Rochester Institute of Technology
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Thesis/Dissertation Collections
4-1-1993
No way out
Janice Leigh Johnson
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Recommended Citation
NO WAY OUT
By
Janice Leigh Johnson
Submitted in Partial Fulfillment of the
Requirements for the Degree
Master Of Fine Arts.
MFA PHOTOGRAPHY PROGRAM
SCHOOL OF PHOTOGRAPHIC ARTS AND SCIENCES
ROCHESTER INSTITUTE OF TECHNOLOGY
ROCHESTER, NEW YORK
APRIL, 1993
Jack Slutzy, Chairperson
Professor
College of Fine Arts
Steve Kurtz
Professor
College of Applied Science and Technology
Tom Policano
Professor
Title
of Thesis: NoWay
Out.I,
Janice LeighJohnson,
hereby
grantpermission
to the Wallace Memorial
Library
of Rochester Institute ofTechnology,
to reproduce
my
thesis in whole or in part.Any
reproductions will notbe for
commercial use or profit.Janice Leigh Johnson
CONTENTS
PREFACE vtu
CHAPTER ONE
I.
Thought Process 10CHAPTER
TWO
II.
Using
Transitions ForScripting
18CHAPTER THREE
III.
Modeling
11CHAPTER FOUR
IV.
Animating
26CHAPTER
FIVEV.
Editing
andSound 30CHAPTER
SIX
VI. Timeline 34
CHAPTER
SEVEN
VII. Conclusion 40
APPENDIX
Bibliography
andReferences ixxiuFurther
Reading
&*Glossary
LIST
OF
ILLUSTRATIONS
STORYBOARD
pg
43I.
Dog
Scene fig. 1II. Fire Scene fig. 2
ILLUSTRATIONS
Pg
68I. 3Drendered model fig. 3
II. 3Dwireframe fig. 4
III. Render 3Dmodel fig. 5
IV. Wireframe ofwoman fig. 6
V. Preview ofwoman fig. 7
VI. Texturemapped clothes fig. 8
VII. Animagesaved as picturefile fig. 9
VIII. Picture
files,
mapped and saved fig. 10This
thesis projectis
dedictacted
toGod,
tomy
mom and tomy dad.
Thank
youfor
believing
in
me andassuring
me thatanything
Iset outtodo,
Icanaccomplish.
This
wassurely
tested and proven with the completionof my
thesis. I couldhave
notfinished
this project without theirlove
and supportmentally,physically,
spiritually
andfinancially
. Thank You!PREFACE
In
a time whensociety
is
known
for
its'technological advances, its'
futuristic
hopes,
goals and achievements;it is
astonishing
tofind
thatpoverty
and
being
homeless
is
still prevalentin
thiscountry
today. I chose tomakeknown
my feelings
about this sociologicaltragedy
and show thatpoverty
canbe
expressed as a realissue
through computer animation.The idea
ofusing
acomputer to express the
reality
ofpoverty
creates aninteresting
contrast.Which
do
welook
atfor
thefuture?
The
advancements that computertechnology
representsin
this technical era,or ourcontinuing
battle
with theplights of poverty.
I feel
exceptionally strong
abouthow
senselessbeing
homeless is
in thiscountry. Not
only
are the adults who get caughtup
in
the systems, victims,but
the children of these adultsbecome
theinnocent
victims. If the parentshave
nofuture,
whathope do
the childrenhave?
They
have
"Noway
out,"which
very
quickly
became
the title ofmy
story.I
based
my
thesis on theoverwhelming
problems ofpoverty
andbeing
homeless.
My
thesisdeals
with the struggle to survive within asociety
thatlooks
upon its'own
kind
withdisgust
anddisgrace.
This
projectdocuments
the cold
hard
realities ofpoverty
prevalentin
societies throughout the world.Yet,
it
is
nottodebate
theissues
of what the government orsociety does
ordoes
notdo
for
the poor.It
is
written todocument
my
problems andsolutions
using
computer animation to express poverty.With the topicof
poverty
I
gofurther
to say:look
at whatis
existing
in
our society.
That
poverty
andbeing
homeless
exist and oneindividual
canmake a difference.
The
importance ofcorrecting
the problemis
major.One
of the unfortunate problems with
poverty
is
thatit is
almost always with us.Poverty
needs tobe
eliminatedfor
oursociety
tobe
able tofunction
as aproductive and united entity.
I would
like
to thankmy
committeefor
theirtime,
patience and theexcellent advice
in
helping
me completemy
thesis.To
my
roommateSarah,
for putting up
with me and whoknows
things wouldhave been
very
difficult
if
she were not around.Also
to theRundell
Library
for
theimages
of poverty.CHAPTER
ONE
THOUGHT PROCESS
When
I started the process of thethesis,
I
wanted todo
afilm relating
to some real sociologicalissue
presented asfiction,
but based
on reallife.
I
first decided
on a topic of"the
homeless."As I
got moreinvolved,
Idecided
tofocus my
work onhomeless
children,because
they
are the pureinnocent
victims.I
first
thought ofshowing
problems that exist on the streets.Do
the same problems existfor
thekids?
How do
childrenreally
see theirsurroundings,
especially
when that childis
alone?I started the script with
ideas
thatwouldhelp
me express thesenselessness of poverty. I wrote about a
young
boy
whois
on a train.He
begins
to thinkback
abouthow he
got there.He
comesfrom
a poor violentfamily
and runs away.He
escapes on a trainbecause
that train takeshim
away
from his
neighborhood;thereby
showing differences
in
theenvironment.
This
gave me anextremely
simplifiedstory
tobegan
my
thought process.At
this point Ibegan
todevelop
allmy
major points andideas I
wanted tosay
in
thefilm.
One
of theideas
thatI
wanted to get across wasthe extremedifferences
between
the crowded rundown
housing
and shelters the poor areforced
tolive
in
versus the nicehouses
and clean neighborhoods non-poor reside.In
order to show thistransition, I
put theboy
on the trainenabling him
to travelfrom
one environment to the other.As
my story began
todevelop,
the train notonly
represented adevice for
travel,
but it
started tobecome
a safehaven
for
theboy.
