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11-1-2000
The Light idea
Gabe Atiya
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THE LIGHT IDEA
BY
Gabe Atiya
Submitted in Partial Fulfillment of the
Requirements for the Degree
MASTER OF FINE ARTS
MFA Imaging Artsl Computer Animation
SCHOOL OF FILM AND ANIMATION
ROCHESTER INSTITUTE OF TECHNOLOGY
ROCHESTER, NEW YORK
November, 2000
Howard Lester, Chair
Professor
School of Film and Animation
Stephanie Maxwell
Associate Professor
School of FJlm and Animation
Bruce Austin
Professor
Reproduction Denial
MFA Thesis
TITLE OF THESIS: The Light Idea
I, Gabriel Atiya , hereby deny permission to the Wallace Memorial Library
of RIT to reporduce my thesis in whole or in part.
Signature
i
Title Page
ii
Permission Page
Thesis Report
1
I)
The Decision
toMake
aFilm
3
II)
The Decision
toProduce
a3d Film
5
III)
The
Story
9
IV)
Character
andSet Considerations
11
V)
Aesthetic
andTechnical
Issues,
Problems
andSolutions
15
VI)
The
Learning
Experience
16 Appendix A: Original Thesis Proposal
21 Appendix B: Original Storyboard
28 Appendix C: Final Storyboard
I)
Thedecision tomake afilmAlthough it is not unusual forstudents oftheRITfilmandanimation program,
formerly
of the college ofImaging
Arts,
to produce short animated motion pictures for thesis work, I made a personal choice to undertake this challenge. New programs inthe school, forexampleNew Media Studies andVisualization,
which have little overlap with motion picture production, appear to encompass
parts ofwhatthisprogram originally intendedtobe. Even though I knewthat an animatedstory was nota requirementfor the
degree,
I decidedtocreate a motionpicturebecausetheideaof
doing
so interestedme.My
greatestinterestin computer animationtechnology
wastheassistance the medium offersto individuals like mein producing independent films. Until now, in bothtechnology
and film production, the possibility ofmaking personalfilms has beenlargely
restricted to experimental formats. People have depended onactors and a wide variety of other accessories and restrictions that made the participation ofothers necessary to produce a work of visual fiction.
Any
such work originatingdirectly
from the author's imagination has been in the past limitedto thewritten word. This is strangebecausethe written word isconceivedas a means of verbal communication of, whereas visual
imagery
is moredeeply
connectedto the natural and subjectivehuman experience oflife. The process ofdreaming
demonstrates the visual as the fundamental way we human beings experiencetheworld.Since I have been socializedtoview
technology
as ameansto anend, suchasgainingemployment inthemoderneconomy orachieving human endsthatwould be impossible without technology, computer animation suggests a way to use
technology
toward ends which are more clearly human. Theexpression ofone's "soul"is an undertaking more
traditionally
channeled through music orrepresentational painting. I think that the process of
dissociating
from these human kinds of motivations have often produced alienation within the technicalperson, andis an effectfromwhich criticism of
technology
in generalfrequently
arises. Asastudent oftechnology, thisdenial of certainaspects ofhumanity
I felt had negatively influencedme.Evenintherealm ofanimation,
however,
thepossibilityofproducing a personalfilm has generally been out ofthe reach ofordinary people, as traditional hand
drawn animationvery much requires the developmentof an animation trade. Not
only does producing hand drawn animation requirethedevelopment of askill,but has
traditionally
beensolaborintensivethatmanypeople workingcollaboratively
means of producing films have been sufficiently expensive and removed from
ordinary life that few ordinary people, I
imagine,
have possessed thefinances,
time, or resolve to create independent films. The development of computertechnology
helps to achieve many of the most difficult and tedious parts in the process of animation. Computer advancements also make this animationtechnology
available on personal computers. Thesefactors,
Ifelt,
truly
place theII)
Thedecision toproduce a3dfilmWhen I appliedto thecomputeranimation programat
RIT,
Ihadmadeafirm decision to learn to create 3d animation. Digitalimaging
had been an interest of mine for some time and I thought that computer graphics was one of the most amazing applications that came with the development of computing machines.Also,
alotofmy motivation forlearning
computer animation stemmed fromthe rapid proliferation of computer graphics in multimedia CDROMs,
computergames, andtheinternet. Aside fromthepurefascination I had withthe seemingly miraculous results that this new
technology
produced, there were otherreasons I wanted toenterthisfield.OnereasonIwas especiallymotivatedtocreate3d animation wastherealismof themedium. I likethe3dvisual environment,butuntil 3d animation
developed,
I had only been able to experience realism in animation through stop motionphotography and claymation. Ithink that thiskind ofrealism ispowerfulbecause it takes the art of animation out ofthe realm of graphic style and more strongly connectsittolive "film"
or evento reality. Aside fromthe graphic
film,
theother branch of traditional animation that 3d animation stands in opposition to is illustration. Except for certain sequences inFantasia,
everyDisney
film I haveseen presents human problems, stories, andissues in animated form. In terms of story and concept, most of these films are essentially live action-based themes transplanted into an animated environment, which owe theircharm and
beauty
to the old craftofillustration rather than animation. Even though the animation inthese films is meticulous and naturalistic, the naturalism of these films demonstrate a strong indebtedness to illustration andto live action theater-film.
