Rochester Institute of Technology
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Thesis/Dissertation Collections
11-1-2001
Rm2072
Po-Chun Lin
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Recommended Citation
Rm2072
BY
Po-Chun Lin
Submitted in Partial Fulfillment of the
Requirements for the Degree
Master of Fine Arts
MFA Imaging Arts / Computer Animation
SCHOOL OF FILM AND ANIMATION
ROCHESTER INSTITUTE OF TECHNOLOGY
ROCHESTER, NEW YORK
November, 2001/11/1
Marla Schweppe, Chair
Professor
School of Film and Animation
Skip Battaglia
Professor
School of Film and Animation
Howard Lester
Professor
TITLE OF THESIS:
I, Po-Chun Lin, hereby grant permission to the Wallace Memorial Library of
RIT to reproduce my thesis in whole or in part. Any reproduction will not be
for commercial use or profit.
Signature
Contents
Thesis
Report
1
Story
Development
2
Character Development
3
Modeling
and
Texturing
4
Animation
6
Set
and
Lighting
7
Conclusion
8
Appendix A
-ThesisProposal
10
Treatment
11
Budget
12
Time Line
13
Marketing
Plan
13
Appendix
B
14
Original Storyboard
Appendix
C
20
Thesis Report
Story
Development
After I
finished
my
first
3D
animation"Render
Out,"I quickly began
developing
the
story
ofmy
thesis movie,
whichI
also submitted as atreatment
for
my Winter
movie.At
that time
I
just had
some gags andfragments
of camera shotsin
mind,
andSkip
Battaglia,
my
faculty
advisor alsothought the
story
didn't have
much animation and wastoo
shortto tell
a story.Beyond
that,
I had
two
concerns.The first
wasthat this
film
could notbe
done
in
oneQuarter. The
secondwasthat
I
lacked
the
3D
knowledge
andtechniques to
complete
it.
Back
in 1998
whenI
first
cameto the
U.S.,
my first stop
wasNew York City. As
afine
artsmajorin my
undergraduatestudies,
I
wasvery
excited andlingered in
galleries andmuseums
everyday before I
cameto
Rochester. I
saw alot
of artworksthat
I had
seenin
books before. To
view art piecesfirst hand
reinforcesmy
admiration ofhistory
andis
agreat encouragement
for
meto
provokeoriginality in
myself.Later
on wheneverI
had
a chanceto
visitNew York
City,
I
visitedthe
Metropolitan
Museum,
which wouldbecome
the
inspiration for my
thesis
story.I
like
to
observe peoplein
the
museum as well as appreciateartworks,
especially in
the
Metropolitan Museum. People
comethere
from
all overthe world;
everybody is
a strangerto
each other.But
here
you can seethe
universal parts ofhuman
creativity.The
appearances ofartpieces are sodistinct
that
it
seemsthey
arealive and cantell
their
own stories.I designed my
main characterin
the
story
as an old man withthe
wisdomto
seethrough
things
whileenjoying himself in
appreciating
whathe finds
in
the
museum.The story
takes
placein
an oriental artdepartment.
Two
guards made ofterra-cotta
have been
In my
story, the
artworksin
the
exhibition
roomhave
their
own worldthat
they
don't
want
humans
to
break into. When
there
is
a visitorin
the room,
they
adopttheir
normalposes
according
to
human
expectations.Armand,
the
maincharacter,
is
the
oneto
break
into
their world,
and with an utterinnocence,
he keeps his
secret and shares a preciouspersonal moment with
the
artworks.Character Development
I
first
createdArmand,
the
maincharacterin my film in
characterdrawing
class.He
wasdesigned
as a chefwithfriendly,
careful,
and enthusiastic characteristics.For
my
thesis,
I
reshaped
him in 3D
and casthim
to
play
a rolein my
newfilm.
Basically
he is
achubby,
middle-aged man with a nose so widethat
it
still canbe
seenfrom his back. For
contrast,
he
has
a small pair of eyes and ears.His head
is
onefourth
ofhis height. The overlying
shapes are constructedaround
the
idea
of asphere,
whichI intended
to
convey
afeeling
of cuddliness
pleasing
to the
audience.His
big
mustache servesmainly
to
exaggeratehis
facial
expressions and make clearhis
mood,
as well asto
give me spaceto
add asecondary
motionwhen animating.Armand
is
the
storytellerin my
movie,
somost ofthe
time
he
is
the
focus
ofthe
camera orthe
camerais shooting from his
point of view.He
introduces
the
othertwo
guards whenhe
walkstoward
them.
