Rochester Institute of Technology
RIT Scholar Works
Theses
Thesis/Dissertation Collections
6-21-1992
Animated electronic painting
Anne L. Henry
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Recommended Citation
Rochester Institute
ofTechnology
A
Thesis Submitted
to the
Faculty
ofThe College
ofImaging
Arts
andSciences
in
Candidacy
for
the
Degree
ofMaster
ofFine Arts
Animated Electronic
Painting
by
Anne L.
Henry
Approvals
Adviser: Robert Keough
Date:
7
22. , '
-Associate Adviser: James Ver Hague
Date:
1·c::l,q
·7....v
Associate Adviser: Ed Miller
Date:
?
I
•
'l
'2.---Special Assist
he Dean for Graduate Affairs: Philip Bornarth
Date:
---;'::1---1'---+--+--1--'2-=---Dean, College of Imaging Arts and Sciences: Dr. Margaret Lucas
Date:
g
-c -
7
2
I,
_Anne Henry
,hereby grant permission to the Wallace
Memorial Library of
RII,
to reproduce my thesis in whole or in part. Any
re-production will not be for commercial use or profit.
Date:
Table of Contents
List
ofIllustrations
viPreface
viiThesis
Proposal
viiStatement
ofIntent
andPurpose
viiAcknowledgements
viiiCredits
viiiIntroduction
1
The
Imagery
3
Background
andDevelopment
3
The Influences
5
Psychological Analysis
7
Evolution
ofthe
Story
8
Choice
ofMusic
8
The
Imagery
8
Translation
to
Computer Generated Art
9
Movement
andTiming
10
Completing
the
Story
11
Integrating
the
Animation
System
withthe
Paint System
12
Animation
System
Functionality
12
Creating
Artwork
12
Animating
Artwork
13
Paint
System
Functionality
14
Creating
Artwork
14
Table of Contents
Integrating
the
Animation
System
andthe
Paint System
16
Creating
Artwork
17
Animating
Artwork
18
Conclusion
19
Illustrations
21
Appendix A: Notation
ofMovement
andTiming
36
Appendix
B:
Animation
Tables
57
Bibliography
90
List
of
Illustrations
Illustration
1:
Seashell
Painting
22
Illustration
2:
Seashell
Painting
23
Illustration
3:
Seashell
Computer
Painting
24
Illustration
4:
Character
from "Wipe
Out!"Animation
25
Illustration
5:
Underwater Landscape
Painting
26
Illustration
6:
Frame
from Animation Test
27
Illustration
7:
Architectural Landscape from "Depth
Conception"28
Illustration
8:
Compositional Line
Drawing
29
Illustration
9:
Storyboards
for "Depth
Conception"30-33
Illustration
10:
Incremental Movement
ofTentacle
34
Illustration
11:
Example
ofVector
Artwork
12
Illustration
12:
Example
ofRaster
Artwork
14
Preface
Thesis Proposal
In
this thesis
I intend
to
explorethe
possibilities of
interfacing
the
Geni
graphics
Paint
system withthe
Ani
mation
System
to
createthe
illusion
of pixelbased
animation on atwo
dimensional,
objectbased
system.The
imagery
for
the
animation willbe developed
from my
workin
painting
andillustration
in
an attempt
to
create an animated electronic
painting.Statement
of
Intent
andPurpose
The
intention
ofthis thesis
wasto
create an animation with more
deli
cate,
detailed
imagery
than
wasnormally
possiblethrough
the
artwork generation and animationsystem ofthe
Genigraphics
computer.This
required
the
use ofits
paintsystemwhich would allow
the
creationof artwork muchlike painting
orillus
tration.
To
achievethis
integration,
pixel
based
paintcapabilitiesandobject
based
animation capabilitieswerecombined
to
createthe
illusion
of a pixel
based
animation.This
method allowed artistic expressionwithin
the
animation with moredepth
andfeeling.
To
achievethis
with a cohesive piece of work as a
result,
it
wasdecided
to tell
a story.The
thesis title
"Animated Electronic
Painting"emerged
from
adesire
to
create
painterly
imagery
onthe
com puter andto take
it
astep
further
as an animatedpainting.Since
the
in
tent
wasto tell
astory using
these
methods, the
story
requiredits
ownidentity
andthe
animationbecame
entitled"Depth Conception".
Introduction
When
the
time
cameto
decide
on atopic
for
athesis
project,
computergraphics as an
industry
was generating
a greatdeal
ofinterest. At
that
time, RIT's
principal pieces ofequip
ment were animation systems andpaint systems.
As
an artist andpainting
minor,
I
wasinterested
in
pursuing
a project whichinvolved
using
the
computer as a mediumfor
new paintings andillustrations. As
anew student of computer
graphics,
I
was
interested in
exploring
the
pos sibilities of animation.The
problemwas
how
to
combinethe two
in
away
beneficial
to
both disciplines.
My
background
as an undergradu ate student wastraditional
graphicdesign. I had
notbeen
exposedto
computers
in
any way
during
that
time.