Another
pointI developed
wasemphasizing
the clean neighborhoods.As
thestory
developed
I realized that the importance ofshowing
a clean neighborhood was not asimportant
asstressing
the poor environment.So
I chose to show a
beautiful
vastlandscape,
with nobuilding
structures and placeit
at thebeginning
of the story.This way
the audience can see the contrast of abeautiful
countryside andfollowing
that scenebe
shown thedirty,
ratinfested
streets of apoverty
stricken area.Most
kids
inpoverty
do
nothave any
hope,
any desire
to get out of their situation and off the streets.[1]
I needed to give theboy
some hope.Because
ofdangers
on the street(drug
dealers, hustlers,
etc.), this wouldbe
theonly
reason thekid
would not get involved right away. The hope was apicture of the
little
boys' family.So
now Ihad
todevelop
the picture assomething
soimportant
to thekid,
he
would riskhis life
in order tokeep
his
picture. While I wasthinking
abouthow
I could make the pictureimportant,
Idiscovered
that there was a connectionmissing
inmy
story. Thisconnection was
"why
does
theboy
go to the train yard?"My
previousconnection
(about
the two environments) wasvery
weak. I neededsomething
solid. With this question in mind Idecided
to create moreemphasis on the
family
photograph.The
family
photo represented a symbol ofhope
andhappiness
by
having
smiling
faces.But why is
thefamily
smiling
at this particular time? Thefollowing
is a short piece I wrote to create the scenariofor
the importance of the picture.There was a particular
day
whenan old freightyard was turned into a circus areaforthe peopleinthecommunity. Tocelebrate the opening, the eventhad freepopcorn, free toysand freefamily
photos. Theboys'family
decided to take a freefamily
photo and the littleboy
was given a freetoy
train (which is shownin thepicture).Unfortunately
for the boy, thisis theonlyday
hecan remember hisfamily
ever smiling. Or he himselfever reallybeing
happy.Throughout
thestory
I
re-emphasize theimportance
of the pictureover and over again,
in
various ways, todevelop
the great significanceit
has
to theboy. For
example thereis
aflashback
used where theboy
looks
athis
family
picture and reflectsback
tohis
past.This
was used in thebeginning
of thestory
to show that theyoung
boy
is
old enough tothink,
tofeel. Kids
at avery young
age are able to put two and two together and comeup
with an answer.It
may
not alwaysbe
right,but
they
have
theability
to usededuction.
If
they
are at that age wheredeductive reasoning
takes place(If
I
touch thathot
stoveit
willhurt)
thenthey
have
theability
tobe
affected notonly
physically
but
mentally.[21
Itdoes
not takelong
for
akid
to start to notice andfeel
the affects of poverty.They
cando
absolutely nothing
aboutit.If
theparents are not
helped,
thekids do
not gethelped.
13]
The
boy
faces different
encountersin
thefilm.
Since
thefilm
styleis
surreal, most of the encounters represent
dangerous
situations thatmay
happen in
the type of environment theboy
is
subjected toin
his
neighborhood.
There
are specific scenes that show off this trait.They
are thedog
scene, thefire
scene and the scene where theboy
runsalong
the outlineof a silhouetted city.
To
explainfurther,
in
thedog
scene thereis
agroup
ofdogs eating
outof a garbage can.The
boy
sees an oldcandy
wrapper(thinking
it is
food)
andbends down
to pickit
up.One
ofthedogs
turns and sees theboy.
Exaggerationis
usedin
some scenes to emphasize the seriousness of thetopic.
The
hitting
ofthe woman, the maddog
and theraging fire
are some things that arefeared
by
theboy
in
thefilm.
The
effectis
achievedby
making
those objectslarger
thanlife.
So instead
ofhaving
thedog
startbarking,
chasing
theboy,
another approach was taken.The
dog
who saw theboy,
wasscaled out
making
thehead
andespecially
the teethabnormally
large,
filling
the screen.
The
sound thedog
made was notbarking,
but
it
was a monstroussounding
growlexemplifying
theferociousness
of thedog.
The
scene wasdone
thisway because it
expresses theway
thelittle
boy
may
see thedogs
oreven tell the story.
The
fire
scenebegins
todevelop
more of the problems thathappen
in the streets.The
boy
runsinto
a can withburning
garbage whilerunning away
from
thedogs.
After
theboy
bumps
into
the can, thefire
ragesup
turning
into
various shapes that threatenhim.
The
fire
comes at theboy
in
different
angles
collaborating
with the musical score.Since
thebackground
of thecity
streetsfade
out, thereis
only
the garbage can, thefire
and theboy
nowin
the scene.This
gives the audience a view of what theboy
would see.He is
not aware of other things whichmay be going
on aroundhim.
There
was some question as to this scenebeing
toolong
relative to theoverall
film.
Yet
others seemed to appreciate thelongevity
of the scene. Ireceived mixed opinions on this
but decided
toleave
the scene as itis,
withmany
reasons todo
so.First,
the time the audience takes tolook
at the scene,gives them time to
let
their thoughts catchup
to whatthey
have
just viewed.It
lets
thebrain
think about whathas
happen
up
to this point.The
fire
becomes
symbolic of things thathappen
to theboy
on the street.In
a piecesuch as
this,
I
felt
that not all occurrences thathappen in
the streets needbe
shown.To
show the actualdrug
dealers,
pimp
pushers, robbers, muggers,killers,
etc.,I
feel
was not necessary.The
fire
and its'many
shapes arerepresentative ofthings that are
attacking
theboy.
I
wanted the viewer tolet
their imagination workfor
them.Also
by doing
this scene,in
terms of theanimation,
I
got a chance tofocus
directly
on music and movement.Similar
to an assignment that was given to
my first
year animation class.It
wasin
this class
I
receivedknowledge
ofDigital
Harmony
by
John Whitney.
In
thefilm
there arelines
and shapes that correspond to the music.Not
necessarily
telling
a story,but
leaving
the viewer with their own interpretation.In
theLegend
ofSleepy
Hollow
by
Walt
Disney
and company, thereis
a scene whereIchabod
Crane,
is
riding
home
from
aparty
at night.He is
already
jumpy
from
theheadless
horseman
storieshe has heard
at the party.As
he
continues to ride alone
in
thedarkness his
imagination
begins
to get thebest
of
him.
Weeds
rustling
in
the windbecome
something
frightening
in
thebushes.
Cattails swaying
back
andforth
become
eerie creaturespeering
athim
through the
darkness.