The realism made possible
by
3d animation takes animation out ofthe realm of illustration and gives the animation artist an opportunity to tell a story in a way thatdoes notrelyoneitherthe tradition ofillustration orthatofthe graphic arts.Ialso wantedto learnthisnew
technology
becauseIfeltthatitmelded well with my experience and interests.Having
exposure to traditional arts, indrawing
primarily, as well as computers, mostly in computer programming, I felt that
graphics applications wouldfollow naturally from my
training
and understanding.Although I discovered that this was not as true as I had
hoped,
I foundthat thesynthetic interface provided
by
the computer indeed made working with thecomputer more intuitive than working with actual cameras,
instruments,
and props. Good documentation and helpful interface functions were among thefeatures that made the process of
investigating
the media much simpler. The synthetic camera of the computer provides one exampledemonstrating
thestrengthsofthe computer.Ratherthanrequiringa usertolearn all oftheworkings ofareal camera- how
stop motion film animation, one has to wait for film to be processed in order to see the results from pictures taken
by
the camera. Onthe computer, notonlycan any changeortransformationIcreatebeimmediately
visualized,butplayback can alsobeproduced onthefly
viamotion captureandplayback.Theother major advantagetousingthecomputerforanimationisthatinthe computerenvironment, timeandspace are completely elastic.
By
this Imeanthatif I wantto insertan action (a movement that acharactermakes, forexample) in the middleofthe animation andmaintain realisticcontinuity ofspace andmotion, I do not have to start animation over from the beginning. This is impossible in stop motion, where the smallest
discontinuity
of object or motion always comes out asjarring
and abrupt. While this effect can and often is incorporated intographic style, itworks againstproducingrealistic results. Smoothnessresults from the computer's ability to graphically synthesize and
display
action prior torendering.
Keyframing
is especially important toward achieving this effect.Animation motion curves are made alterable at any point while retaining
continuity of the original animation. This elasticity contributes to an overall
Ill)
TheStory
Theoriginalconceptofthe storywasadaptedfromanAppalachianfolktale
entitled "Fare you
Well,
Joe Clark."1 I learned from HowardLester,
my thesis chairman, that Joe Clark has ahistory
in the lyrics of American fiddle tunes (althoughnone ofthetuneshecitedincludedthisparticulartale).In this story,Joe Clark identifies with birds from the onset. Not only this, but he is himself identifiedwiththebirds,
andthe narrator claims he has a resemblancetobirds inphysique and movement. The main narrative of the story, cast against the
backdrop
oftheCalifornia Gold Rushofthe 1840's and50'
s, revolves aroundJoe Clark and his quest for gold. One
day,
while up in a treehanging
out with thebirds,
Joe overhears travelerstalking
of the goldthey
hope to discover. He becomes determined to make his fortune aswell, butbeing
poor, he has no readymeans of transportation to his desired destination. Again
identifying
with thebirds,
he decides tofly
there.Pitching
pennies, he earns enough money tobuy
abarrel oftar. He uses the tar to tar and feather himself and to create a pair of makeshift wings. He builds aladder upon ahigh tree on
top
of ahill and uses ahigh branchas a platformfromwhichhe maytakeoff. His finalobstacletakes the form of a preacher, who attempts to stop Joe from performing this seemingly
unnatural and superhuman feat. This obstacle is surmounted in his merely
ignoring
the preacher's warnings; eventually he climbs so highthat the words ofthe preacher are no longer audible. The story ends as Joe jumps off his high
platformwhiletownspeoplegatherbelow and
finally,
begin topray for Joe as he takes hisleap
into the unknown. The vision of Joe Clarkflying
over themountains on his way to California is the final image the first person narrator gives ofJoe's
daring
effort at flight.According
to the narrator, this was the last thatanyoneever sawofJoe.Ithought thatthisstorywouldmake avery appealinganimationfor many
reasons. Ithink that the storyrecalls thenarrativetradition ofthetalltale, and as
such, provides ample opportunity for exaggeration in content,
form,
action, and movement. The factthat the story is toldin firstpersonnarrative underscoresthe dreamlike,
fantastic quality that the story has.Indeed,
the story is structured andfunctions verymuchlikeafantasy. Apoorcharacter, alienatedfromsociety, hasa
secret passion. He uses this passion to
develop
a special, magical world for himselfas a respite fromthe realworld, which he does notunderstand and which does not understand him. When opportunityfinally
strikes, he finds himselfpowerless against the ways of the real world, but is able to turn to his special
passion andinnate quality in orderto make his dreams intoa reality. Becausethe
story speaks of
flight,
ofclimbingtall objects, anddevelops an absurd solutiontoa set ofproblemsrooted inan stylistically identifiable time period, I thoughtthis
1
made a greatstory on whichtobasean original animation. Thestoryboard for my
animation underwent several revisions and the final draft is the result of
overcomingmanyconflicts ofinterest inconceptandtheme.