Armand
is impressed
by
their
imposing
andantique appearance.The
morecartoony
a characteris
the
more emphasis canbe
appliedto
a character'sfacial
expressions.
A
year ago whenI found
abook
introducing
ancientChinese clay sculpture,
I
saw someinteresting looking
works withfunny
poses.They
are not meticulous artfor
nobles,
but
they
come closerto
illustrating
common people'sdaily
life
and activities.Their
appearanceinspired
meto
imagine
some gags andlater I
composed severalfragments
into
the
story.while
the
angry-looking
guardis in fact
a good-natured manwith somewhat nervous andworried characteristics.
The idea
ofhow
they
will reactto
circumstances,
andtheir
behaviors
cameto
mind whenI
first
sawtwo
soldiers withfunny
faces
in
abook
aboutthe
North
Dynasty
(400-500
A.D.)
ofChina.
This
inspired
meto
imagine
characteristicsof
figures from
their
looks
and posturesthen
expanding
the
restideas
from
that
basis. The
animation of
the
two
guards stresses more ontheir
facial
changesthan
body
movements.Their
presenceis
the
corefor
the
wholestory,
as well asa supportfor Armand's
reaction.Besides
two guards,
I
made some cutesmallpropslike
alittle
man,
adog,
and a goat nextto
a shepherd.They
played animportant
partin
the
decoration
ofthe
scene,
andthey
alsodo
some gagsbetween
themselves
in
their
display
cases.Because
ofthe
close-ups,
eachcharacter's animation was
pretty
independent.
They
were separatedinto
small groupsandapplied asa support
to the
whole story.Modeling
andTexturing
As
I
startedbuilding
models,
I
evaluated allthe
propsI
neededto
makein
my
movie.I
tried
to
settledown
allthe
shotsI
have according
to
whatI
had already
plannedin my
storyboard.
The
mainidea
ofmy story
wasto
showthe
doubt,
mystery,
andhumor
between Armand
andthe
artworksin
the
museum.In my
mind,
the
positionofthe
camerawas
pretty
closeto
each character andthe
scene should notbe
too
bright. I
supposedthe
continuous camera cuts would
build up
the
suspense ofthe
mood.I
tried
to
setup
a rulein my
createdworld,
that
whenthe
artworksmove,
they
arealwaysfast
andalways avoidArmand's
awareness.The
otherthought
behind
the
close-ups wasthat
my
maincharacter,
Armand,
is
very
cartoony
andhis
appearance contrasted withthe artworks,
whichI
intended
to
make asrealas
I
could.With
along
shotI
could not showtextures
in
detail
and would wastemy
I
startedmaking my
first
characterArmand
using NURBS in Maya 2.5. The hardest
partof
Armand's head for
me waspositioning CVs
aroundhis
lips,
cheeks,
and mouthcavity
in
eachfacial
expression.To
expressconfusion,
surprise,
and nervousness of charactersI
felt facial
expressions werevery
critical.Except
for
hands
andshoes,
built from
polygons,
Armand is
composed offour lofted
NURBS:
head,
collar,
shirt,
and pants.To
texture
these
parts,
I
convertedthem to
polygons,
then
imported
the
modelsinto
DeepPaint 3D
to
finish
the
final images
and re-importthem
back into Maya.
To
solvethe
texturing
technique
wasthe
mostdifficult
part ofthe
whole process.There
were
two
concernsin
this task.
One
washow
to
getthe texture
atthe
exact positionI
wantedon
my
model.The
otherwashow
to
fully
controlthe
appearance ofthe
texture.
I
found DeepPaint 3D
was avery
compatibletool
for my job. I
could work athome
painting
onmy Wacom
tablet,
then
exportlayers
ofimages
to
Photoshop
to
adjustopacity
and color variation.There
was atime
I
became
stuck atthis
difficulty
andturned
to
finishing
my
other models.After I
cameback,
I
spentmany
morehours struggling
with
texturing,
but
looking
back,
I
think
the
effortI
putinto it
was worthit.
