Rochester Institute of Technology
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Theses
Thesis/Dissertation Collections
3-1-1988
Computer animation design and execution:
integrating poetry and technology
Catherine Haven Kirby
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Recommended Citation
Rochester
Institute
of
Technology
A
Thesis Submitted
to the
Faculty
ofThe College
ofFine
andApplied Arts
in
Candidacy
for
the
Degree
ofMASTER
OF
FINE ARTS
"
Computer
Animation Design
and
Execution
Integrating Poetry
and
Technology
"By
Catherine
Haven
Kirby
Page
2
Approvals
Adviser:
James Ver Hague
Date:
.::J/.21/tf3'
Associate Adviser: Robert Keough
Date:
~
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Dean for Graduate Affairs:
- - ' - - - -
Philip Bornarth
Special Assistant
Date:
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C:"H"If
Fine and Applied Arts:
Robert H. Johnston Ph.D
Date:
~
Jl?
{
I,
l'
c
t-fluAi...
-
,hereby grant permission to the Wallace Memorial
Library of R.I.T., to reproduce
y thesis in whole or in part. Any reproduction will not be for
commercial use or profit. I can be reached at the following address.
I
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Introduction
Successful
integration
of computertechnology
into
the
design
process,
particularly
as appliedto
computeranimation,
presents severalchallenges.
As
withany
medium, the
artistinvests
substantialtime
in
mastering
the
fundamentals
, as well asin
developing
a personalvocabularly
oftechniques
and styles.One begins
with simpleexperiments,
testing
the
capacities ofthe
medium.After
sometime,
a uniqueinteraction
withthe
mediumevolves,
permitting
the
artistto
fully
exploitthe
mediumto
maximum effect.
With
computers,
however,
there
are some uniqueenvironmental
factors
which complicatethe
process.First,
because
computers arehighly
complexmachines, the
artistor
designer
mustdevelop
atechnical
mindset which must coexist withthe
creative and aesthetic.In
the
process ofimage
creation on acomputer, the
artist
is denied
the
tactile
interaction
withthe
work experiencedin
othermedia.
Instead,
design
problemsbecome
almostengineering
problems -canthe
machine executethe
vision?What
compromises canbe
made?To
what extent and at what point
does
the
medium overtakethe
message?Second,
the
technology
is
continually changing
andadvancing,
and
in
somewhat oppositedirections.
Recent developments
in
processor,
storage,
anddisplay
technology
have
madefeatures
which wereformerly
availableonly
onlaboratory
mainframes accessable on microcomputerbased
systems.Companion
to
these
advancesis
acorresponding
increase in
the
level
of sophisticatedknowledge
required ofthe
designer
to
fully
use such systems.This
pointis
worthy
of closer examination.Machines,
for
alltheir
truly
marvelousattributes,
lack omniscience,
computer graphics system are a synthesis of
the
design
engineer'stechnical
conceits andthe
salesdepartment's
assessment of whatis
viablein
the
marketplace.The limits
ofthe
medium are not relatedto
its
physicalproperties,
asis
the
case with wood or paint.Rather, they
arethe
limits
ofconvention and
expediency
in
the
design
of a particular system.As
willbe
illustrated
later in
this paper,
different
systems possessdifferent
conventions
for
eventhe
simplesttasks
-outlining
an object.All
this
leads
the
computer artistto
afork in
the
road: either onespecializes
in
a particular system andthoroughly
mastersits
applicationthrough the
technology,
or one approaches each system as a uniquevariation on a common
theme.
All
systemshave
the
primary
attributesin
common.
Digitizing
tablets
andframe
buffers have
been
common sincethe
late
1960's,
pull-down menus andicon
based
softwareinterfaces
sincethe
mid-1970's.
Implicit in
the
dynamics
of changein
computertechnology
is
arecognition
that
any
systemis
outmoded almost as soon as one acquiressome
mastery
ofit.
This
canoccasionally
lead
to
a sort of paralysisfor
computer artists
;
present workgets overshadowedin
anticipation ofthe
next generation.
The overlay
ofpseudo-engineering
specificationtrivia
ontop
ofthe
complexity
and challenge ofnurturing
afresh
and creativedesign
conciousness resultsin "Next
Generation
Narcosis".