My
originalstoryboard, oneofthreeI created(see AppendixB,
page21),
reflects few changes in this story idea. Most ofthe changes I made were either
simplifications ofthe original orembellishments designedto clarifyconflict and
motivation. Inthis storyboard,themain characteris introduced to theviewersas a
boy,
sitting outside his cabin, studying birds in flight. His fascination withbirdsand flight is made particularly clear when he raises his arms in emulation ofthe
motion ofthe birds he watches. We see him later on, as a grown man, watching
thebirds as
before,
but now poor and shabby. As he stands,feeding
thebirds,
hesees a cartof miners passing
by
along theroad.They
stopand begintodig
in theroad. Hewaves to theminers and
they
waveback asthey
move on. The nextpartofthe story chronicles Joe's triumph against the odds. He nails rungs, produced fromthe pieces ofhis broken-down house to the sideof a exaggeratedly talltree
andbegins toclimb. As intheoriginalstory,thepreacherattemptsto stop
Joe,
but fails. Joe awkwardly climbs a plank and prepares to take a final leap. Hisdizzying
height is depictedby
a point of view of the ground below. The townspeople, who have gathered to watchJoe,
look like ants. He takes theleap
and at first falls like a stone, but amazingly, his wings work! The people beloware amazed as Joe flies over a mountain and some even
try
to emulate him in flight. Just as miraculous the flightitself,
Joe lands in a gold mine, thusdiscovering
goldanduniting himwiththeminersas ahero.Although my ideawasapproved, manypeople saw somefundamentalproblems
with the story that inclined me to
drastically
change the direction of the story.Mostofthese problems,Ibelieve inretrospect,may inpartstemfromthefactthat
the storywas somewhat too complex for a short animation, and may stem from
thefactthat thestorywas veryunrealistic. Perhapsnot
being fully
aware ofthis atthe time, these factors made it a great challenge to produce a final storyboard
acceptable to everybody involved. One committee member protested that
realistically, miners who are mininggoldwould pan forgold to discover it.
They
would not
dig,
and certainly,diving headlong
into a mountainside would notuncoverunearthed gold. Since thewhole nature ofthis storyboardwas somewhat
tongue in cheek,
however,
Iwas not surehow seriouslythese disagreementswere to be taken. Afterhaving
written stories and created films in which a maincharacter did not achieve his goals, I wanted to create a story in which the
character did. This is why I chose to give my character a chance to get what he
wanted
by
alteringthe end ofthestory.Another issueofdisputewiththeproposed storyboard concerned plot
complexities. Oneproblem cited was ambiguityoverthecharacter's goal: wasthe character really
trying
tofly
orreallytrying
to getthegold? This was a difficultwings interested me the most. One solution to this problem was to focus
exclusively onthecharacter'sgoalto learn flight.
However,
creating an animated filmabout thecharacter'
s simply
learning
tofly
was difficultwithoutre-invoking the Wright brothers narrative. Without the motivation ofdiscovering
gold therewas no longer any apparent conflict established inthe story
-there were noreal
obstacles in the way ofhis goal, if flight was his onlygoal.
Nothing
was risked,nothing was
lost,
and therefore audience identification with the character was weakened.As onemycommitteemembers suggestedthereis no specialreason tolike thecharacter or
identify
withhis struggle.In mysecond storyboarddraft I decidedtoreturnto the theme ofthemain
character's dissonance withthe working community in orderto provide the story with needed conflict. Inthis storyboard, the characteris depicted as an estranged
member ofthemining communityto which he belongs. Heis set apartfromthem
becausewhile
they
are working, he is studying birds in flight. His identificationwith birds is made clear when he raises his arms in emulation of the birds he
watches. Itis also made clearfroma conglomeration ofbird likecontraptions and
flying
paraphernalia, suggesting previous efforts at flight.Finally,
the miners of the community discover gold,anddecide toleave withtheirloot,
abandoning themain character
-either outofgreed, or, in myown
interpretation,
simply becausethey
have forgotten about this person who plays no active role in their undertakings. The main character's goal therefore changes. He seeks to reunite withhiscommunity, andflight becomes his wayofachieving his goal. Hisflying
endeavors provetobe aprocess oftrial and error. When he
fails,
he sees agroup of scattering birds and reaches for them. Indoing
so, hefinally
realizes thepotential of his wings, which lift him upward and over the mountainside. The final shot of the storyboard showed the people of his mining community
emulating Joe in his
flight,
just ashe hademulatedthebirdat thebeginning
oftheanimation.
Ifeltthat thisresolutionwould showthepossibilitythatJoe'spassion,
commitment, and courage could
bring
the miners out of their materialistic ambitions andtheir meaningless and repetitive pursuit of wealth.This,
in effect,wouldbethe payoffin Joe's risking his lifeandaffiliation withhis community in
order to pursue his dream.
Although,
again, there may be certain realismproblems involved withthis poetic, ratherthanmechanical,
discovery
offlight,
I believe personally that this storyboard satisfiedthe basic requirements of astory and solved the problems with theoriginal. From my perspective as an animator, this was, tome,amuchbetterversionfor relating myinterpretationofthe originalstory. The Joe Clark character achieves his goal. He learns to fly. He also overcomes his conflict, namely the callousness of his fellow workers.
Unfortunately,
since this was a period in which I was changing my thesiscommittee members, I did not feel as if I had much ground to stand on in
defending
what I felt was a good solution to my idea. Perhaps this is why thisstoryboard did not get full approval either. This is the stage of the approval
The finalversionofmystoryboard solvedtheaforementioned problemsina
couple of ways.
First,
this storyboard suggests arevision ofthecharacter's goal,namelythathe wantsonlytofindanacceptablewayoutofhis communityand his
work (see Appendix
C,
page28). He needs an excuse to quithisjob,
at least for himself. He finds a"way
out"
through the
discovery
ofbeauty,
presented in themotif of a beautiful and graceful shadow that flirts past him as he is working.