As
atrained
designer,
I
sawthe
possibilities oftranslating
graphic
communications viathe
computer;
it
opened newpossibilitiesboth
artistically
andtechnically.
I
wantedto
learn
aboutcomputers andwhenI
enteredRIT
the
tools
were atmy
fingertips. I
alsowantedto
pursuemy
interest in
painting
andillustra
tion.
I
enrolledin
severalpainting
classes priorto the thesis
proposaland
decided
I
wantedto
incorporate
painted
imagery
in
some way.I
could not
ignore that
part of myselfthat
wantedto
expressitself
withmore personal
imagery.
The
schoolhad
just
acquired paint softwarefor
the
Genigraphics
computerwhich,
untilthat
time,
had been
exclusively
vectorbased
graphics and animation.
The
two
disciplines
of computer graphics and
painting
areclosely
linked
yetdifferent. Both
areforms
of visual
communication,
but
the
ap
proach requires various ways of
thinking.
Another
prominentinter
est was
in
character animation.This
interest
brought
methe
answerto
my
problem: characters andtheir
personalities are always
deeply
rooted
in
the
expression and personalities
oftheir
creators yetthey
have
to
be
ableto
communicate and operategraphically.
I
decided
to
create astory
with characters who would allow methe
personal expressionI
desired but
alsoforce
meto
commuNow
my only
problem was whichcomputers would cover new ground
technically
and give methe
capabilities
I
needed as well?The Geni
graphics computer gave me
the
ani mation capabilitiesand,
withthe
addition
ofthe
new paintsoftware,
gave me
the
paint capabilities.The
animation system allowed meto
cre ate objectbased
animation andthe
The
Imagery
Background
andDevelopment
When I
began
classesin
painting
I
had
to
decide
on atheme to
pursue.I
wasinterested in
the
basic
shape ofnatural objects and
how
those
shapes could
be
exploitedinto inter
esting
and meaningful compositions andimagery. I
usedcolor,
light,
shape,
andtexture to
convey
to the
viewer a sense of
beauty
andform
that
couldbe
seen as aliteral
transla
tion
ofthe
objectbut,
also,
as animage that
couldbe
perceived withendless possibilities.
I
turned to the
underwater world
for
that
imagery.
I
found
beauty
andfluidity,
complexity
andsimplicity,
lightness
anddarkness,
andinfinite
possibilitiesof color andtexture.
I
began
witha series of paintingsbased
onthe
form
of a singleseashell.
Each
new compositionwasan exploration of a particular
seashell.
The
forms
were manipulated
in
different
ways sothat
they
could
be
seen assomething
otherthan
whatthey
were.They
consumed
the
whole canvas and weremagnified,
rotated, and croppedto
create
interesting
compositions.Since I
wasprimarily
interested in
their
form,
andI
did
not want acompletely
literal
translation,
I
took
liberties
withtheir
color andtexture.
I
let
the
feelings
I
gotfrom
their
forms
dictate
to
me whatcharacteristics
they
wouldhave
in
terms
oflight,
texture,
and color.(See
illustra
tion
1,
p.22).My
next series of paintings went astep
further.
I
decided,
instead
of compositionsdepicting
the
outsidecharacteristics of
the shells,
I
wouldtake
the
viewpointofbeing
inside
the
shelllooking
out.These
too
weremainly
concerned withthe
form
ofthe
shellbut I
added a new perspective:
how
wouldthese
shellslook
from
the
inside
andhow
wouldthe
"world"
outside
look from
that
vantage
point?With
this
new angleI
notonly
exploitedthe
form
ofthe
shellbut I
began
imagining
newworlds,
the
shapestook precedence,
andthe
color,
texture,
lighting,
andoutsideworld came
from
the
feelings
I de
rived
from
the
shellitself.
(See
illus
tration
2,
p.23).During
this
series ofpaintings,
I
undertook
the
samethemes
onthe
Artronics
computer paintbox
software.
I
wantedto
convey
the
sameimagery
andfeelings
asin the
paintings
but
this time
with electriclight
and color
from
the
computer.I
ex perimented with a new approachto
the
compositions:I
usedthe
videoframe
grab optionto
capture a videoimage
of an actual shell and usethat
as a
starting
pointfor
the
painting.Although
the
paintings werediffer
ent
because
ofthe
resolution ofthe
computer
screen,
mostly
in terms
oftexture,
they
became
part ofthe
fam
ily
ofthat
whole series of paintings.(See
illustration
3,
p.24).I
alsobecame interested
in the
devel
opment and
illustration
of characters.
In
other workI
wasdoing
onthe
computersI
created characters aspart of
illustration
projects.I
found
they
couldbe anything
I
wantedthem
to
be,
both
visually
andin
terms
oftheir
personalities.But
more
importantly,
instilled
withphysical
life
andpersonality,
they
couldbe
usedto
tell
a story: astory
born
out of pureimagination
withcharacters
born
out of pureimagina
tion.
This
premise soonbecame
usefulin
the animation,
"Wipe
Out!",
whichI
undertook with a
fellow
student.Whereas
part ofthe
animationdealt
with
inanimate
objects,
I
introduced
a character
in
the
form
of afish.