In
anotherfilm,
Fantasia,
alsoby
Walt
Disney;
theanimation part of the
film
tells theindividual
stories with music andanimation only. I refer to this style as
"dancing
withanimation."
The
twoare partners one
in
sync with the other.When
the musicdoes
not coincidewith the animation or vice versa, that
is
when one of the partners "steps onthe others toes."
They
do
notflow
together.I
sawThe Legend
ofSleepy
Hollow
first
and gottheidea
for my fire
scene. Iviewed Fantasiaafter Iwasnearly finished my
film
and once again sawhow
the "Guru of Animation" WaltDisney,
mastered this technique. Inmy
film
thefire
sceneis
ahumble
attempt to experience what
only
afew
great animators are pros atdoing;
"dancing
withanimation."
The
scene where theboy
runsalong
the outline of a silhouettedcity
represents the
boy being
afraid andrunning
throughcity
streets.While
he
is
running
theboy
sees all theimages
ofpoverty
aroundhim.
This
wasdone
by
adding digitized
black
and white photographs ofpoverty
stricken people.Different
images
wereflashed
on the screenrepeatedly
while theboy
wasrunning. There are a number of reasons
why
I
chose this effect.The
mainreason was that
I
wanted to show asmany different images
ofpoverty
thatI
could.
I
wanted the viewer not todismiss
theissue
or take theissue
lightly
because
it is
an animation.I
wanted this contrastin
imagery
to make surethey
remember thatit is
a reallife
problem.One
other reasonis
thatinstead
of
creating many
scenes where theboy
wouldbe
confronted, theseimages
are representative of what wouldbe
conflicts whichhe
or anyonein
his
predicament might encounter.
All
through thestory poverty
is
clearly
stated.This
is
trueup
until theend when the
young
boy
dies. The
boy
is
on an oldfreight
trainin
which the rideis
very
rough.As
he
looks
at the picture, the train goes overmany
bumps
and the picture comesjarred from
the boys'hand.
The
boy
tries tokeep
his
balance
ashe
attempts to grab the picture.He
leans
against the old woodenfreight
cardoor
and thedoor
gives way.The
little
boy
falls
out;coming
closebut
neverbeing
able to retrieve the picture.This
part of thestory only
re emphasizes the seriousness of poverty.In
thefilm
I express areal sense of sorrow
by having
such a tragic ending. I wanted tohave
the audiencefeel
very
sadfor
thelittle
boy
andhave
themhave
afeeling
ofwanting
tohelp.
That
maybethey
canhelp
in
some way.Although
wedo
notactually
see theyoung
boy
fall
tohis
death,
the audience makesassessments as to what
actually happens
to theboy
at the end.It
is
assumed that when someonefalls
out of a trainthey
will mostlikely
die.
The
connection that gets missed
relating
thatlast
statement with poverty,is
thatwhen someone
has
no education, no shelter orhome,
and nofood
or waterthat person will also
die.
At
thelast
part of thefall,
everything
in
the picture turnsblack
andwhite.
The
reasonI
chose todo
this effect coincides with the reasonI
chose tofade
toblack
and thenin bold
whiteletters
put the words"Poverty
Kills" at the end.This is
the message ofmy
story.Words
are theway
most peoplecommunicate; express themselves.
[4]
Therefore
to use wordsin
thefilm
heightens
the viewersunderstanding
and restates what the wholefilm is
about.The
reality
that I wanted to get across in thefilm is that,
notonly
was theboy
driven
to an unfortunatedeath because
of situations thathappen
tohim,
but
the messagebecomes
more in depth.Poverty
waskilling
thelittle
boy long
before he
got on the train. As most cases,poverty diminishes hopes
anddreams,
giving poverty
stricken peoplenothing
tolive for inside
and nofood from
the outside.[5]
Thelittle
boy
had nothing
tolive for inside
excepthis
picture. Whenpoverty
is
thought of,many
do
not usedeductive
reasoning
tofigure
out that when thereis
nofood,
no education and nohome;
hope
dies. Notonly physically
does
onedie
withoutfood,
but
that person will alsodie
emotionally
as well as mentally.[6]
As the
story
was evolving,many
thoughts and ideas developed. Ajournal was
kept
to writedown
any
opinions,judgments,
contemplations or concerns aboutmy
thesis.Approaching
the end offinishing
the movie, a problem occurred. It was said that theending
of thestory
gave the viewer nohope. There was
nothing
tograsp
for
the viewer totry
to make a change. Inother words create more of a
happy
ending. Whenfirst
hearing
the ideait
soundedfair
to give the viewer a chance. Thenrealizing
afterdiscussing
itfurther,
thatoriginally
the thoughts about the whole concept of thefilm,
including
the ending, werefor
the viewer tobe hit hard
with thesenselessness of poverty. To take a
long
hard
look at what ishappening
in this so called"advanced"
society.
Knowing
that itis
thefilmmakers
decision
andrespecting
all people involved and concerned, confusion took place on whichending
to use. Then advice was givenby
animator; TanyaWeinberger,
who
simply
said "go with yourinstinct."
This will
be
advice I will always use.My
first
instinct was to go back and read through the journalstarting
at the beginning. Thevery first
pages were a reminder of all the passions that wereall the emotions and
feelings
for homeless
children. After that thedecision
for
theending
was easy. The pointbeing
the importance ofkeeping
a journal.It is very hard
to rememberhow
passionate emotions are in thebeginning.
With a journal
going
back
reading
andre-reading
anytime alift
is needed,helps
tokeep
thestory
focused,
fresh
and concise.CHAPTER
TWO
USING
TRANSITIONS
FOR
SCRIPTING
What I
did
withmy story
was to examine anddissect
it
pieceby
piece.This
wasdone
by
going
over each scene with questions such as;why does
thisincident happen
in
this scene?Does it
make sense with the previous sectionand the section that
is
coming
up?Does it
make sensein
the overall story?Why
andhow
does
this sectionbenefit my
overall theme ofhomelessness?
Then
I go astep further
looking
notonly
at the major scenes thatI
already
established,
but
also the partsin
between.
When I
first developed my story
I
did
the parts thathad meaning
andrepresented significance to
my
theme.That
meansI
created a certain numberofscenes, which are
indicated in
the storyboard,located
in theStoryboard
section. In scene
5,
where theboy
is
being
confrontedby
dogs (fig.