Next,
thestoryboard suggests arevision oftheconflict, specifically hisinability
togethisco-workers attention andpersuadethemtofollow his lead. Therealization of
beauty
aloneis notenough. He needs some affirmation ofthisdiscovery
andinthe end he gets
it,
though through artificial means. Heconstructs a machine thatperforms the same action as the bird that casts the
beguiling
shadow in thebeginning. It is a shadowprojector, andthebirds gatherto assisthim in projecting
shadows onto alocal schoolhouse. And (lo and
behold)
he finds an audience aswell, agroup of school childrenplaying in theirplayground. The kids loveit!
So,
in the end, the main charactergets whathe wants he finds acceptable groundsto
leave the group of workers with which he is struggling and he also gets some
personal affirmation ofhisconcept ofbeauty. This isthe final storyboard andthe
ideaupon whichI ultimately based myanimation.
My
ownfeelings aboutthis finalversion are generallypositivebecause I feelit solvedtheproblems with my initialstoryboard. IthinkthatIachievedmy goal ofproducingagood animatedmotionpicture. The attempts that thecharacter makes atflight are
interesting
to me for he visual appeal ofthemotion ofthecharacter.Ithink that the character is still an
interesting
character to animate, as far as his bird-like lookand action isconcerned. Likewise arethe motifs ofthe shadow andthemotion ofthe miners, each of which are dynamic visual symbolsrepresenting
beauty
andwork.Also,
as described in detail above, the final storyboard resolvesproblemsofconflict andmotivationquite well.
My
onlypersonaluncertaintywiththe finalsolution, with whichIgivemembers ofmy thesiscommittee credit with
myself, is that the solution is ultimately an existential solution to an existential problem.
Nothing
has clearly changed orprogressed attheend ofthe story. Thehappy
ending is more for the children than for the main character. The main characterhas simplymoved fromone somewhat repetitive task to another, eventhough one is inspired
by
beauty,
andthe other,by
a lack of clear inspiration! Iam not positive what is wrong with the characterin the first storyboard
having
two goals, onetolearn to
fly
andthe otherto getthegold. Perhaps hisattempt togetthegoldis a materialistic one. In my final storyboard,
however,
histurning
toa non-materialistic goal does not produce any clear changes in the situation at
IV)
CharacterandSetConsiderationsIn
designing
thelookofthecharacters andenvironment,puppet style animationwas mymajorreference. Little is
fancy
or elaboratein thedesign ofthecharactersI created. Ikept the geometry ofdesign simple, and Icreatednearly all elements
ofthecharactersfromprimitive spheres. The attireofthecharactersis simple,and
I aimed atproducing the impression of 19th
century miners. The main character
wears a simple white shirt, gray flannel or denim pants and suspenders. The
suspenders are not actual geometry but a ramp texture mapped on the clothing
surface ofhistorso.
When Idesignedthemaincharacter,Iaimed at making him look bird like. The
nose onthecharacter's face is intendedtoresemble abeak. His legs are
long
and hisbody
islean,
toresemble a stork. Thecharacterhas awide armspan.Hehas atuft ofhair atop his
head,
to resemble the comb of abird. He has along,
slenderneckand aprominentAdams apple. Themaincharacter's eyes are large and wide
and his features are
delicate,
also intended to depict a childlike quality. Inanimating the character, I tried to exaggerate his motion. I wanted to depict his
motion as somewhat stuttered and awkward, as if land were not entirely his
element. Like a
bird,
his motion when walking is somewhatsharp and abrupt, notespecially smooth and graceful. Theother characters arerepresentedas somewhat more human intheirappearance, thoughwithoutas muchpersonality asthe main
character. Their
bodily
proportions are more accuratelyhuman,
and theirmovementis smootherand steadier.
Mostofthesets usedthroughout the animationmake consistentlyuseafew
sparely designed elements. The surrounding environment is composed offorms
thatI also tried tomake as simple, organic, and natural
looking
as Icould. Green hills roll across the horizon ofthe landscape. A single piece of slightly warpedgeometrycreates theplanerepresenting the earth. All surface planes representing
these natural forms were created from primitive planes with evenly spaced
isoparms,
designed sothatthefractal surface mapsIcreatedwould produceeventextures across all surfaces. Other elements in the natural environment simulate
this sparseorganic model. Treetrunks andbranchesarecreatedfromsingle pieces
ofNURBS geometry, which I bentand rotatedinorderto produce
flowing
lines. When I did not use a single color environment shader as an attribute of therendering camera, I used a sphere with a gentle ramp texture as a
backdrop
toconvey the gradations of sky color. These elements, along with the cabin, schoolhouse and miningequipment,comprise allprops usedintheanimation.
The fewnon-naturalformsin theanimation were alsocreated withsimplicity of
design in mind. Architectural structures, such as the cabin and schoolhouse, are
simplebox shaped structures. Iconic components,
including
atower andbell forthe schoolhouse andLincoln logs for the cabin, I tried tomake consistent use of.
All non-natural objects have simple, repeating texture maps, whether
they
beproperties of
Maya,
which I discuss in more detaillater,
I felt that the simple,repetitive, and organic appearance of sets and characters, ratherthan hard lines
and synthetic materials, were most greatly enhanced
by
Maya's renderingprogram.