Taken
together,
these
factors
pointto
a morebasic
question.Why
should an artist use
the
computer as animage
creation medium at all?Film,
video,
and photographictechniques
cover atremendous
spectrum ofimage
creation,
from
ultra realisticto
utterly
abstract.Dale
Peterson,
in
his
book
"Genesis
II",
proposesthat
:"the
camera canonly
define,
orreproduce,
something
that
wasreally there,
whereasthe
computer(like
the
paintbrush)
candescribe
something
that
neverreally
existed."1
After
all,
computergraphicsis,
in
essence,
very intense
mathematics;
hundreds
ofthousands
of calculations persecond within andbetween
open and closed ended systems and subsystems.At
the
sameis
to
physics-the
infrastructure
influences,
but
notnecessarily
controls,
the
result.The
challengeto the
artistis
to
apply it
to
shapethe
result.There is
great meritin
withdrawing
from
the
specifics ofthe
technology
to
instead focus
onthe
process.Ultimately,
the
computeris
atool which, to
be
usedcreatively
andeffectively,
mustfunction
as anextension of
the
mind.By liberating
the
brain from
repetitive,
mindnumbing
tasks,
the
computerhas
the
capacity
to
serve as a catalyst of profound power.This freedom invites
newquestions,
newinspiration. In
this way,
computer
image
creation replacesthe
artist'stactile
relationship
to the
medium with one more visceral.For
the
computerartist, the
balancing
ofthe
left
and righthemispheres
ofthe
brain
is uniquely
difficult. There
remains aprimary
dichotemy
between
the
vision of animage
ordesign
andits
execution.In
computer
animation, this
problemis
exacerbatedby
the
basic
nature ofanimation.
There is
anintuitive
unity
in
the
artistic vision of an animation and subliminalthought.
The
animator "thinks" acomplex,
closely
orchestrated series of
images
as awhole,
single experience.Assuming
that the
vision canbe
retained, the
artistthen
proceedsto
develop
anabstract visual articulation of
this "thought".
The
process continues:the
whole
is dissected into
primary
sections, the
rhythm and pace are refined.Ultimately,
the
original vision emigratesfrom
its intuitive
sourceto
atangible
state.Then begins
the
process of execution-image
engineering.The
purpose ofthis thesis
workis
to
explorethe
utilization of ahighly
intuitive
man-machineinterface
system(the
Macintosh)
asbridge
to
unify
the
processes ofdesign
and executionin
computer animation.As
such, the
body
ofthe
workfocuses
onprocess; the
use ofMacintosh
technology
to
prototypeimagery,
choreography,
and executionin
preparation
for
its
final
realization onthe
Genigraphics.
Through this exploration,
severalkey
points emerge :-
The importance
developing
sufficientfamiliarity
withthe
capabilities and
limitations
of computergraphic systemdesign
architectures
;
specifically
raster vs. vectorbased
systems.-
The
importance
ofmatching
the
image
to the
medium.While
computergraphics systems are
thought
ofcollectively,
there
are elementalprofound
impact
onthe
quality
and effectiveness ofthe
animations eachtype
of systemis
capable of rendering.
-The
pivotal role of accessto
the
medium.Access
to
large
systems,
such asthe
Genigraphics,
is necessarily
constrainedby
environmental
requirements, cost,
andby
the
numbers of peopledesiring
access.Such
a systemis
not an appropriatetool
for
"indulgent"improvisation
and experimentation.Lack
of accessis
afundamental
dilemma for
the
computerartist, who,
like any
artist,
requiresthat time to
explore anddevelop
ideas
in
his
medium.Consequently,
a moreaccessable surrogate computer graphics
design
system,
such asthe
Macintosh,
fills
a needed gap.Documentation
of particulartechniques
is
included in
this thesis
and
is
intended
to
be
usefulspecifically for Macintosh
andGenigraphics
computer graphics community.The
Macintosh
as aDevelopmental Tool
Leading
broadcast
designer/animator
Harry
Marks
usesthe
Macintosh to
storyboard most ofhis
workfor
networktelevision
:"/
useaMac
for designing. If
you'regraphically
orientedits
the
most wonderfultool
invented. I love
it"2
He describes its popularity
among
designers in
the
Los Angeles
area.3
His
softwaretools
are simple andfocused
:MacPaint
,
ClickArt's
"Letters"
and
"Effects",
and adigitising
program called"MacVision".