This
fish
had little
personality
that
wasexhibited
in
the
film but
it
wasanin
tegral
part ofthe
story.This
film
wasalso
my
first
attemptatanimation.It
was
purely
objectbased,
frame
to
frame
animation,
but
it
gave methe
experience
I
neededto
apply
to
my
thesis
project.Its
greatest achieveThe
Influences
My
fascination
withthe
underwater world persisted andI
pursuedthe
possibilities of
integrating
it
withthe
development
of characters and astory.
I
studiedbooks,
photographs,
films
-anything
that
containedthese
images.
I
also studied artists whohad
the
same visions andpercep
tions
asI
did. Three
things
had
aprofound
influence
onthe
approachI
wouldtake
withmy final
thesis
project:
The film Fantasia
by
Walt
Disney;
the
works ofthe
artistMax-field
Parrish;
andthe
book Within
aRainbowed
Sea,
by
Christopher
Newbert.
Within
aRainbowed Sea
was a constant source of
imagery
andinspira
tion
for
the
seriesof seashell paintings.
The book
wasnotonly
aphotographic
documentation
ofthe
underwater
world,
but
anartbook
conceived andphotographed with
an
artists'
eye
for
beauty
andcom position.For
my
thesis project,
I
continued to
consultthis
workfor
inspi
ration,
possibilities ofimagery,
andthe
study
ofthe
underwater world.During
this time
I
was exposedto
the
artistMaxfield Parrish. His
paintings
had
a great affect on meand
became
another source ofinspi
ration.
The
aspect ofhis
workthat
most affected me was
the
way he
portrayed
both landscapes
andthe
living
subjectsthat
inhabited
them
with aquality
that
spoke offantasy
andimaginary
worlds.His
workalso
inspired
mein terms
ofthe
way
he
painted.I
admiredhis
useofcolor,
light,
andreflection,
andthe
way he
portrayed parts ofhis
subject
matter as massive and overpowering,
yetother parts asdelicate
andplacid.
His
art spoketo
me ofbeauty
and
fantasy
worldsthat
I
was exploring
myself.The
animatedfilm Fantasia became
the
binding
factor
ofthese
influ
ences.
I
had
seenthe
film
as a child and rememberedit
well.Since
the
film
only
rarely
circulated, untilits
memory
andbooks
onWalt
Disney
animation.This
film
containedimaginary
worlds,
imaginary
characters,
and each segmenttold
animaginary
story.It
containedbeauty
andmalice,
fluidity
anddepth,
light
ness anddarkness,
and a great range of color andtexture.
But
moreim
portantly,
it
served as aninspiration
for
movement offorms
that
wereborn
out of artistic expression.While
studying
these
images,
I
de
veloped
ideas
and conducted experi mentsto
discover
the
feasibility
of whatI
wasattempting
to
do;
tests
both
in
terms
ofimagery
andtech
nique.
In
my painting
classes,
I
ex perimented with compositions ofimaginary
landscapes. These dealt
with
the
underwater worldand contained
images taken
from
there.
They
consistedoflandscapes
made of seashells andimagery
derived
from
various underwatertextures
andcolors.
(See
illustration
5,
p.26).
At
the
sametime,
I
was experimenting
onthe
computer withboth
painted
imagery
andthe
animation ofit.
Again,
I
exploredthe
creation oflandscapes but
this time
I devel
oped and added charactersto the
compositions.
Some
werederived
purely
from
the
imagination
and some werederived from known
creatures.The
object wasto
have
the
characterstake
on personalities oftheir
own and reflectthe
feeling
oftheir
surroundings.This
resultedin
agroup
of characters who eventually
became
the
focus for
the
final
the
sis animation.The
characters,
whileoriginally
experimental,
soonbe
camethe
reflection of a personalbond I felt for
them;
the
groundwork
for
the
basis
ofthe
story; and,
in
addition,
demonstrated
great potential.
One
characterbecame
an experiment
in the
animation of pixelbased
artwork with vectorbased
artwork,
the
technical
premise ofthe
thesis.
The
experimentinvolved
an underwater
landscape
withthe
animation of a character createdfrom both
pix els and objects.This
resultedin
ashort and simple
film
test
whichbrought
withit the
answerto
the
technical
approachI
had
taken.
(See
illustration
6,
p.27).Psychological Analysis
With
these
developments
underway,
I
began
creating
andimagining
the
imagery
for
the
rest ofthe
animation.
What
kind
ofstory
did I
wantto
tell?
How
wouldthe
charactersbe
used?What
approachdid I
wantto
take
in
expressing
myself?How
could
I
do
allthis
and still maintainthe technical
capability?The
answers came
from
anin
depth analy
sis of
the
imagery
I had been
creating
based
onthe
psychologicalfac
tors
andrecurring
themes
ofmy
work.tion
of male symbolism.They
alsotended to
be dark
and mysteriousin
nature,
asif
closedin,
ortrapped,
within a space or state ofbeing.
These
themes
became
obvious withthe
series of paintings and animation
tests.