Theexceptionto mysimple and sparse useofpropsis thecomplicated
contraption that the main character uses to create the shadows. This is a
fairly
complicated device geometrically, and is designed to look somewhat like alantern,
somewhat like a projector, and somewhatlike an engine. Blackmetallic tubes coilaroundthe device.Rotating
gears move continuouslywithinthebowelsof the machine. A glowing, shining, and shimmering beacon oflight emanates
from the center ofthe contraption, the most glaring of all features. This glowing
light,
which was animatedby
manipulating the options within the Optical FXlighting
feature,
is dissimilarto all otherlightsin the environment, since all otherenvironmentallights arespot
lights,
with cleardirectionalpropertiesandshadows.V)
AestheticandTechnicalIssues,
ProblemsandSolutionsThe digitalcreation ofmythesisanimationtookover ayeartoaccomplish,and is certainly one ofthe most substantial undertakings I have ever ventured. The
first issue I dealt with, naturally, was
learning
to useMaya,
which I haveheard,
when introduced in
1998,
was the largest commercial software application evercreated.
Having
worked previously only withAlias|
Wavefront's first softwarepackage,
Alias,
beginning
to deal with Maya alone was a challenge. Though Maya had many similarities withAlias,
it also had many differences and manynew features that, although proving to be powerful animation tools, also posed
technicalchallenges.
First,
weremodelingconcerns.Maya,
Ifoundto generally beaninferiormodelingpackagetoAlias. Functionsthatweresimple in
Alias,
such astrimming
and rounding surfaces, were quite difficult inMaya,
and many ofmy models Ibuilt in Alias andtransported toMayawhen
they
were finished. Otherthanthis, I became accustomed to using primitives. Infact,
all ofthe major components ofmy character are built from primitive spheres,
including
head,
torso,legs,
andshoes.
By
using insert and remove isoparmfunctions,
geometry was actuallyfairly
simple to extend or simplify. I chose tokeep
everything as simple aspossible, partly for fear that making geometry too complicated would lead to
complications withanimating andmaintaining files. I alsowantedto
keep
modelsspare inpart because Ithoughtit would give me greatercontrol,in partbecause I
thought it would make rendering easier, and inpart to challenge myself. I think that ultimately, this objective of simplicity was a good choice in the Maya environment, because Maya is not as precise geometricallyas
Alias,
but is more flexibleand yields betterorganicforms.Also,
sinceI found Mayanot aspowerfulin shadingorrenderingas
Alias,
Ithinkitwas importanttomaintain geometry assimple, clean, and clearaspossiblefortheviewer's eye.
Many
ofthefeatures intheMayapackage specific tocharacter animationwere very helpful to me fordesigning
andanimating characters.Among
these features included lattices and flexors. The feet ofthe characters are attached to the legswith
lattices,
and are bound to these lattices rather than joints. I made use offlexors at all major
joints,
and these flexors worked very well in making thecharacters bend more smoothly. The greatest problem with requiring all this scaffolding for my characters was that it made changing characters, which I
frequently
wasforcedtodo in themodeling andbinding
process, very difficult. I hadtounattach geometry,rebindit,
and re-createdeformers. Therewas noway topreserve lattice and flexor positions oncejoints were unbound. One neat trick I found was using flexors for
holding
characters waists together.Creating
arelativelyseamless bind betweenupper andlower
body
couldhave been achieved using another lattice or using a blend.However,
by
editing the membership of CV's on thetop
half and bottom halfofthe belt to respectivejoints (spine andpelvis), the character would bend quite a lot without showing seams.
Finally,
I made frequent use ofMaya's parenting function in order to associate an objectwith a particular joint. This method made the specific
binding
of surfacesunnecessary.
Shading,
rendering,lighting
functionsinMaya,
thoughIfound fine forwhatIwas
trying
to achieve, didnot measure upto Alias' standards. Textures were notusually a problem. For manyofthe textures, I simply usedthose made available
through Wavefront overthe Internet free forpublic use. The 3d shader conform feature was useful for creating a 2d texture for a specific object based on an
existing 3d texture. I made use of this 3d to 2d shaderconversion process, for
example, convertinga 3drust texture usedfor 3d objects to 2d for flatplanes on
objects such as the shovel. This shader conversion process was necessary to
permittextures tomove in syncopationwith an assignedobject. One difficulttask
I had to deal with was shading other objects, such as the roof, which was very
simplegeometry, to lookas if it hadshingles. This was difficult because in Maya
there is no displacement feature under shaderoptions.
Nonetheless,
Iwas able toaccomplish
fairly
convincing results using abump
map. I mapped this to a gridpattern andmanipulatedcoordinate variablesto slightly warptheroofs pattern.
Creating
realistic shadersforstylizedcloudswas another challenge. The cloudsin my environments are obviously simple spheres, which I varied in size, shape,
and displacement inorder toconvey an impression of motion. I derived my final
cloud textures fromaMEL script thatcan be found on
Alias'
home page via its
Online Assistant tutorials. Though I do not understand the specifics ofhow this
script worked, when I executed the code, a realistic smoky
looking
shader resulted. Ihad totransparency
map the black portion ofthe ramp used tocreatethe cloud shader to give the clouds
transparency
in hue and texture.Finally,
toachieve greater
transparency
of my cloudforms,
I disabled the double-sidedoption under rendering options for the spheres that represent clouds in my environment.
