" areboth
setto zero, the
motion will
be
the
same speedthroughout the
interval.
If
Ease In
andEase
Out
are setto
50/50,
the
motion will acceleratefor
the
first
half
ofthe
interval
anddecelerate
for
the
secondhalf
ofthe
interval.
5.2.8.
Time
Control
Time
wasdefined
at eachkeyframe
or atonly
the
first
andlast keyframe.
I
usedthe
"Adjust
Interval"command
to
add or subtractframes from
aninterval
by
moving
akeyframe. (The
number offrames in
aninterval
determines how
long
the
action of a particularitem in
that
interval
willtake
in
the
animation.The "Adjust
Interval"command
does
not affectthe
length
ofthe
animation as awhole,
but only
affectsthe
motion ofthe
item
selected).
For
lengthening
orshorthening
the
intervals before
andafter,
I
used"Adjust
Keyframe". (Adjust
keyframe"doesn't
effectthe
length
ofthe
animation as a
whole.)
When I
wantedto
adjustthe total
length
ofthe
animation withoutchanging
the
proportions ofthe
intervals,
I
used"Screen
Time". For
instance,
I
created a
60
second animationfor my first
scene.After previewing
it,
I
decided
that
It
wasvery
slow.I
then
changedthe
length
ofthe
animationwithout
distorting
the
relativetime
ofany
particuliar action.Using
the
"Screen
Time"command,
I decreased
the
number offrames from 1800
to
1400.
Therefore,
I
created40
second animation withoutchanging
the
proportion of
the
intervals.
5.2.9.
Previewing
the
animationMy
animation was previewed withthe "Real
Time
Prewiew",
"Storyboard".
To
seemy
animation,
I
previewedthe
animation with"Real
Time Preview".
I
then
wantedto
previewmy
animationusing
"Storyboard"
command
to
seethe
frames
as a series offull-color
pictures.
The
"Storyboard"command
helped
meto
seedetails
such aspositioning
and shading.5.2.10.
Creation
ofScript
When I
wasfinished creating
andediting
the
animationI
savedit
to the
disk
in
scriptform. This
allowed meto
goback
and makefurther
changes.Here
arethe
some examples ofhow
I
createdthe
animations.FIRST
SCENE(see
appendixH)
1.
COMPOSITION
OF
FIRST
SCENE
I
positioned and groupedmy
models(four
women, and mirror withhand
)
into
the
abstractlandscape.
Camera
wasin
world view.2.
ANIMATION
2.1.
Positioning
ofthe
first
camera positionAfter composing
ofmy first
scene,
I decided
to
startmy
animationfrom
background.
To do
this,
I
tilted
down
the
camera -40degree. This
wasstarting
position ofthe
moving
camera.2.2.
Creation
offirst
keyframe
of camera pathI
setthe
first keyframe
at1
.2.3.
Creation
of otherkeyframes.
Next,
I
tilted
up
the
camera40
degrees. Then I
setthe
secondkeyframe
at100.
I dollied in
the
camera.I
setthe third
keyframe
at150.
I
wantedto
stop
the
camera movementin front
ofthe
mirror.Without any
changes,
I
setfourth
keyframe
at200.
To
showsamebackground
again,
I
pannedthe
camera -150
degres.
And I
setthe
fifth keyframe
at300.
2.4.
Previewing
the
animationI
previewedthe
animation withthe "Real
Time Preview". While I
waswatching
preview,
I
sawthe
following
problems;
1
.The
tilt
up
anddolly
in
motion ofthe
camerawasn't connectedvery
well atthe
secondkeyframe.
So
I decided
to
connectthe tilt
up
anddolly
in
motions
together.
2.
Pan
motion ofthe
camerawastoo
fast. I decided
to
add moreframes
between fourth
andfifth keyframes.
3. The
total
lenght
ofthe
animation wastoo
short.I decided
to
lengthen
the
animation as a whole after
the
alladjustmentshad been done.
2.5.
Editing
ofKeyframes
I didn't
usethis
step in
my
first
animation sequence.2.6.