The
Macintosh
is
unquestionably
a useful sketch and storyboardtool.
It
is
excellentfor design prototyping for four
principal reasons :First,
it
is
artist-friendly.It
wasoriginally
designed
asthe
computer "
for
the
rest of us."Its user-friendly
,icon-clicking
design is
standard
in
the
computerindustry
.Inherent in
the
design
is
the
acknowledgement
that
not everyonethinks
like
an engineer.Strange
sounding
commands are replaced withenglish;
menus andicons
replacethe
highly
rigid rules ofgrammer,
unsympatheticto the
imperfect
typist,
The
artistis
less
constrainedby
engineering
specifications and can geton with
his
work.Secondly
,it
incorporates
a standardUser Interface.
The
use ofidentical in
many different
softwares.Critical
time
is
not spentlearning
newcommand structures with each new piece of software.
Thirdly,
there
is
a wealth of compatible graphics programsavailable
for
the
Macintosh. Its
pivotal rolein
desk-top
publishing
andmore
recently
in
CAD/CAM
applicationshas
acceleratedtheir
development
and support.The
designer
may
choosefrom
paint.draw,
draft,
paste-up,
plot and perspective programs.There
are3-D
programsthat
create, rotate,
andgive views on3-D
objects.There
arebit-mapped
animation programs
for
advanced storyboarding.Finally,
the
resolution ofthe
Macintosh is
relatively
high
compared
to
other microcomputers onthe
market.Good
resolutionis
anessential
factor in
the
process ofdesign/visualisation. Laser
printouts ofMacintosh
designs
are of almosttypeset
quality
;
they
may
be
utilised asis
or with addition of color;
atR.I.T.
they
canbe digitised
into
the
Genigraphics
D+
computer, space-colored,
and animated.MacPaint
is
the
original paint programfor
the Macintosh
.It has
laid
the
foundation for
the
more powerful paint programsthat
have
followed:
FullPaint, GraphicWorks,
andSuperPaint. The last
programoffers not
only
bit-mapped but
also object-orientedfeatures.
According
to
Adrian
Mello
, aMacintosh
expert :"
SuperPaint
is
the
best
available paintprogramavailable on
the Macintosh
today
for
allbut
afew
applications.
The
program's object-orienteddrawing
and
laser
printing
capabilities makeit nearly
irresistible.
"
4
In
the
originalMacPaint
there
is
the
powerto
draw
straight andthere to
createcircles, rectangles,
and polygons whichmay
then
be
flipped
, rotated
90
degrees,
andinverted.
Shapes may
be
putin
perspective,
distorted,
and rotatedfree-form
whenit is
used withClickArt's
Effects
.MacDraw
is
an object-orienteddraw
program wherethe
createdlines,
arcs, polygons, ovals,
and rectanglesmay be
reshaped.There
arerulers and other
design-oriented features
that
help
architects andengineers scale and measure
drawings.
Using
MacDraw
withMacPaint
and
Switcher (allows
simultaneousactivity
of severalapplications)
givesthe
best
ofboth
worldsto those
lacking
acopy
ofSuperPaint.
These
programs are suitablefor
sketching
and storyboarding.They
enablethe
preparation ofthe
animation moreparticularly
through
image
overlay
.Efert Neilson
,
in
his
article "Moving
Pictures" ,describes
how
animationdesign
is
facilitated
through the
use ofSuperPaint
:"
(It)
is
madeup
oftwo subprograms,
each ofwhichoccupies a
layer
onthe
screen.To
createdocuments
to
be
animated,
draw
an objectin
the
Paint layer
andcopy
it
overto the
Draw
layer,
thereby
setting up
two
overlapping
,transparent
images.
Then
selectthe
objectin
the
Paint layer
and move ordiston
it;
the
original objectshows through underneath,allowing
youto
measurethe
changeprecisely
from
oneframe
to the
next.To
make surethat the
draw layer
won'tshowup
whenyou savethe
document
, enterthe
draw layer
and place a white rectangleover
the
object.Save
the
document in
Macpaint format
and repeatthe
procedureas often as necessary. "5
The
animation programspresently
availablefor
the
Macintosh
ought
to
be
usedfor
advanced"storyboarding"
;
trying
to
usethem
as apreview tool
for
the
Genigraphics
and otherlarger
systems willlead
only
to disappointment
.They
lack
the
powerandspeed;
they
cannot reflectthe
rhythm and pace
that
is
achieved withthose
systems.They
areappropriate
for
small animation"pieces",
for
testing
eels , andfor
exploring
animation/design
fundamentals
in
general.In
many
cases,
then,
animation workdone
onthe
Macintosh
willonly be
the
first
part ofthe process; the
workis
somehowtransferred
to
another medium .