Most ofthe
lighting
in myscenesrelies on afairly
simplethreepointlighting
scheme, comprised of a main
light,
aback lightand afilllight,
which Ivariedincolor and degree of intensity. In almost all of my shots I used only spotlights
because I felt that spotlights gave me the puppeteer style of
lighting
that wouldmosteffectivelycomplimentmysimple, organic models. Iwantedmy setstolook likesets, soextreme realismwas notsomething thatIwas especially aiming for. I
worked quite hard to achieve convincing shadows, also important to me forthis
aesthetic effect. I wanted to obtain shadows with clean, clear edges that would
remain sharp for a distance. I achieved this effect
by increasing
depth mapresolution and depth map focus. One result of
having
clear shadows,however,
was that it exposed a problem in Maya's
handling
of shadows, namely thatshadows wouldnotalways meetthe objectsthatcastthem.
Decreasing
depth mapbias,
a feature thatexists in Maya exclusivelytocover forthis problem, to about0.001 seemedto
help
mostofthetime.Creating
theanimated shadowsthatarecastby
thebirds andby
theprojector was alsooccasionally a challenge. These shadows, distinct from the environmentshadows discussed above, were cast
by
individual spheres with animatedCV's,
one toproduce each shadow, illuminated
by
abacklight. In many scenes, I madeuse of light
linking
so that I could separate the light casting the shadows onground surfaces from the lights used to light the general scene. One of the
problems I faced was creating shadows that were clean and possessing clearly
defined edges that would not fade or become fuzzy. In those shots in which
multiple shadows were cast, I had to light all objects casting shadows from a
single main source so that I would get an even
lighting
effect across the scene.Obtaining
crisp shadows,in,
for example, the scenedepicting
the schoolhousefrom afar, required me to place shadow casting objects very close to the
illuminating
light source. This meant shrinking these objects to very small sizes, since their respective shadow volume increased asthey
approachedlight source.To hide objects casting shadows, I turned off their renderable variable for
rendering. Forthe ground shadows that pass
by
the workers asthey dig,
I had tocreate a specific light to cast main shadow to make it darker than the other
shadows in thescene. I linkedthislight onlyto the objectcasting the shadow and
to theground, and decreasedthe
intensity
ofthe otherlights tocompensatefortheintensity
of the new light. Shadows obey LightLinking
must be turned on andObject
Visibility
must be turned off under the Render Globals menu for this towork. Anotherapproach Ifounduseful tocreate overlappingshadows was to take
an ordinary rendered shadow into After
Effects,
sharpen all blurred edgesby
decreasing
the feather effect, and then use motion blur to add subtlety aftercompositingthe shadow with apreviouslyrendered shot.
Though Itooka
fairly
straightforward approachtoward animation, theanimation of some objects and characters provided afew noteworthy challenges
that I want to discuss. One of the most difficult motions to animate was the
complex motion ofthe
digging
men. Theman who is shovelingwas a particularchallengebecause Iwas forcedtofindawayto ensure thathis handswouldstick
to the shovel. Since the shovel could only be parented to one
joint,
parentingalone was not anadequatesolutionto theproblem. One
temporary
solutionwastoparent wrists together. Although this was adequate, this action entirely removed
joints connecting wrist to elbow, and therefore produced some odd
looking
distortions on the shoveler's hands and wrists. The best solution was to parent
locatorsto the shovelso that theselocators would alwaysmoveregularly withthe
shovel.
Next,
I constrained the IK handles on the character's arms to theselocators,
so that smooth motion between the shovel motion and the character'swrist andarmjoints would result. Sometimes itwasnecessary tomoveoneofthe
arms
independently
ofthe shovel,forexamplewhenthe shoveler reachesto brushoff the glaring light. To accomplish this, I parented another locator to the IK
handle of the arm and toggled its weight from zero to one, to toggle on the IK
handleofthe arm offoftheshovellocatorand onto thenew one.
Parenting
wasabig help
to me in using IK formost purposesas well.Parenting
handles tojoints allowed me the benefits ofusing IK
handles,
but also made itpossible to animate a character through various motions and contortions while
preserving the position of IK handles relative to those joints. Animated IK handles creating
flipping
ofjoints andbodies wasfrequently
a problem as well,often, for example, when characters were animatedto gesture in large sweeping
motions. A good solution was usually grouping the IK handle and thenpivoting the grouped node at therootjointofthearm. I thenusedthis group exclusively
for armrotation, and usedthe IK handle itself strictly for
flexing
motions. Thismethodfor controlling the rotation ofIK handles proved an effective alternative to using theIKmanipulator toolprovided
by
the defaultmenu, which Ifoundtofrequently
not work well enoughtoproducesmoothmotion.Attaching
IK handlesto motion paths was another technique Iused to create sweeping movements in thearms of characters
in,
forexample, the scenesinvolving
therunningchildren.VI)
TheLearning
ExperienceAs is probablyclearfrom above, I hadto learna greatdealofmaterialto
accomplish the goal of creating a personal, independent work of computer
animation. I was greatly surprised, in
fact,
at how much there was to learn andhow much work was involved in creating a six and a half-minute piece. Even
though the computer was able to assist me in many aspects of the animation
process,theprocessofallanimation,I feelnow,is
largely
the samein any kindofanimation, and that process is extremely labor intensive. I am not entirely sure
thatI feelthesamewayabout animation asI did before Iundertookthis task.Iam
inclinedto feelthatcomputer animationis as muchan art and a skill asany other
kind of animation. Perhaps the most significant difference between computer
animation and other animated forms concerns the fact that, in so far as the
computeris able toproduce superior results to other animated
forms,
thestandardhas been raised and will continue to be raised. I also found that whatever past
experience I
have,
whether it bedrawing
or computer, I believe had little direct influence on whatIaccomplished,althoughIalsosuspectthathad Inoexperienceatall, Iwouldnothave beenabletoaccomplish whatI didaccomplish.