Spline
visualitionTo
connectdolly
in
andtilt
up
motionsofthe camera,
I deleted
the
secondkeyframe
by
using
the
"Delete
Key"option under
the
"Adjust
Graph"command.
2.7.
Definition
ofSpline
parametersAfter previewing
the
animation a secondtime,
I
couldn'tfind any
problem withthe
doly
in
andtilt
up
motions ofthe
camera.2.8.
Time
Control
To
solve secondthe problem,
I
added50
moreframes
the
between fourth
and
fifth keyframe
by
using
"Adj
Interval" command.After previewing
the animation,
I decided
to
lengten
the
whole animationto
500
frames. To
do
this,
I increased
the
number offrames from 350
to
500
by
using
the
"Screen
Time" command.2.9.
Previewing
the
animationFor
the final control,
I
previewedthe
animationin both
"Real
Time
Preview"
and
"Storyboard".
2.10.
Creation
ofScript
After
I
previewedmy
animation,
I
savedit
to the
disk in
scriptform.
FIFTH
SCENE(see
appendixH)
1.
COMPOSITION OF FIFTH SCENE
The fifth
scene was composed ofonly
a clock unit.According
to
my story
board,
the
clock andthe
clockhands
wereto
rotate separetely.Since
their
rotation axis'were notat
the
center ofthe clock,
I had
to
define
anew rotation axis
for
clockhands.
First,
I
positionedthe
clockhands
atthe
center of
the
clock.To
setthe
"User
Defined
Axis",
I
used"Rotate"
command's
"Set User
Defined
Axis" tool.When I
selectedthis
tool,
the
screen
turned to three
view.Then,
I
setthe
first
point ofaxis atthe
center ofthe
clockin
the
front
view.And,
I
set second point of axis atthe
center ofthe
clockin
the
right side view.I defined
"User
Defined
Axis"for
second
hand
by
using the
same procedure .By doing
this, I
setthe
newZ-axis
for both hands
atthe
center ofthe clock,
sothat
they
could rotatearound
the
same axis.2.
ANIMATION
2.1.
Positioning
ofthe
first
camera positionTo
connectthe
fourth
andthe
fifth
animation withoutcut,
I finished
the
fourth
animation,
and startedthe
fifth
animation withthe
samebackground. To
showonly
the
background,
I
movedthe
clockto the
left
sideof
the
screenusing
"Big
View"command.2.2.
Creation
ofthe
first
keyframe
ofthe
camera pathNot
to
showthe
height
ofthe
clocknumbers,
I
turned the
perspectiveOFF. Then I
setthe
first keyframe
at1
.2.3.
Creation
of otherkeyframes.
I
movedthe
clockto the
center ofthe screen.Then,
I
rotatedthe
wholeclock -360
degrees
aroundthe
Z-axis
.I
also wantedto
rotatethe
clockhands
separetely.I
rotatedthe
little hand
1500,
the
big
hand 1000 degree
around
the
userdefined
axis.Then I
setthe
secondkeyframe
at200.
To
showthe
height
ofthe
clocknumbers,
I
rotatedthe
whole clock360
degrees'
around
the
X
andY
axis".I
also rotatedthe
clockhands
the
samedegree
asin
the
previouskeyframe
by
using
the
same userdefined
axis.To finish
this
animation withbackground
picture,
I
"Zoomed-in"
the
background
andI
setthe third
keyframe
at400.
2.4.
Previewing
the
animationI
previewedthe
animationin "Real Time Preview". While I
waswatching
the animation,
I
sawthe
following
problems;
1 The
motion atthe
secondkeyframe
wasn'tsmooth,
soI decided
to
changethe
"Tension" and "Continuity" parameters atthat
frame.
2.The
total
length
ofthe
animation wasshort,
soI decided
to
lengthen
the
animation.
2.6.
Definition
ofSpline
parametersTo
produce a smoother motion atthe
secondkeyframe,
I
setthe'Tension"to
low(-1),
andI
setthe
"Continuity"to
high(+1)
2.8.