At
first,
I
did
notrecog
nizethese
characteristics entirely.It
was a realization
I
cameto
gradually
with
the
help
of afellow
graduate student.Knowing
me ashe
did,
this
colleague would analyze
my
personality
andtie
it
withmy
work.This
was a continual processbut,
moreimportantly,
the
incentive to
develop
the
story
and acceptthis
analysis of myselfthat
became
the
nature ofthe
film.
The feelings derived from my
paintings
couldbe described
as sensual.Although
unintentional, their
qualities
wereoftenfemale
in
nature withimplica-Evolution of
the
Story
Choice of
Music
Along
withthe
development
of characters andimagery
for
the
animation,
I
began
the
searchfor
musicto
accompany
the
film. Of
course,
it
had
to
have
the
right mood andI
wanted a piece
that
wouldbe
anin
spirationfor
the
film's
development.
I
reviewedmany different
pieces ofmusic,
mostly
classical orfunky
in
strumental,
overthe
course of a cou ple months.This
was a processthat
went
along
withthe
progression ofthe
imagery.
I
finally
settled onthe
beginning
segment of asong
titled
"I
Robot"by
Alan Parsons
Project.
It
was aneerie piece andthe
perfectaccompaniment
for my theme;
the
binding
agentin terms
ofinspiration
but
alsoin terms
oftiming
andmovement.
The
Imagery
Based
onthe
analysisof myself andmy
imagery,
andthe
charactersandillustrations
that
had
transpired,
I
began
tying
together the
piecesinto
a cohesive storyline.
The
influences
of
Maxfield
Parrish,
Fantasia,
andthe
underwater world remainedstrong
andI
choseto
keep
the
story
based
onfantasy
andimaginary
worlds.
How
to tie
each character andthe
imaginary
landscapes
to
gether
became
the
focal
point.Al
wayskeeping
in
mindthe technical
aspects of
translating
the
story
to
the
computer,
I
let
the
story
develop,
in
corporating
the
characters andland
scapes wherethey
madesensein
the
story.
One
ofthe
strongestinfluences
atthis
phase camefrom
two
paintings,
Garden
ofAllah
andDaybreak,
by
Maxfield Parrish. Daybreak
was particularly
attractivefor
its
sensualmood,
lighting,
reflectiontechnique,
andfeeling
ofbeing
in
anotherworld.
Garden
ofAllah
wasinspira
tional
for
its
colossal,
yet smoothand
sensuous,
architecture.I
thus
created an
imaginary
architecturallandscape
ofmy
own.(See
illustration
7,
p.28).
The
landscape became
a pointfrom
which
to
begin
andend;
afantasy
world where
anything
couldhappen
and
become
a reality.To
this
worldI
introduced
three
charactersfrom
one of
the
initial
illustrations.
This
not
only brought
life
to this
"world",
but led
the
viewerinto
another one.I
took these
charactersinto
a seemingly
underwater,
mysteriousworld wherethey
encountered andinter
acted withthe
othercharacters.This
world waselectrical and magical
and created a mood consistent with
the
music.The
development
ofthe
story
camefrom
the
problem ofthe
interaction
between
these
characters and achain of events
that
would eventually
reach somekind
of conclusion.This
was anongoing
process withthe
end of a particular segment orevent
leading
naturally
to the
nextsegment,
alwaysconsciously
allowing
the
psychologicalfactors
and recurring
themes
ofmy
workto
deter
mine
the
progression of events.Translation
to
Computer
Generated
Art
In
keeping
withthe
premise ofthe
thesis,
I had
to
combine objectbased
animation with pixel
based
artwork.Because
I
had
conducted small experiments and
I
wasfamiliar
withthe
capabilitiesofthe
Genigraphics
system,
I
was preparedfor
this
translation
ofmy drawings
into
computer generated art.
In
fact,
this
knowledge had
a great affect onhow
the
drawings
transpired.
I
began
withvery
simpleline
draw
ings
to
decide
the
composition andthe
positions ofthe
characters.(See
illustration
8,
p.29).Following
the
initial
drawings,
sto ryboards weredeveloped
to
map
out
the
progressionof events andprovide a
detailed
drawing
to
workfrom.
(A
storyboardis
aa
necessary
pre-productionstep
to
ensure
the
success of ananimation.)
The
storyboardsI
created notonly
provided a methodfor mapping
out animation sequencesbut
solidifiedthe
imagery. (See illustration
9,
pp.30-33).
As
the
drawings
and storyboardsdeveloped
into
refined,
detailed
drawings,
I
decided
whether eachdrawing,
or part of adrawing,
wouldbe
objectbased
or pixelbased. (See
the
next chapter:Inte
grating
the
Animation System
withthe
Paint System
for
adetailed
ex planation of objectbased
and pixelbased artwork.) The
objectbased
allowed only
the
animation ofobjects,
or
shapes,
and areas of solid color.The
pixelbased
allowed a morepainterly
effect with nodivision
in
terms
of shape or color exceptin
areas where pixels would
actually
move.In
cases such asthis
areas ofpixels would
be
treated
like
objects.This
was possible aslong
asthe
pixel areas
had
clearly
defined
edges.By
consciously making
these
decisions
during
the
drawing
process,
I
was ableto
movedirectly
to
the
computer andbegin
creating
the
pieces.