1).Looking
at the storyboard,
if (fig.
2)
was the next shot(notice
thatit is
the next scene;scene
6,
but
not the next shot) right after(fig.
1),
there wouldbe
abreak
inthecontinuity
ofmy
story. The viewer would wonderhow
theboy
gotaway
from
thedogs
and then to thefire.
The
confrontation with thedog
andfire
are completed scenes.
Completed,
meaning
that theboy
is
confrontedby
thedogs. The
boy
manages toescape.That
dog
sceneis
complete.The
boy
is
confronted
by
fire,
thefire
ragesup
and tries to engulfhim. The
boy
escapes.That
fire
sceneis
complete.Although
the scenes are complete thestory is
notyet
fully
understandable. I need to showhow
andwhy
theboy
wentfrom
oneplace to the next. These are the transitions that give
my story
continuity.I began
working
ondeveloping
transitionsbetween
each scene.The
transitions would consist of two sections.
The
first
called the"what
andwhy."
The
second sectionis
the"how
and feelings."I
always startmy
examination with the
"what
and why."I take one sequence at a
time, starting
with two scenes, one right afterthe other. I
begin
tologically
thinkwhatis
happening
in
the twoscenes.Take
thefire
anddog
scenefor
example.What
is happening?
Why
does
theboy
gofrom
one place tothe other?If
theboy
is
being
confrontedby
dogs,
whatis
his
next move? ThenI begin
toreason out what cannothappen
tohim
andwhy
it
cannothappen.
The
boy
cannot geteaten
by
thedogs,
because
in
thenext scene(the
fire)
he
is
againbeing
confronted.
He
cannotbe hurt very bad
by
thedogs,
because
the overalltheme of
my story
says that thereis
no onein
thefilm
tohelp
the poor.So
the
boy
has
to survive,if he
can, onhis
own. Thatleaves
me with no choiceother than
getting
theboy
out ofthe situationhimself.
The
second sectionis
the "how." Thisis
extremely
important
because
it
works in conjunction with the part called thefeelings
oremotions."
The
"how"
and the "feelings" coupled together
greatly
increase
theease ofgoing
from
one scene to thenext.This is
because
our emotions are a response thatcauses us toreact
in
certain waystodifferent
situations.[7]
Ialready
established earlier
in
the "why" section that theboy
must somehow get to thenext scene.
So
being
shocked andjust
standing
there(while
thedog
pounceon
him)
is
not an option.The
dogs decide
that theboy
is
not a threatandleave him
alone.The
option thatIfelt
was thebest
transitionfor
my
character
(from
developing
him
as anentity
andknowing
his
surroundings)was
for
him
"to
run."
The dogs
are sohungry
thatthey
bark
at theboy
whenhe
gets near thefood.
Whentheboy
runsthey
are notgoing
tochase afterhim,
because
their attentionis
on eating.Therefore
it
makes sense that theboy
can arrive at thefire
scene.With this transition you can see
how limitations
of the scene candevelop.
Right
now all theboy
is
doing
is
running.I
wanted to add to thisscene.
So I
asked myself, what couldI
seeif I
werein
a poor neighborhood.I put
in
abandoned run-downbuildings,
and some shots ofbums.
There is
more
I
couldhave
added,but
onething
I
had
to remember was the timelimit
for my
piece.If
afilmmaker
is
not careful,many
smalldetails
can slow youdown
tremendously.Each
sequence wasdone
throughout thefilm,
with thisthought process of scene-transition-next scene
(ie:
dog-run-fire).
One
thing
thatis
extremely
important in
thedevelopment
andmaturity
ofmy story
wasknowing
my
characters.I
learned
thatit is
equally
important
that objects take onhumanistic
feelings
and emotions.How
aball
rotates when
it is
thrown somany
miles perhour,
by
abaseball
pitcher, mustbe
believable.
In
writing
andanimating
my
story,analyzing
scenes,logically
thinking
out the transitions andresearching
the actions characters would or would not not acquire were waysin
whichI
developed my
characters. Idecided
my story
would show the boys' environment.How
he
grewup
wasso
tough,
thathe
really
was aboy
without a childhood.His
mothertrying
to putfood
on the tableis
serious; theboy being
young,poverty
stricken and arunaway
is
serious, thereforeIhad
todefinitely develop
my story
so thatit
appeared tobe
believable.I feel
believability
is
what makes an animation work.CHAPTER
THREE
MODELING
A
friend
of mine,speaking
about our computer and its'modeling
capabilities, said, "If our thoughts are so much greater than the capabilities of
our machines, so that our
creativity
getshindered,
then maybe adifferent
machine
is
needed."If
you think about that statement,does it
mean that wehide
behind
excuses?It
is
easy
tosay
that the computer will notlet
usdo
that,
or this computer
is
not good atcreating
organic shapes(famous
Topas
saying).I
believe
we should acceptit
as a challenge tofind
new ways to express whatwe wish to
say
within the confinements of the computer.I
am notsaying my
friend
waswrong
in the comment made,in
fact
thereis
alot
of truth to thesaying.
But
by
working
with this particular system,I
found
that nottrying
allangles to get what you want, will get you
absolutely
no where. Ifeel
there aretwo
basic
rules an animatorfollows
tobuild
a model.One is
theimage he
orshe
holds in
their head.Second,
is
theability
of your computer tobuild
thatmodel.
With
these twostepping
stones plus animagination,
I
feel
one canaccomplish almost
any
idea
onany
systems.Although
many
animatorsfeel
thatit is
not possible to create an exactreplica, three
dimensionally,
of ahuman
figure
on the systems oftoday, many
close attempts
have
been
made.[8]
"There
is
not a system made that willcreate skin of a
human
being
or gestures that are as complicated andexactly
like
that of a real person.Nor
canit
do
thefolds
or the movement of clotheswhen a person
moves."1
Programmers
have
yet tobuild
a system,but
all1
Tom
Calvert,
"The ChallengeofHumanFigureAnimation,"Human Figure Animation: Approaches and Applications SiggraphCollection Course
Notes,
DallasConvention Center:1990,vol.
8,
pp.3-8.these problems
have
not stopped animatorsfrom
creating lifelike figures
toexpress their work.
Depending
on the animator,a single stickfigure
couldbe
representative of a
human
figure.