Time
Control
To lengthen
the
whole animationto
600 frames. I
increased
the
number offrames from 400
to
500
by
using
"Screen
Time" command.2.9.
Previewing
the
animationFor final
control,
I
previewedthe
animation withboth
the "Real
Time
Preview"
and
"Storyboard".
10.
Creation
ofScript
After I
previewedmy
animation andI
wassatisfied,
I
savedit
to the
disk in
script
form.
3.
RECORDING
I
recorded each scriptto
the
opticaldisk
separately.Recording
time
of eachframe
changedbased
the
complexity
ofthe
models andthe
animation.Recording
time
of each scriptis
asfollows;
Number
offrames
Recording
time(hour)
Title
250
6
Script
1
750
23
Script 2
500
15
Script 3
750
20
Script
4
1300
31
Script 5
500
18
Script 6
500
16
Script
7
600
12
Script 8
800
20
Script
9
700
21
Script 10
500
13
Script
1 1
300
6
Script
12
500
15
Script 13
1800
54
TOTAL
9,750
264
CONCLUSION
Several
ofmy thougths did
not getincorporated into
the
final form
ofmy
movie.For
instance,
my idea
to
have
alot
ofpeoplecarrying
a pyramidwas not realized.
That
wasdue
to
system'slimitation
of memory.The
computer
memory
only
allowed meto
draw four
people,
soI had
to
changemy
originalidea.
Generally,
I
wantedto
achievethe
following
four
surrealistic attitudesin
my
thesis
project:1. "The
Imagistic"The
"shot"has
oftenbeen
proclaimed asthe
basic
element offilm. When
making
afilm,
all creativeenergy
atthe time
offilming
is
concentrated onmaking
the
"shot".
However,
in
the
surrealistfilm
experience, the
presence of
the
image(representing
anidea)
is
moreinfluential
than
our awarness ofthe
"shot"itself. An image
canonly be
containedby
oneshot,
but
a single shot can containmany distinct images. An image
consists of a perception of movementin film
whereevery
element comestogether to
say
onething
to
aviewer;
it becomes
a completereality;
andthe
more elementsthat
reinforcethe
objectivity
ofthat movement, the
moreintense
emotional effect.2."Conceptual"
The
imagination,
andit's function in
art,
is
atwo-fold thing.
The
artist needimagination
to
conceivesomething from
nothing,
andthe
spectatorneeds
imagination
in
to
interpret
the art,
and makeit
a concreteexperience.
If
being
creativeis
to
be
perceptive, then
being
perceptiveis
also a creative activity.
The
surrealistbases his reality
onthe
validity
ofthe
observations and constructions ofhis
ownimagination:
andby doing
so,
places a great
importance
onthe
conceptual abilities of mind.To
achievethese goals,
I
tried to
composemy
film
based
ontransformation,
not transition(cuts.wipes
ordissolves).
After
recording
my
animationto
an opticaldisk,
I
spentlittle
time
editing
the
animation andthe sound,
because I
plannedit
that
way.From story board
to editing, this thesis
study
was a goodopportunity for
meto
learn
all aspects of3-D
computer animation .I believe
these
experiences will
be
the
basis for
my
further
studiesin
computer animation.ENDNOTES
1
G.
Youngblood,
Expanded
Cinema (New York:
Dutton,
1970),
pp.78.
2
Steven
Connor,
Postmodernist
Culture: An Introduction
toTheories
ofthe
Contemporary
(
Worcester:
Billing
&
Sons
Ltd, 1990),
pp.168.
3
Ml.,
p.168.
4
ibid.-,
p.169.
5
A.Kroker
andD.
Cook,
The Postmodern
Scene:
Excremental
Culture
andHyper-Aesthetics
(New
York: St. Martin's
Press,
1986),
pp.274.
7
Ibjol.,
p.268.
8
ibjji.,
p.268.
9
Ibid.,
p.268.
10
Ibid.,
p.268.
11
Ibid.,
p.26