Movement
andTiming
Another
important
aspect ofthe
translation to
the
computer wasthe
movement and
timing
ofthe
characters
and scenery.It
wasnecessary
to
do
astudy
of each animated pixelarea
in terms
ofits
beginning
position
andending
positionin
orderto
determine how
it
wouldmovethrough
space.This
was accomplished much
like
traditional
animation
by
the
use of cells.Cells
arein
cremental steps
in
a movementfrom
beginning
to end,
(i.e.
an arm moving
from
ahanging
position atthe
hip
to
ahorizontal
position atthe
shoulder).Along
withthe
move mentof each pixelarea,
the
timing
alsohad
to
be
determined,
such as arapid
movement,
or aslow,
flowing
movement,
or a combination.If
anarea was
to
moverapidly,
the
incre
ments of
the
movement couldbe
reduced.
However,
if the
area wasto
move
slowly,
the
increments
had
to
be
numerous and spacedvery
closely
together.
(See
illustration
10,
p.34).
Timing
for
the
characters was ac complishedthis
way
while constantly being
awareofthe tempo
and mood ofthe
music.However,
I
did
notattemptto
synchronize
the
movementofthe
char acters withthe
tempo
ofthe
music.It
was moreimportant
that their
movements make sensewithin
the
story.
This
movement andtiming
became
atrial
anderrorstudy
atthe
computer.
It
wasnecessary
to
test
atiming
sequencefor
fluidity
and rate ofmovementbecause
it is
sodiffi
cultto imagine
in
terms
of specifictime.
(Video
moves at a rate of30
frames
persecond.)
Testing
oftim
ing
andmovementwas also necessary
for
objectbased
artwork whichhad
to
interact
withthe
pixelbased
areas and
have
fluidity
in
the
sequence.
(See
appendixA:
Notation
of
Movement
andTiming).
Completing
the
Story
The
largest
obstacleto
creating
the
animation was
completing
the
story
line. I had
taken the
initial
charactersfrom
oneworldinto
acompletely
different
worldwherethey
interact
ed withother characters
in
alogical
progressionof events.But,
I
had
to
find
adestiny
for
them
that
wouldget
them
back
to
wherethey
began:
within
the
architecturallandscape.
At
this point,
I
studiedclosely
whatwas
going
onin the
story based
onthe
psychologicalanalysis of myselfand
my
imagery.
The
setting
had
the
appearanceof a
dark,
mysterious,
underwater world.
The
characters andthe
path whichthey
took
had
very
sexualundertones,
including
reproduction.
I decided
to
play
onthis
realization and concludethe
story
based
onthat
theme.
This
in
spired
the
title
for
the
animation:Integrating
the
Animation
System
withthe
Paint System
As important
asthe
conceptual,
visual
basis
ofthe
animation wasthe
technical
foundation;
notonly
the
animation of artwork or
the
creationof
it,
but
the
combination ofthe
two.
The
following
sectionsdeal
withthose technical
aspects andhow
the
desired
effect was achieved.The
fol
lowing
descriptions
ofhow both
systems workedis
anecessary
preliminary
discussion
to the
discussion
of
the
actualintegration
of objectsand pixels
for
the
animation.It
is in
tended to
be
a simplifieddescription
of
functionality
to
provideabasic
understanding.
by
numericlocation
pointsthat
are connected andfilled
withcolor.(Illustration
11)
A
computerdrawing
of objectsis
called a
keyframe. Keyframes
arethe
start
frame
(beginning
position)
andthe
endframe (finish
position)
for
anaction whereupon
the
computer calculates
the
intermediate
steps.It
is
necessary
to
use vectorobjects sothat
these
calculations canbe
madebased
on mathematical algorithms.Animation System
Functionality
The
basic
theory
behind
the
Geni
graphics
100D+
animationsoftwareis the
movementor change ofobjectsusing
keyframes
andinstructions
onhow
those
changes willtake
place.Objects
arevector artwork.They
aredrawn
andvisualizedonthe
screenCreating
Artwork
Creating
objectbased
artworkis
quite simple when reducedto
afew
simple rules: each object
is
madeup
of
vertices,
orpoints,
andthere
is
ahierarchical
order oflayering
objectsfrom back
to
front. These
objects,
orvectors,
are resolutionindependent.
They
canbe
enlarged, reduced,
orchanged without
any
loss
ofdetail
since
it
is
only
amathematicalcalculation
to
changethe
points and redraw
the
object.The
objects are created
using
avariety
ofdrawing
functions
in
conjunctionwith agraphics
drawing
tablet.
Objects
canbe
manipulated, changed,
and colorspecified.
The
drawing
must progress
from back
to
front
or objectscan
be
reordered after creation.In
addition,
objectsfrom different
drawings
canbe
combinedto
form
new
drawings.