Allowing
the viewer to relate to themovements of this stick
figure
ashuman
movements.My
models werebuilt
on a386
Compaq
computerusing
Topas
software.
The
figures
were createdusing
splines.Each
part ofthebody
wasbuilt separately from
the otherpart, then grouped and attached together."Eyes
areby
far
the mostimportant
part of afacial
model.It
is important
tohave
the specular reflection spot(highlight)
fall
within theiris
of the eye.This
notonly
makes the modellook
more convincing,but
it
brings
thecharacter to life."2 In
my
film
I made sure that thelights
were alwaysreflecting
in the eyes,especially
ofmy
main character."Ears
become
a major problem.This
is
because
of theirdegree
ofsurface curvature compared to the rest of the
head.
Ifmodeled tobe
realistic,many
problems arise. The amount ofdata
neededfor
theirdetailed
curvaturebecomes
inversely
proportional in theirimportance
to the overall model.This
would slowdown
rendering
times with what mightbe
consideredunnecessary detail.
Also
a moredetailed
earmay draw
attentionaway
from
the face."3
There
are afew different
ways to correct the problem with theTopas system.
One
way
is
by
taking
a polygonmaking
it
a simple outline ofthe earlobe and extruding,
thereby
changing
it from
a 2D objectto 3D.Another
way is
to take a mesh and pull the points to the shape of an ear andattaching
it
to thehead
of the model. Anotherway
is
to create a splinebased
2
SteveDiPaola, "Facial Animation
Notes;
ImplementationandUseofA 3DParameterized Facial
Modeling
and AnimationSystem."
State ofThe Art in Facial Animation
Siggraph Collection Course
Notes,
Dallas Convention Center:1989,
vol.26, pp.66.3
Steve
DiPaola,
"Facial AnimationNotes;
Implementationand UseofA 3D Parameterized FacialModeling
and AnimationSystem."
State ofThe Art in Facial Animation
object
using
cylinder,CS
model or surface revolution to get afull
3Dappearance when the ear
is
completely
rotatedby
itself 360 degrees.
I chose tomake the ear the simplest
way
by
changing
thepolygonfrom
2D to 3D.This
would cut
down
my rendering
time, thereby
increasing
productivity
tocomplete
my
thesis.The
ears also weredone
thisway
because
my
models arenot
attempting
tobe
exactduplications
of thehuman
figure,
but
merely
representations of the
human
species.The points of the
facial
areas are manipulated to createdifferent
characteristics so that one could
distinguish
a womanfrom
ayoung
boy
andso on.
The
head
of the models werebuilt
withthe eye sockets, nose andmouth
already
in
place(fig.
3).The
eyes on the models were createdby
using
spheres.
The
head
was createdby
using
surface revolution and the ears weresimple polygon shapes extruded
(fig.
4).To finish
off thelook,
eyelids andhair
created with a mesh, were placed on the models(fig.
5). The clothesformed
how
thebody
shouldbe defined
relative to the characteristics of eachmodel. For example, the
dress
the womanis
wearing
is
notcovering
thebody,
but it is
thebody
(fig.
6). The reason thebodies
werebuilt
thisway
is
because
it is difficult
to animate clothes.It
alsois
less
time
consuming
andthe computers
memory
capabilities werevery
limited.
When rendered, theillusion
is
that thereis
abody
under the clothes(fig.
7).
In
modeling,many
different
techniques were used to create crediblecharacters and surroundings.
In
thefirst
scene ablack
and whiteimage
wasdigitized into
theTips
programusing
colorsfrom
the palette to enhance thephotograph
(Tips
is
a paint package which comes with theTopas
3
Dimensional package).A
tinted wash was then used to give the picture anoverall soft look.
The
picture was then textured mapped onto a rectanglein
the Topas program.
Giving
the picture anillusion
of a real color scene.The
inside
of the trainincluding
the traindoor
were madein
Tips,
then texturemapped onto parts of the train that
had
been
cut, trimmed ordrilled.
The
boy
was scaled
down
and putin
the train.The
boy
is
holding
a picture of thefamily
with the circus trainin
thebackground,
which was also createdin
theTips
program.The
picturedoes
notautomatically
appearin
theTopas
program, even though
they
can come as a combined package.The
picturemust
first be
savedin Tips
as a picturefile,
then quit out of theTips
programand opened
up
into
theTopas
program as a picturefile. Once
placedin
abuffer
that picture canbe
abackground
or texture mapped onto an object orpolygon. I projected the picture of the
family,
onto a rectangle theboy
washolding
to represent a photograph. The mothers'body
was also mappedfrom
a texture created
in Tips (fig.
8).Because
of thecomplexity
of some of the scenes,overlapping
modelswere placed
into
picturebackgrounds in
order tohave
all theimagery
seen.An
exampleis in
thekitchen
sceneshowing
the mother, thefather
and thebabies.
First a model ofboxes,
a sink, thetable,
the garbage onthefloor
andone of the
babies
were created.This image
wasfully
rendered, thenit
wassaved as a picture
file
(fig.
9). Next thefather
was modeled.The
first
picturefile
wasbrought in
and texture mapped onto a rectangle thatfit
thedimensions
of the screen.The father
wasfully
renderedcreating
thefirst
overlap. The scene was then saved as a picture
file.
This
picturefile
was thentexture mapped onto a rectangle that
fit
the screen and the objects that areactually going
to movein
the scene, the mother,baby
and the plate,wereadded.
So
nowinstead
ofhaving
all of the objectsin
threedimensions
theonly
objects thattruly
are, wouldbe
the mother, thebaby
and theplate(fig.
10). Althoughonly
the mother canbe
animated,I
stillkeep
thelook
offully
rendered objectsappearing
tobe
3 dimensional (fig.
11). Ifthefather
needs to move,
I
wouldhave
tofirst
render the mother and save the picture.Then
thefather is
theonly
functional
3D
modelin
the screen.This
overlapping
method saves on render timefor
the model,memory
asfar
asspace on your
disk
and alsoit
saves on the amount of objects that are allowedon the screen;
having
todo
with the amount of RAM your computerholds.
Therefore
your animation timeis
cutdrastically
and the render time out tothe optical
disk is
shortened.What
may
have
taken 24hours
to render ontooptical
disk
nowmay
take10 hours.