When
Maya 3
cameout,
it featured
a newfunction
called subdivision surfacesthat
combined
the
best
aspects ofNURBS
and polygonal modeling.A
subdivisionsurfaceis
asmooth surface
that
is
generatedfrom
anarbitrary
control mesh.Using
this
approachI
continued
working
onmy
two
guards'
faces
andit did
save me alot
of effort onpulling
points
that
control chains ofmuscles.Once I had basic facial
features,
I
couldsculptthe
different
charactersI
needed.For
texturing
concerns,
the remaining
partsofthe two
guards werebuilt
in
polygons,
sothat
I
couldlater apply
automaticmapping
and exportthem
asOBJ
files
to
paintin
DeepPaint 3D. At
this
time
I had
solved allthe
texturing
techniques
I
neededin
my
film,
From
my
experiences
in
my
last
3D movie, modeling
was avery
time
consuming
part ofthe
whole process.But it is
worthit
if
the
modelturns
out good and attractive.It
alsobecomes
abig
support whenanimating.
As
newtechniques
have been
developing
in
the
industry,
I
took the
chance whenmaking my
new animationto
explorethem
asmuchasI
could.
Different
approachesto
modeling
have
their
advantagesthat
canbe
utilizedfor
certain purposes
in
the
movie.Modeling
is
the
process ofvisualizing
adesign into
3D
space.Sometimes designs
needto
be
changed whensculpting
sketchesinto 3D. I
wantedthe
modelsI
madeto
have
compatible polygonal
faces
in
their
geometry
to
makethem
smooth enoughto
hold
the
texturing
details
whenI
drew
onthem
in 3D
paint software.At
the
sametime,
that
wouldtake
moretime
in
rendering.After
atest,
the
averagerendering
time
was aroundfive
minutes a
frame. I
thought that
wasacceptablefor my
timeline
to
finish
the
film.
Animation
Animating
my
charactersto
meis like casting
myselfto
play
different
rolesin my
movie.Except
for
common experiences such ashow
ahuman
walks andbehaves,
the
charactersI
created and animated somewhat reflected a part ofmy
own characteristics.I
first
cameto this
department
withmerely
a vagueidea
ofhow
animation works.The
aspect ofanimation
that
had interested
mewasthe
consistently
changeableimages
I
saw more andmore
frequently
onTV
and movies.As
apainting
majorin my
undergraduateeducation,
I
felt I
coulddo
something
withthis medium,
andthat
excited me.After
I
cameto
study in
animationprogram,
I
watchedmany
works ofanimationdone in
drawing,
clay, puppet,
and computerin my
first
year.Learning
how
a soundtrack workswith animation and
how
to
makethe
elements synchronize.I
startedto
generateideas
ofwhat
I
amgoing
to
do
withmy
work.After I
explored someanimation
theories
andto the
characteristics
andbehaviors
offigures
in
the
movies.I
found
the
mainidea
ofanimation
theories
wasto
exaggeratein
many
aspectsfrom
commonexperiences,
such asaction and
reaction, expressions,
time space, volumes, weights,
feelings,
etc.These
arejust
some ofthe
reasonswhy
good animationbecomes
successful and attractiveto
audiences.
Armand
is
the
main characterin
my
film.
I
hoped I
couldmakethe
audience aware ofhis
characteristics and
personality
through
his
movements.He
appeared slow andsteady,
but
when
he
found
something
had
changedwiththe
artworks,
he
expressedhimself
a senseofnaivete and curiosity.
Armand
alwayshad
an open mind andwasdriven
by
whathe had
seen
in any
circumstancein
museum.Contrary
to
Armand,
the
other charactersin my film
appear morehasty,
because
they
wereafraid of
being
found
to
have
their
own world.For
me,
animating fast
movementis
much easier
than
doing
it in
slow motion with periodicpauses,
followed
by
returnsto
motion.
CG
characterstend to
get adead-space
feeling
whenmoving too
slow withoutenough variations of
detail
or whenstarting
andending
a movement at same speed andsame
time.
It
is
naturalfor
meto
move myselfconsistently
withoutself-consciousness,
but
to
recreate a sequence of movement
fictitiously
in
visualis
another experience.I
have been
learning
from
watching
good animations andpaying
more attentionto
details from life.