Animating
Artwork
Animating
objectsin
adrawing
is
based
onthe
concept ofkeyframes.
It
mustbe
clearly
defined
priorto
animating
the
objects whatthe
startframe
andthe
endframe
willbe.
This
is
establishedby
alogical divi
sion of movements
based
onthe
activity
in the
story.In
its
simplestform,
an animated sequenceis
accomplished
by designating
a startframe
and endframe,
instructing
afunction
oractivity
for
a particularobject or
group
ofobjects,
and making
anentry
that
describes
that
activity.
This
creates an animationtable
-a stor-age -are-a
for
entries specific
to
a particular sequence.In
its
more complicatedform,
an animation
sequence can combine several
functions
and entriesfor
morecomplex,
simultaneous activity.Functions include
such activities asmove,
transform,
colorchange,
rotate,
orbit,
andinhibit.
Entries
contain
information
relatedto
that
activity
such astime,
rate,
colorchange,
location,
and on/off
desig
nation.
With
the
ability
to
combinesimple movements
to
create complicated
sequences,
eachentry
mustbe
clearly
mapped out andtested
priorto
committing
it to
videotape.(See
appendix
A: Notation
ofMovement
and
Timing,
and appendixB: Ani
Paint
System
Functionality
The
basic
theory
behind
the
Geni
graphics
100D+
paintsoftwareis
the
creation of pixel
based,
orraster,
artwork
by
means of eitherdrawing
orpainting
onto a canvaselectronically,
orframe
grabbing
objects or photographs
witha video camera.Ras
ter
meansthat
each pixelthat
makesup
the
computer canvas(a
spacein
computer
memory)
canbe
adiffer
ent color.
(Illustration
12)
This
method restrictsthe
ability
to
make changes
to
apainting
sinceit
does
notdeal
with mathematicalpoints as
in
vector artwork.Pixels
areresolution
dependent
and cannotbe
sized or movedeasily.Changes
must
be
madeby
painting
over existing
pixels.Thus,
the
canvasshould
be
thought
of andtreated
asa
traditional
canvas where paintis
applied and manipulated
by
meansof
color,
variousbrush
shapesandsizes,
andblends
andwashes.These
canvases can
then
be
usedin the
animation system
by
making
panelsfrom
them.
Panels
arerectangularareas
that
look
into
the canvas,
much
like
awindow.These
panelsare seen as
objects,
andthus,
subjectto
animationfunctions.
Creating
Artwork
Creating
artwork onthe
paintsystem
is
done
one oftwo ways,
orthrough
a combination ofboth.
Drawings
canbe
madedirectly
onthe
canvasby
using
the
graphicsdrawing
tablet,
orimages
canbe
frame
grabbed,
orcopied,
onto acanvas with
the
videocamera.There
are
three
canvases available at alltimes
sothat
experimentation,
manipulation such as
cutting
and pasting,
and avariety
ofdrawings
areavailable
during
aworking
session.The
canvasis treated
like
atradition
al canvas where paint
is
applied and manipulated with an electronic penand
the
tablet.
A full
range of colors(up
to
16
million areavailable)
andbrush
shapes and sizes are availablealong
with specialfunctions
such asblend,
wash, cut,
and paste.Addi
tionally,
adrawing
on paper canbe
laid
onthe tablet
andtraced
withthe
pen and
then
manipulatedfurther
withthe
painttools.
The
frame
grabfunction
capturesphotographs,
drawings,
and objectsto
a canvas witha video camera.Experimenta
tion
with color and enlargement orreduction can
be done
priorto
committing
the image
to
a canvas.Once
the
image is
on a canvasit is
subjectto
allpainting
functions
and canbe
used and manipulated as such.
Animating
Artwork
Since
pixelbased
artworkis
seen ascontaining
thousands
ofelements,
complex animation ofimages
cannotbe
reducedto
a simplemathematicalcalculation of points as
in
objectbased
artwork.It
is
necessary
to
break
up
the
canvasinto
areasthat
can
be
interpreted
as objects andthus
animated.This
is
done
by
creating
panelsthat
look
into the
canvas or a portion ofit.
Panels
arethen
addedto the
display
-a
keyframe
drawing
onthe
animation system -wherethey
areseen as objects.The
panels must
be
rectangular.Howev
er,
there
canbe
several panels originating
from
one or all ofthe three
available canvases.This
limitation
to
rectangularshapes can pose problems
when unwanted areas ofthe
canvas show
through the
rectangle.In
this
case,
a special coloris
specified
asbeing
transparent.
This
coloris
calledchromakey
andis
seen assolid until
laid
over anotherobjectwhere
it
becomes
transparent,
allowing
the
object underneathto
showthrough.
This
function
is
very
bene
ficial
whencreating
odd shapesthat
will
be
animated over a scene orother objects.
display
they
are seen as objects and canbe
animated.However,
severallimitations
areinherent. Since
there
are
only
three canvases,
all panels within an animated sequence mustoriginate
from them,
notfrom any
canvases saved on a removable stor
age media.