Some
sceneshad
moreoverlapping
thenothers and some scenes
had
none.CHAPTER
FOUR
ANIMATING
"For animation
in
science, the major goalis
the simulation of whatreally
happens;
movements shouldlook
the same asthey
do
in
reallife.
Inentertainment, communication comes
before
realism: traditional animationskills
become
important."4The
makings ofhuman
character animation arelimited only
by
an animatorsimagination.
Glenn
Entis,
the vice president ofproduction
from
PDI,
feels
there are three majorcredibility
issues
in characteranimation.
"Does
it look like
the character,does it feel
alive anddoes
it feel
like
it
is
really
in the scene."5What
is
the goal tocreating
a 3D computer animation? "If the goalis
to
accurately
simulate ahuman
being,
thenfacial
animation, as well aseverything
elseis
important.But if
the goalis
to tell astory
with simplecharacters, then expressive
body
andhead
motion are moreimportant
thanfacial
animation."6Let
us take realism and simulation versus animation."An animator that tries to create an exact replica of a
3D
realistichuman face
that
is
alittle
off, will receivestrong
critical reactionsfrom
viewers.Many
animations require that the
faces be
believable in
a story.The
audience4
Frederic I.
Parks,
"Parkes, "Parameterized Facial AnimationRevisited;
Realism andSimulationvs.
Animation,"
State ofThe Art in Facial AnimationSiggraph Collection Course
Notes,
Dallas Convention Center: 1990,vol.26,
pp.50.5
Glenn
Entis,
State ofThe Art in Facial Animation SiggraphCollection CourseNotes,
Dallas Convention Center:
1989,
pp.50.6
Bill
Reeves,
"Simpleand Complex Facial Animation: CaseStudies,"
StateofThe Art in
Facial Animation Siggraph CollectionCourse
Notes,
DallasConventionCenter:1989,
vol.8,
pp.91.should
be
able to establish an emotionalrelationship
with those charactersportrayed."7
With
a simplefacial
animation, there are threefeatures
thatshould
be
applied."Good
body
andhead
motion, good eye motion and goodmouth motion.
No
matterhow
muchdetail
you put on theface,
withoutany
head
motion the model will not seem alive.By
adding
asway
orbob
to thehead
the modelsuddenly
comes alive."8Human
figure
animationis
nearly
thebiggest
challengein
animation.
[9]
Since making
a character walkin
animation can vary,I
decided
to use a method which takes the rotational axis
from
thefeet.
Starting
with oneleg,
I selected afoot
as the master object. ThenI
attached thebottom
partofthe
leg
as the subordinate to thefoot.
I then selected thebottom
part of theleg
as the master objectand attached the upper partof theleg
as a subordinate to thebottom
part of theleg. This
wasdone
for
both legs.
Bothlegs
werethen grouped together.
The
eyes,hair,
ears and eyelids were grouped to thehead.
The
head
was then grouped to the upperhalf
of thebody
and then grouped to thelegs. Arms
were attached the sameway
as thelegs starting
with the
hands
as the master object.To
walkI
selected thefoot
to rotateforward.
The
otherleg
would get rotatedbackwards
the same amount ofdegrees
and placedin
front
oftheforward
leg
connecting
at thetop
of the twoupper
legs (at
thehips).A
bend
in
thefoot,
lower
leg
and thigh were addedalong
with morekeyframes,
depending
on the style ofwalking
my
character wasdoing
at the time.[10]
Arms
would movein
a similar manner, then thebody
would get placed over thelegs
andin between
the arms.I
must admitif
'Frederic I. Parks, "Parkes, "Parameterized Facial Animation
Revisited;
Realism andSimulation vs.
Animation,"
StateofThe Art in Facial Animation Siggraph CollectionCourse
Notes, DallasConventionCenter: 1990,vol.
26,
pp.50.8
BillReeves, "SimpleandComplex Facial Animation: Case
Studies,"
State ofThe Art in
Facial Animation Siggraph Collection Course
Notes,
Dallas Convention Center:1989,
vol.8,
I
had
used the gridin
Topas,
tokeep
movesin
registration, things wouldhave
been
easier.It
wouldhad
saved me the trouble of nothaving
to redosome animations over and over to get
it
right."Not
only
arehuman bodies
more complex than
any
other objectcommonly
animated,but
ashumans,
weare
uniquely
sensitive to even the most subtle movement patterns of otherhumans.
Thus
we arevery
critical ofboth
the patterns of movement and theway
in
which thebody
changes shape asit
moves."'
In
order to see objects that are animatedI
had
to set the animation toeither a preview or a
full
render.The
preview allowed me to check the partson
my
models so that nohands
weregoing
through the tables or thathands
were connected to the arms.
A
full
render takes twice aslong
as the previewmode,
but it
would allow me to see shadows or transparencies.This
modewill
be how
yourfinal
output willlook,
soit is
always good todo
afull
renderof each animation.
For
me to seehow
the animated movement wouldlook
in
realtime,
I
would use a realtime
preview.What
the real timedoes,
is
allow me to see movements,
in
wireframe, to the precisetiming
of thefinal
animation
(in
more thanhalf
the amount of timeit
would take to view inthe preview or render modes).
It
also provides the exact time the animationwill run, when
I
do
final
output to the recorder.The
full
render mode andthe preview mode
have
theability
tolet
me see afull
image
plus movement,by
using
aflipbook. But
using
either of these two modesdoes
not give thereal
timing
that willbe
thefinal
outcome.Only
real time mode will give thisinformation correctly.
After everything is
animatedI
rendered the animation onto an opticalmemory disk
recorder. Anopticalmemory
disk
recorder(OMDR)
or alaser
'Frederic I.
Parks,
"Parkes, "Parameterized Facial AnimationRevisited;
Realism andSimulationvs.
Animation,"
State ofThe Artin Facial Animation Siggraph CollectionCourse
Notes,
DallasConventionCenter: 1990,vol.26,
pp.50-51.disk
allows me to recordmy
animationframe
by
frame.
I
then transferredfrom
laser disk
to3/4 inch
tape.This
format
of tape gave me the capabilitiesto edit
easily
anddoes
nottakeaway from
a goodquality
picture.It
takes alot
of time tobuild
models and create the animation.Sometimes
it
can take tenhours
tobuild
models or create an animation.Sometimes
it
could take ahalf
hour
todo
both.