Oneofthemost overwhelmingaspects oftheprocessin creating anindependent
motion picture, especially when part of this process requires accepting and
synthesizing input fromotherpeople,regards
dealing
with complexity. Eachstep,from concept to storyboard, storyboard to technical
issues,
technical issues toaesthetic
issues,
aesthetic issues to animation, animation to editing, and so on,creates a new level ofcomplexity. If an extremely clear vision was not
firmly
rooted in the mind of the creator, effectively and efficiently
developing
ananimation, I
believe,
wouldhave become fartoo complicated forme, thecreator.Each level of creation became still more complicated with the variety of
viewpoints Iwas challenged toconsider,because I hadtodecide whichto filter in
or out ofmy production.
Only
because the computer has the ability to simplifymasses ofinformation did the material
finally
becomeplastic enough that I wasable tohandlethis level of complexity. It genuinely was notuntil I hadoutputted
theworkto digitalvideoformatthatIwas ableto envisionmyworkin goodform
and in its entirety, and was able to considerit afinishedwork and envision it as
such in mymind.
Proposal foranMFA Thesis
The
Day
Joe
Clark Took Flight
by
Gabriel Atiya
MFA
Imaging
Arts/Computer Animation
SCHOOL
OF
PHOTOGRAPHIC ARTS AND
SCIENCES
ROCHESTER INSTITUTE OF TECHNOLOGY
ROCHESTER,
NEW YORK
May,
1999
- L
Maria
Schweppe,
Chair/
/
Associate ProfessorFilm/Video/AnimationDepartment
StephanieMaxwell Associate Professor
Film/Video/AnimationDepartment
Howard Lester Professor
Gabe Atiya
Thesistreatmentwriteup
Working
title: "TheDay
Joe Clark TookFlight"Estimatedtime:4mins
Treatment: 3Danimation using AliasAVavefrontand/orMayasoftware
A
boy
named Joe Clark islooking
up intothe sky, wistfully. Heruns offtheporchofhiscabinhomeand sees aflockofsmallbirdsfeeding. Heruns upto thebirds but
they
donotfly
away. Joe looksandwalks likeabird. Hetakesahandfulof crumbs outofhisoveralls andthrows them to thebirds. Ashadow passes overhim. He looks upand sees amagnificentbird circlingoverhead.Joe looks up andflaps hisarms asif hewerethebirdin flight.
Dissolve toJoe Clarkasagrown man.He isstill
feeding
thesamebirds,
buthis house is awreck, andheandhis clothesarein shabby shape aswell. He sees agroup of gold miners
traveling
alongtheroadina cart. He wavesto themandthey
waveback.Again,
he flaps his arms asif hecouldfly.ApictureofJoe atopahillside. He is puttingthefinalnail intherungsofaladder he has
built toahugetree. Peoplegather ashe attacheshis hand builtwings tohis arms. A preacherbegins topreachtoJoe. Joe ignores andbeginstoclimbtheladderanyway. The ladderstretches upwardseemingly infinitely. Therungs creak atJoe's everystep. Oneeven
breaks along hisway. The gatheringtownsmencontinuetowatchJoe ashereachesthe top.
Joe awkwardly walkstheplankhe has builtand looks downovertheedge. Thepeople all
look likeants. Thewindblows andJoesways, almost
falling
off as he is getting upthenervetojump.
Finally,
hehesitantly
doesjump. He atfirst falls likeastone,butfinally
starts
flapping
his arms andbegins tofly. The peoplebeloware amazedasthey
watchhimfly
overthemountainside. Someofthemflap
theirown armsinemulation.Joe lands inthemineoftheminershesaw earlier. Gold dustflies out ofthemine. He
scoopsupahandfulof gold
dust,
andis amazedby
whathe has discovered. Heheroically
lifts hisarms and againpretendstofly. His dreams havepaid offintheend.
Budget Proposal: Item Estimate (Total cost) In Kind
(Donations,
facilities)
Actual (own expense) Research: Storyboard: Script: Animatic: $600 $1200 $1200 $1200 $100 $600 $600 $600 $500 $600 $600 $600Totalproductiontime
Character Design Animation
Modeling
$3000 $8000 $3000 $600 $2000 $1000 $2400 $6000 $2000Rentedcomputertime
(SGI with software)
200@$100/hr =$20,000 $20,000 $0 Purchasedcomputer, leased software $4,000 $1000 $5,000 (ifused...)