This
is important
for
the
division
of animation sequences andmust
be
planned priorto
animating
the
artwork.Other
limitations
arethe
animationfunctions
that
canbe
appliedto
a panel.Since
a panelis
only
a window of acanvas,
it
must maintainits
origin and canbe
subject
only
to
suchfunctions
asmove,
size, orbit,
andinhibit.
This
provides a wide range of possibilitiesbut
stilldoes
notallowfor
the
actual orillu-sionary
animation ofindividual
pix els-pixels of a
drawing
that
in
themselves
change shape or color.This dilemma
is the
cruxofthe
problem
and, also,
ofcourse, the
premisefor
the
thesis.
Integrating
the
Animation System
and
the
Paint System
Once
the
preliminary
drawings
andstoryboards
for
the
major scenes ofthe
animationhad been
developed,
it
waseasy
to
distinguish
whetherthey
required objectbased
artwork or pixelbased
artwork.This distinc
tion
wasbased
notonly
onthe
results
I
wantedto
achieve,
but
also on whichelementslent
themselves
wellto
objectbased
or pixelbased
artwork
in terms
of visual perception and required animated movement.As
seenin
the
previoussections,
muchof
the
functionality
necessary
for
animating
objectbased
artworkwithpixel
based
artworkis
built
into the
Genigraphics
software.This
form
of pixel animationis
very
simple and
easily
accomplished.How
ever,
my desire
wasto
portray
the
il
lusion
of an animatedpainting;
apainting
wherethe
individual
pixels seemedto
change andmove;
apainting
that
did
notseem static overtime
and spacebut
changedin
and of
itself.
Creating
Artwork
During
the
creation of artworkfor
the
animationthe
capabilities ofthe
object
based
system andthe
pixelbased
system werefully
utilized.I
took
every opportunity
to
combineobjects and pixels as much as possi
ble. This
is
moststrongly
illustrated
in the
beginning
andending
architectural
scene.However,
the
limita
tions
for animating
pixels requiredthe
use of atraditional
animationtechnique
called cell animation.In
order
to
makethe
pixelbased
characters
look
asthough
they
them
selves were
changing
andmoving
through
space andtime,
it
was necessary
to
createcells,
orincremental
steps,
for
eachmovementthey
made.
This
movement,
however,
did
notinclude
changesin
size or position
withinthe
scene.Those
activities
couldbe
achievedthrough
basic
animation
functions. This
animationtechnique
was accomplishedby
first
mapping
outthe
cells ontracing
paper.Using
simpleoutlines,
or wireframes,
abeginning
position and anending
position weredrawn
andlaid
ontop
of one another.Then,
be
ginning
withthe
middleincrement,
eachstep
wasdrawn
in
between,
allin
register of each other.This
wasdone for
each character and eachdif
ferent
movementthat
it
made.(See
illustration
13,
p.35).
After
completing
the
wireframe
cells on
tracing
paper,
they
weredrawn
ontothe
canvases ofthe
paintsystem.
To insure
proper registrationand
consistency,
each cell wastaped
onto
the
computertablet
in
register andtraced
withthe
electronic pen.Once
onthe canvas,
each cell couldbe
movedto
a new position sothat
the
nextcell couldbe
traced.
After
completing
the
tracing
process,
each cellhad
to
be
painted with colorthat
wasnot
only
consistentthroughout
the
movementbut
showed subtlechanges
in
light
and shape.Because
of
the
limitation
to three
canvases,
character
in
varying degrees
of movement andthen
divided
into
panels.Some
animation sequencesinvolved
several pixelbased
characters
whohad
to
be
contained withinonly
the three
canvases.This
required careful
planning
priorto
creating
animation sequences.Animating
Artwork
Animating
pixels and objectsbe
came an exercise
in
executing
com plex activities withthe
availablefunctions
andknown limitations
ofthe
system.However,
animating
the
cellsto
achievethe
desired
effectbe
came a precise and
carefully
calculated
methodofusing
and,
atthe
same
time,
fooling
the
system andthe
audience.For
each sequence of acharacters'
activity, the
cellsthat
constitutedits
movement
had
to
be
madefirst
into
separate panelsfor
each cell on a canvas andthen
addedto
the
dis
play
in
registeronthe
animationsystem.
In
orderto
makethe
character
appearto
be
changing
and moving,
each cellhad
to
be
turned
on and off sequentially.The
inhibit
function
wasusedto
do
this.
With
careful
calculation, the
inhibit
func
tion
wouldturn
each cell on andthen
offfor
a certain amount oftime
and cyclethrough
repeatedly.By
limiting
the
amount oftime
for
"on"to
a second ortwo
for
eachcell,
the
pixels
looked
asthough
they
changed.
In
additionto
the
inhibit
cycle
function,
other animationfunc
tions
such as move ororbit,
wereap
plied
to the
group
of cellsto
makethem
movethrough
a scene orchange size
simultaneously
withthe
change
in
themselves.
Through
precise calculation
this
method achiev edthe
desired
effect.(See
appendixA: Notation
ofMovement
andTim
ing,
and appendixB:
Animation Ta
bles).