Another timeconsuming
process
is
waiting
to seehow
your animationlooks
once youhave
it
ready.Doing
afull
render of aflipbook
will take some time.This is
shortenedby
skipping frames
to get the gist ofhow
the actionis
flowing.
I could seemovement
by
going
to realtime
where the computer will take a shorter timeto give me an output.
But
thelongest
hours
by
far
are spentwaiting
for
thefull
render out to theOMDR.
This
takes thelongest
amount of timein
comparison with
everything
else. For an animation thatis
three secondslong
(with
average modelin
the animation; not too complex, not too simple)it
would take15
hours
to complete.In
totalmy
animationis
eight minutesand twelve seconds, with
mostly
complex models; thatis
alot
ofrendering
time.
As
ofnow theOMDR
cannot allow youto record over what youalready have
recorded on.At
$170 dollars for
15,400
frames
of space,plus theamount of time that goes
into
waiting
to see the result, you need to makesure the animation
is
perfectbefore
youdo
thefinal
recording.CHAPTER
FIVE
EDITING
AND SOUND
After
recording
to theOMDR,
I
transferred theimage
on to3/4
inchvideo.
This
format
was chosen so that theclarity
wouldbe
sharp
andit
couldbe easily
shown to others.The
reason I needed todump
the animation to adifferent format
was soI
could edit the scenes andbe
able to put them in theright sequence.
Some
ofmy
scenes were animated abit
faster
thenI
wouldhave
preferred.This is
when Idecided
to record on aOMDR
that wasequip
with
fast
and slow speeds.With
this player,I
was able to calculateexactly
how
fast
or slow I wanted the animations to go.This
was ahuge
time
saversbecause
it
allowed me not tohave
to goback
and re-animate and re-rendersome scenes.
Once I
had
allmy
scenes ontape thehours
ofediting
began.I started
by
writing
down
the order of animations. I then rewrote the orderwith all the placements of where
I
needed to cutfrom
one shot to the next.I
numbered each shotstarting
with1
andending
with 75. I thenbroke up
theshots
into
seven scenes, soI
could concentrate and give each scenemy full
attention.
The
first
sceneis
theopening
title to the zoomin
ofthe abandonedbuilding.
The
second sceneis
the shot of theboy looking
over at the parentsto the time when the
boy
exits the apartment.The
third sceneis
thedog
scene.
The fourth
sceneis
thefire
scene.The fifth
sceneis
theboy
running
through the silhouetted city.
The
sixth sceneis
theboy
laying
his head down
in
the train.The
seventhfinal
sceneis
from
theapproaching
train to thecredits.
I
wrote each scene on a separate piece ofpaper,but kept
the numbers(1
to75)
in
tact.For
example, thefirst
scene was1
to5. The
second scene was5
to21
and so on.This
was so Icoulddo
each scenecompletely,but
notforget
that
it
is only
partofthe story.It
took meapproximately
45 hours
to edit thevideo.
This is
because
when I thought Ihad
thefinal
editvery
close tocompletion, I
found
out that sound made mehave
to goback
and re-editwhat I thoughtwas
already
agood edit.My
teacher saved mefrom
doing
acomplete and
final
edit.He
kept saying
wait to you get your sound. For somereason
I
could not understandwhy
Ihad
to wait.But
I understand now.It
saved a
lot
of re-editing.Doing
sound was a major task.Only
because
Ioriginally
decided
tohave
someone elsedo
it.But
when Ifound
out(because
offinancial
difficulties
onmy
part) that Ihad
todo
the soundmyself,it
turned out tobe
just
ashard
asI thought whenI wanted someone else todo
it.
Originally
I planned
blues
musicfor
the piece,but
Ibegan
listening
to other types soI would not
limit
myself. Ihave
abunch
ofCD's
andjust
startedlistening
toevery song
on each CD.That
took almost twodays
straight. Ilistened
toR&B, Jazz, Blues,
Classical
Jazz andClassical.
I then startedlistening
tomy
roommates'
CD's
which were madeup
ofRock,
Pop
andNew
Wave.After
many different
types ofmusic, I endedup
withsomething
I wouldhave
never picked offthe
top
ofmy
head: Classical.
Forthefirst
slowsceneI
picked a traditional spiritual off the
Wynton Marsalis CD
called"Sometimes
IFeel
Like A
Motherless Child."This
song
was perfectfor
my
piece, evendown
to the title.This
covered all the slow scenes inmy
film.
The
threeother songs were offthe same
CD. These
were usedfor
thefast,
angry,frightened,
suspenseful parts of thefilm.
Financially,
things started tobecomevery
clear tome thatgetting
all original music was notin
my budget. That
made me
have
torely
on copyrighted music. I wanted to statehere
that thisfilm is
adefinite
studentfilm
and will notbe
usedfor
profitable gains.This is
because
I
did
not get the permissionfrom
the people who wrote the musicthat
I
selected.By
law
someone cannot useany
music producedby
someoneelse without that persons'
permission.
But
using
the musicin
a studentfilm
is
permitted when no profitis
involved.
Once
I got thebasic
music,I
startedwatching
regular and animatedmovies a
lot
closer to seehow
they
used their musical scores.Most
of thetime
they
used the same music over and overin
different keys
or tonesthroughout the piece.
This
seemed to create theimportance
of that particularsound with the overall theme of the piece.
Some
moviesidentified
thecharacter
by
that piece of music.Music
was also used toidentify
the emotionsof the characters.
Music
was usedin
many
complicated ways.I
knew
my
piece would
be approximately
8
minuteslong,
soI
did
not wantto gettoocomplicated with the music. I also needed music that was not
very
long
andhad many
down
beats (for
fading
out).I
had
six music changesin
eightminutes
(slow, fast, fast,
slow,fast
, slow) notcounting
the credits.The
type ofmusic I picked
helped
meimmensely
in
this area.This
is
because many
classical songs can
be
comprised of two songs on onetrack,
thereforemaking
the songs short
in length.
Some
songs on theCD
were one minute, somewere three.
This
type ofmusicis
excellentfor
animation.It
is
madeup
of somany
ranges, thatit is
easy
to matchup
orfade
outat close to the time youwant.
I originally
planned to useblues
musicfor
my
piece;it
may have
worked,
but I
do
notfeel it
wouldhave been
as effective.My
animationis
based in
apoverty
setting.It does
notlook
like
the average computeranimation.