In
"Rm2072,"
I
think
I
amlooking
for
a style of movementthat
canfit
with a character'slook instead
ofrepresenting
realistic actionsfrom life.
Set
andLighting
My
animation could notbe
composedinto
astory
if
I
didn't have
anappropriate
setcameras
in
my
scenes was alsodriven
by
the
interior
arrangement ofmy
setdesign.
Actually
in
the
moviethe
audience wouldn'thave any
idea
from
which perspectivethey
were
mainly
viewing
the
scene.I
wantedthe
audienceto
pay
more attentionto
my
characters rather
than to the
setthat
contains someother artworksin
the
background,
but
I
still wantedthe
numbers of worksto
be
enoughto
give afeeling
of amuseum.For
the
setdesign,
I
borrowed
alot
from
the
Metropolitan Museum. I
wentdown
to
New
York
City during
Quarter
breaks
to
do
some sketches andtake
picturesfor
referencewhen
I
wasmaking
models.At
the
sametime
I
put myselfin
the
environmentto
seeif I
couldget some newexperiencefrom
the tourists.
I
felt
the
ideas between
storyboard andproduction still
had
some spaceto
improve
and refine whilethe
process wasgoing
on.To
makethe
audiencefocus
onthe artworks, the
display
room waslit
by
spotlights
that
aim at
the
piecesin
the
room.Besides
darkness,
the
atmosphere ofthe
room wasfilled
with
the
penumbras oflights
which madethe
roomeven more mysteriousin
some ways.The
reference picturesI
had
taken
in
the
Metropolitan Museum
really
helped
meto
setup
the
feeling
ofthe
whole scene.From
my
experiencein "Render
Out,"
I
spenttoo
muchtime
onmodeling,
alot
of which never even showedup in
the
movie.This
time
I
took
the
camera view and
the
setdesign
as awhole,
so afterI
finished
the
roughcuts,
I
startedto
addmore props
into my
scenes as needed.Through
this approach,
I
utilizedmy
effortsin
an efficient mannerandpushed
the
processto
keep
to
my
schedule andto the
deadline.
Conclusion
"Rm2072"
was
my
secondfilm
madeusing 3D
techniques.
The
whole productionprocess
from
brain-storming
anidea
to
screening
took
almost one yearto
finish.
I
hope
this
willbe
the
representative work ofmy
three
years'study in
animation.In
this
film,
I
knowledge
and skillsthat
I
had learned
to
finish in
the
scheduleI
made.Undoubtedly,
it
means a
lot
to
me.Based
onthis
experience, I
nowhave
more confidence and ambitionto
make another
film for
myself.During
my
post-production,
I
workedconstantly
withmy
thesis
committees andcomposer.
I
wantto thank
Maria
Schweppe, Skip
Battaglia,
andHoward Lester for
their
support,
trust,
andapproval,
sinceI
didn't have
my final
rendering,
but
showedthem
only
a
play blast
ofmy
entirefilm.
Maria helped
me with somefinal
touches
to
the
story
line
and
the
details
ofcharacters'acting.
Skip
andHoward
worked with methrough
every
shot on
pacing
and gave me suggestions on editing.Any
changesin editing
required meto
send an updated versionto
my
composer,
Neil
Larson,
whohad
written acomedy
score
for my last film "Render
Out."
Larson
created a wonderful soundtrack to
syncthe
animationand
brought
my
vision of"Rm2072"
to
anewlevel;
eventhough
I
had
seenit
a
lot
oftimes.
Although
it
was anindependent
project,
peoplehere in
this
department
work as a group.I
have
got alot
ofhelp
and advicefrom
my
classmates andfaculties
during
my
productionprocess.