Conclusion
The
final
thesis
animation culminated
in
a series ofimages
that
notonly
reflectthe
actual workfor
the
ani mationbut
the
influential
workthat
led
to
its
inception. The
workthat
began
as paintings of seashellsde
veloped,
step
by
step,
to
incorporate
landscapes
and characters.Tech
nique and personal expression also
developed
andtransferred
wellto
the
computer medium.This
was aparallel
form
of expressionfor
me withonly
slightdifferences
in
tech
nique.
The
computer presentedfur
ther
possibilities withthe
animationcapabilities.
The
ability
to
notonly
create apainting
but
to
animateit
was an
enticing
prospect.All
the
ele mentsthat
were presentin
my
work- underwater
themes,
imaginary
landscapes
andworlds,
characters-converged with
the
use ofthe
com puter.It
was a perfect mediumfor
combining
those
elementsinto
a meaningfulbody
ofwork.Combining
the
documented
capabilities
ofthe
animation system andthe
paint system with
the
newtechnique
of cell animation proved
to
be
a complicated anddifferent but
rewarding
method.The
technique
of cell animation wascarefully
mapped out and executedto
ensurethe
suc cess of eachcharacters'movement.
Careful
attention was paidto
the
creation of each cell
for consistency
and smoothness of movement.Equally
difficult
wascombining
notonly
objectbased
artwork and pixelbased
artworkbut
creating
complexanimation activities
incorporating
the two.
Combining
the two
kinds
ofartwork required
thoughtful
planning
in
terms
oflayering,
chro-makey
implementation,
and origins ofthe
artwork.Animating
the
art work requiredthat the
functions,
whichoperated on
the artwork,
be
carefully
chartedto
ensurefluidity
in terms
of movement andtiming.
The
carefulstudy
andthe
imple
mentation of new
techniques
result edin
the
ability
to
createthe
illusion
of animated pixels.
Although
the
pixels
did
not move and changein
and of
themselves,
this
process proMy
desire
to
create an animation within atraditionally
objectbased
medium
that
had
the
appearanceofa pixel
based painting
wasfulfilled.
What
resulted was a cohesivestory
that
incorporated
images,
themes,
and psychological
factors
relatedto
my
work.It
produced an animationthat
answersthe
technical
premiseof
the
thesis:
to
create an animatedelectronic painting.
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Appendix
A: Notation
of
Movement
andTiming
The
following
pages are notationsand
diagrams for
the
majoranimation
scenes.They
were mappedoutto
calculatetiming
andmovementfor
the
characters andscenery
changes prior
to
entering
animation sequencesinto
the
computer .They
also servedas a plan
to
follow
whilemaking
those
entries.TiTLC-CWD
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Appendix
B:
Animation
Tables
The
following
pages are animationtables that
were printed out after allthe
entriesfor
a sequence wereinput
into the
computer.They
showthe
type
of animationactivity
andthe
frames
in
whichthe
activity
takes
place,
as well as other pertinentin
formation.
Some
ofthe
oldtables
areincluded
to
showthat
successdid
not always
happen
atfirst.
Also
in
cluded
in the
first
two
pagesis
anexplanation of animation
tables
from
Previewing
&
Recording
The Animation
Table: TBLDMP
ANIMATION TABLE 25-JAN 83
o
o
O
GROUP SIZE OBJS ANGLE2 34 6 0.0
36 24 1 0.0
O
ENTRY *TYPEo
o
O
STARTQ
FINISH SIZE CYCLE ACTIVE PTS GROUP REVS1 ORBIT
1 217 54 0 216 1 0 2 3.0
2 TRANSFORM
1 217 2558 0 216 7 0 2
5 FRAME
218 274 54 0 56 1
6 FRAME
218 274 70 0 56 2
9 MOVE
274 338 174 0 64 9 0 36
8 MOVE
274 338 174 0 64 9 0 36
10 INHIBIT
1 217 54 10 217 1 0 2
;1&GROUP m is an arbitrary label assigned to the objects that have
beenanimated. (A group #1will never appear.
Group
1 isreservedfortheframecounter.)
^ SIZE^?
S- #OBJSfM>
indicates the numberof BYTES the artworkrequiresfor
storage.
specifies thenumberof objects affected
by
a particularfunction.
>#ENTRY^ft
5 TYPE
is not displayed in numerical order, but according to group #.
defines the function type associated with the entry
number.
6-:
STARTS indicates thenumberofthe STARTFRAMEfor the defin ed function.
'7% FINISH^ indicates the
number ofthe FINISH FRAME for the defin
ed function.
9-1
CYCLES?indicates thenumberofBYTESthat the functionrequires
forstorage.
Previewing
&
Recording
TBLDMP
(continued)
10 ACTIVE
11 #PTS
13 GROUP#
14 #REVS
indicates thenumber ofACTIVE FRAMESutilized
by
theentry.
displays thenumberof
timing
postsassociated with theentry(eachentry hasatleast one).
notcurrently used.
isalabel assignedto the animated objects.
indicatesthenumberof revolutionstobeexecuted
by
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