Rendertime for 3-5minutes ofanimation X $0
Rented editingequipment (Mediacomposer)
20@$100/hr
=$2,000
$2,000
Sound
Editing
40@90/hr$3,600
$3,600
Music and composition $1,000 $0
Other soundwork/recording $500 $0
Dubs andrecording 10 @ $5each
$50
$0
Media and supplies $500 $0
$0 $0 $0 $500 $50 $500 TOTAL: $31,800 +rendering
$
13,100Timelineproposal:
End of
Spring
Quarter,
1999: Havecompleted storyboardHavecompleted animatic
Summer Quarter: (0to 1 credit
hour)
Preliminary: research andcharacters
Researchanddesign models
Begin modelingon computerifpossible
Fall Quarter:
WinterQuarter:
Spring
Quarter:(fourcredit
hours)
Havemodels and sets approved
Begin animating
(fourtofive credit
hours)
Finish animating
Begin rendering animations
Doresearch forsound
Begin workingwith sound
(twotofourcredit
hours,
for 12total)Finish rendering
Roughedit
by beginning
of quarterFinishsound
by
midquarterFinishfilm Writepaper
Marketing
proposal:All listedare
festivals,
andweretakenfromtheasifa.orgweb page. Iam stilllooking
intothispart ofthe process, soit maychangein time.
Asifa East Festival
Blue
Sky
International Film FestivalChicago International Children's Film Festival Hiroshima Festival
Los Angeles International Film Festival LA Short Film Festival
1) Joe Clark as child, sitting on porch
2) Joe walks up to birds, begins to feed them
3) Shadow passes over Joe, he looks up
5) LS: Joe flaps arms in iitimitation
?
E3
sen
6) LS: A later time. Joe is still feeding the birds. He is dressed shabily
7)MS: Joe sees a horse and cart pass by.
9) LS: The miners wave to Joe and Joe waves back.
10) MS: Joe waves his arms again in the air,
as he watches the miners travel away.
11) LS: Joe picks up a piece of his broken house
and mulls over the situation.
12) LS: A later time. Joe is nailing rungs of a ladder to the side of a tree. With him is a barrel of tar and a pair of wings.
A preacher walks up to Joe and begins preaching to him. Joe begins to climb the ladder he has built.
13) MS: Joe's point of view of the apparently
15) MS: The townsmen gather around the tree.
They look up and point.
16)LS: Joe teeters atop the precarious branch
at the top of the tree.
17) Joe's point of view of the villagers far below.
19) MS: Joe flaps his arms. Miraculously,
the wings work!
20) MS: The villagers watch Joe ascend over
the hillside. Some of them flap their arms
in emulation of Joe.
21) LS: Joe lands head first into the mine in
which the miners are digging. Gold dust flies
it'
yf\err X/i - -
-A
ij '"
J
,M
. _*.__
y-
-T^
)1) L.S. Three workers digging in the ground
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T
^ ; <<
LlQL
^
2) L.S. Strange objects and occurances begin.
Clowns in fire engines pass by. No response from
the workers.
3) L.S. Bees pass by. No response.
<:L
if
r-i
[-4) L.S. Three breasted women pass by.
No response.
5) C.S. A shadow passes over the
ground where the pick-axes fall.
6) M.S. One character attempts to point out the shadow to another worker.
7) C.S. The shadow.
A \\
.*sS*
8) The character begins to pursue
the shadow on his own.
r
9) M.S. Character does not see where he is going.
He crashes into a tree. A bird flies overhead.
'/\v
A\
10) M.S. He gets up and for the first time, looks up.
11) L.S. (POV) The bird flying overhead.
fl>
i
S
12) Character flaps arms, in immitation of the bird's flight.
S\\\ \ '< s
13) L.S. The workers continue to dig,
still not noticing the bird or the shadow.
14) Character exits and re-enters with a pair of hand
built wings. He begins nailing planks to side of tree.
15) L.S. Nails planks into tree as he climbs higher
and higher. Finally, he climbs out on a branch.
16) M.S. Birds gather on limbs to watch what is going on.
17) M.S. Climbs out along branch, using wings as a tightrope.
18) L.S. (POV) Looks down at workers below.
They continue to work and pay no attention.
19) L.S. Birds continue to watch as he sways back and forth,
preparing to dive. Finally he jumps off branch.
20) L.S. Character fals on ground, tumbling to a stop.
21) M.S. He turns back to workers, bowing after his feat.
1 1
I
22) L.S. The workers, continuing to dig.
23) M.S. The character scratches his head, looks down. Finally, a light bulb appears above. He dashes off screen.
Construction noises off screen.
24) L.S. Returns on screen with mechanical device. Begins to climb tree once again.
25) L.S. Brick schoolhouse
V <
11 '
w
lM
26) M.S. Two school girls walking. They stop. One points in the sky.
27) M.S. Boy playing ball. Is distracted and drops ball.
#
28) L.S. The school house. Shadows dance all over premises.
29) M.S. Man is up on same tree branch, with machine,
hanging out with the birds. Bright light shines from
the machine.
1
i/
-\\
>- - \
j
1
1
1
/
\
n
30) M.S. He suddenly turns machine around and points it in opposite direction.
31) M.S. Shadows now begin to dance around the workmen,
who continue to dig in the ground.
32) M.S. Shadow passes over one workman. He momentarily
stops digging and looks up. He tries to brush off the shadow
as if it were a bug.
33) L.S. The man and the birds joyously jump up and down atop their branch, in celebration.