As
aninternational
student,
sometimesit
was adilemma
to
choosebetween
spending
moretime
on computerdealing
withtechnical
problems,
orputting
moretime
into
hanging
out withfriends
to
improve my English. Maybe it
wasjust like
life;
if
onethought
morecomprehensively,
one wouldbe
awarethat
there
are alwaystoo
many
Appendix
A
Thesis Proposal
Proposal
for
an
MFA Thesis Project
OUTSTANDING
BY
Po-Chun
Lin
MFA
Imaging
Arts /
Computer
Animation
SCHOOL
OF
FILM
AND
ANIMATION
ROCHESTER INSTITUTE
OF
TECHNOLOGY
May,
2000
Maria
Schweppe,
Chair
//
Associate Professor
School
of
Film
andAnimation
A--/
S^/
--e^
T
Skip
Battaglia
Professor
School
ofFilm
and
Animatio
Howard
Lester
Professor
MFA
Thesis Treatment
Po-Chun
Lin
Outstanding
In
Close-up,
an old man standsin front
of adisplay
windowlooking
at works or artin
a museum.The
breath from his
nostrilsfog
the
windowin
two
circles.Through
the
window, the
expressions onhis
face
showhis
concentration and nervousness.He
turns
and strolls
to
otherdisplays
holding
his hands behind
his back. Whenever he
turns
away
the
art piecesbehind him
movealittle.
When he
enters anotherroom,
two
Chinese
ceramic statutes catchhis
eyes.He looks
away,
then
walksforward
to take
a closerlook. The
two
statutes standin different
postures;
onelifts
up his left
leg
andlooks
mad,
whilethe
other standssecurely
with a smile.The
old man scansevery detail
ofthe two
statues and withhis
mouthmumbling,
his
appreciationofthe
worksis
apparent.After
the
old manleaves,
the
statues glance at each other.The
onestanding
on oneleg
switcheshis
leg
afterhe
makes sure no oneis
watching.After
awhile,
the
old manreturnsand passes
by
the
display,
he
noticesomething different
withthe
statues.He
looks
at
them
withcuriosity
andconfusion,
trying
to
rememberthe
originalpositionby
posing
himself like
the
statues.The
old manbecomes
engrossedin
trying
to
remember andposing
that
he stop
looking
atthe
statues.At
the
sightofthe
old man'sactions, the two
statueslook
at eachother;
oneis sweating
nervously
andthe
otheris laughing. The
one statue whois standing
ononeleg
switchesback
to the
originalposture,
but
this time
he
is
seenby
old manwho stepsforward
staring
at
the
eyes ofthe
statue.Their
eyes meet quickly.Meanwhile,
another person comesin
and walks
to this
window.The
old man adjustshis
glasses andturns
back
walking away
with a smile on
his
face. Behind
the
old man'sback,
the
camera revealsthe
face
ofthe
frightened
statues.Budget
Estimate
In kind
Actual
Research
550
500
50
Storyboard
-sketch
book,
pens
-illustration
board
1200
1200
20
Animate
1110
1100
10
Character Design
2910
2900
10
3D modeling
3000
3000
0
Image
Retouching
8000
8000
0
Hardware
8000
7500
500
Software
-Maya -AdobePhotoshop
-AdobeAfterEffects
-AdobePremiere
-AvidMCXpress
-SoundEdit16
3200
3200
0
Orb Drive
300
0
300
Orb Disks ($30 each)
Promotional Tapes
-15 minVHS
tapes
-Mini
DV
tapes
CD-R
Musician Fee
Avid Edition Time
Timeline
Spring
Quarter 2000
Treatment
and
Storyboard
Summer Quarter 2000
Modeling
Fall
Quarter 2000
Modeling
and
Texturing
Winter Quarter 2001
Animating
and
Rendering
Spring
Quarter 2001
Rendering,
Editing,
and
Screening
Summer Quarter
2001
Thesis Report
Marketing
Plan
Animation
and
Film Festivals
AnimeatAFIFest2001
November
Hollywood,
CA
Bradford Animation Festival
November
Bradford,
UK
DIRECTV-LEVEL13.NET
film
festival
December
Online
Asia
Computer Animation Festival
December
Singapore
Clermont-Ferrand Short Film Festival
February
Clermont-Ferrand,
France
British Animation Awards
March
London,
England
Stuttgart
International
Animated Film
Festival
March
Stuttgart,
Germany
Vancouver Effects & Animation
Festival
April
Vancouver,
Canada
West
Coast Student Film
Festival
April
San
Francisco,
CA
SIGGRAPH
July
San
Antonio,
TX
Anima Mundi
July
Rio de
Janeiro,
Brazil
Hiroshima 2002
Festival
August
Hiroshima,
Japan
The World Animation Celebration
August
Hollywood,
CA
Ottawa
International Animation
Festival
October
Ottawa,
Canada
Appendix
B
Original Storyboard
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?r
F.-5
!
iA
Appendix
C
Color Stills