I
felt like
the music, compared tohow
theimagery
looked,
givesthe viewer an
interesting
unexpected tensefeeling.
I
do
not think theblues
music would cause the same affect.
With
theblues
music,instead
ofbeing
tense,
the audiencemay have been
too relaxed and passive.I
then watched cartoonsclosely
to seehow
sound effects played a partin
movies and shorts.Once
I got anidea
of what rolethey
played,I
tookmy
editing
sheets of paper and wrotedown every
sound effectI
would needfor
each scene.
Thirty
sound effectslater
I
wentinto
editing.Something
told meto
lay
some musicdown
just
to seehow
the piece wouldlook.
By
thetime
I
finished
I realizedI
only
needed about six of thosethirty
sound effects.The
music
I
choose mademany
of the effects not necessary.Another
problemI
had,
which I talked aboutbriefly,
was the video edit.I
already had
the video edit close to completion.Matching
the sound tofit
exactly
to the scene proved tobe difficult in
some cases.When
they
did
notmatch up,
I
had
to re-edit the video to make the musicfit.
Once in
a greatwhile I could edit the sound
by
trying
to matchlike
sounds together.I
learned
that
editing
the videois
ten times easier.CHAPTER SIX
TIMELINE
To
say
that this 8 minute 12 second animation took me8
months or1 year and
5
days
to complete, would notbe
the truth. Inunderstanding
theexperiences
behind
finishing
a project ofthis magnitude,I
have
to sharemany
ups anddowns
during
thepast twoyears. It wasdifficult
to work onthis project and continue
working
straight through.Without
sharing
thischapter on
time,
I
feel
that there wouldbe
alarge missing
piece in this thesispaper.
I
first
began in
the winter of1990,
writing
andrevising
thescript. Ihad
it
approvedby
thespring
of1990. Idecided
tostay
at schoolfor
the summerquarter and continue with
modeling
my
characters.We
had
greatdifficulties
with the computer.
My
story had
been
approved,but
sincethis typeof threedimensional
animation wasvery
new, no onereally
understoodhow
muchmemory
the machine needed to run complex modeling.With
only
8
megabytes ofram, Istartedto workon the
head
andbody
ofmy
figure.
I triedto put the
head
in
the same screen as thebody,
but it just
was not enoughmemory.
All
summer I worked and reworked the models parts so that all ofthe sections could
fit
on the screen.I
discovered
thatdecreasing
the numberof polygons and
changing
surface revolution models toCS
models, enabledme to
fit
all the parts on the screen. I realized at this point thattwo modelscould not
be
operational in a scene at the same time.This
was a problem,because
there were confrontationsin
some scenes where there are two ofthese types of models in a room together.
I
reworkedmy
story,but
not to theextent of
removing any
models out of the scenes. I discovered a techniquecalled
overlapping
(which
I explained in theanimating
chapter) that enabledme to
have
asmany
characters as I wanted in a scene. I had another problemwhich also
had
todo
with memory.My
model, tofully
render, tookapproximately
25
minutesfor
thehead
and a total of 40 minutesfor
the totalfigure.
Painfully long
if I were todo
a 8 minute animationusing
notonly
one of these models types
but
three.In the
beginning
of thefall
quarter the program upgraded thememory
from
8
to16
megabytes andinstalled
a rapid render board. These changesallowed me to add objects in the same scene as a
figured
model,having
themall remain 3
dimensional.
I still could not put twofigured
models in thesame scene and
keep
them 3 dimensional. Abig
improvement was the rapidrender board. I cut
my rendering
time more than in half. Instead of 25minutes to see a
full
renderedhead,
it took close to 8 minutes.Plus,
with theupgrade
in
memory, thehead
now took 5 minutes.While I was
working
onmy
thesis,
an operationfor my
jaw was to takeplace in August of 1992. I was
going
homeevery
5 to 6 weeks to getmy
mouth
ready
for
surgery. I wouldonly
stay
a couple ofdays
eachtime, but
thetraveling
9 hours
to get tomy
house down
andback,
took its' toll. In the sixthweek of the
fall
quarter, I came down with some sort of throat infection.I could not swallow.
So
I could not eat. I gotfevers
and evenblacked
out.I was told I
had
one of themany flu
virusesfloating
around and there wasnot too much anyone could do. I got worse. I was not able to cook
my
mealsand eat.
My
problem wasI
did
noteat rightbefore
Igot sick. I was so wrappedup
in
my
thesis,
along
withhaving
two jobs on the side, that thevending
machine became
my
breakfast, lunch,
dinner and snack. I wenthome
torecuperate.
My
motherfed
me three square meals a day.While
I washome
I
improved,
but
I still was not100%. I
wasvery depressed
tobe
home
doing
nothing,
knowing
thatmy
thesis was notfinished.
My
mother suggested Itake on a
little
job
to test the waters and seeif I
wasstrong
enough to goback
to school. I was
feeling
okay.Plus
knowing
I
wouldbe returning
in
thespring
when all the winterflu
wouldbe
out ofRochester
was abig
help.
This
is
when another problem occurred.I
wasdriving
home
one night about5
pmand stopped
by
the mailbox to pickup
the mail.This is
something
thathappens
everyday. Ihad
a smalldog
namedJo-Jo.Everyday
she would comearound the car when we would pick
up
the mail.We
would get the mail,slowly
move the carup
about 40feet
to thedriveway
and she would trot outof the way.
For
some reason shedid
not move this time. Withoutgoing
into
details
ofexactly
whathappen
orhow it felt
tohit
her,
or takeher
to thehospital;
I willjust
say
thatI
had her
since she wasborn.
I
had her
mother asa pet and watched
Jo-Jo
being
born. Two
days
later
Ihad
a nearhead
oncollision with a van. Not
saying
thatI
missed the van, wedid
hit;
headlight
to headlight.
I
was nothurt,
but
I
neverhad
an accidentbefore.
It
wasmy
mothers'
car which made me
feel
tentimes
worse.It
was also around thistime that
my
family
found
out thatmy
motherhad
a stroke3
years ago; thatwas never detected.
The
stroke was the cause of alot
ofher
problems shehas
now and
it
wasdiscovered
3
yearslater.
With all thishappening,
Iwasgreatly