This is
most often accomplishedby
print- outs
.
Video
output would
be
welcomefor
animated sketchesbut
there
is presently
no8
limitation
oughtto
vanish withthe
1987
Macintosh
SE
andMacintosh
II
architecture and software.
Two
animation programsfor
the
Macintosh
areVideoWorks
,which claims
to
be
the
first full-featured
animation packagefor
the
Macintosh
, andMacMovies
, which claimsto
be
the
easiestto
use.Both
resemble
traditional
(not vector)
animation,
where a series ofdiscrete
static
images
mergetogether to
createthe
illusion
of continuous motion:VideoWorks
by
MacroMind is designed
to
simulatethe
eeltechniques
ofBray
andHurd:
"Bray
andHurd
werethe
first
animatorsto
usecelluloid sheets or"eels".
Before
animation was alaborious
processinvolving
the
creation ofthousands
ofindividual frames from
scratch.
Everything
had
to
be
drawn
again andagain,
including
the
parts of
the
image
that
didn't
changefrom
oneframe
to the
next,
such asthe
background
scenery.With
eelanimation,
eachbackground
scene neededto
drawn
only
once on plain opaque stock.The
moving
parts,
onthe
otherhand,
weredrawn
onthe
transparent
eels andoverlay
ed ontop
of eachother,
sothat the
different
parts ofthe
same character couldbe
animatedseparately."
6
The
"eels"utilised
by
VideoWorks
areactually
animated objects(sprites)
.Up
to
24
eelsmay
interact
onthe
screen atthe
sametime.
Each
one
is
aMacpaint
file
andis
eithercreatedby
abuilt-in
graphics programcalled
CheapPaint
oris
incorporated
by
atool
calledthe
Art Grabber
.They
are stored anddisplayed in
miniaturein
a reference window atthe
bottom
ofthe
screen.VideoWorks
has incorporated
the
standardMacintosh User
Interface
withits
pulldown
menus.scrollbars,
cut.copy
and paste .The
program
is
welldesigned;
the
editing
of animationspeed, the
insertion
,deletion
,the
redrawing
of spritesis
done
simply
in
realtime.
The
movements of a particularsprite
may
be
carefully
refinedthrough the
useof
the
Tweak (the
incremental
motiongenerator)
window.Repetition
ofany
part of
the
animationis
accomplishedquickly
withcopy
and pastein the
log
sheet window(the
score)
.Real
time
recording is
offeredin
additionto
frame
by
frame
.A
sound generatoris
alsoincluded.
The
programis
144
MacPaint files
;
24
smallimage files
or10
full-page
sizedfiles may
be
manipulated onthe
screen at once.The
graphicstool
Cheappaint
is
goodfor
quick anddirty
jobs but
not
for
detailed
artwork .It
is
not suitablefor
objectresizing
-size change
causes
distortion
.For
this
purpose,
Switcher may be
usedto
combineMacDraw
andVideoWorks.
(
In
a singledisc drive
situationhaving
allthose
applications on a singledisc
precludesdisc swapping
)
.The
objectcreated
in
MacDraw
will grow or shrinkin
that
program withoutdistortion;
at regular
intervals
in
that
processit may
be
copied overto
VideoWorks
and saved as a eel
(
also called a"castmember"or a
"sprite"). The
resizeanimation of an objectwill
be
then
accomplished withthis
series of eels;
not
by
performing resizing
on a single eel.VideoWorks
facilitates
the
eeldesign
process.Traditionally,
animators
drew
eels ontransparent
sheets of celluloid .The
artist couldplace one sheet on
top
of another andmodify
animage in
relationto the
previous one .
VideoWorks
has
aMatte feature
to
convert an opaque eelinto
atransparent
outlined eel;
eelsmay be
overlayed and modified andthen
convertedback
to their
opaque mode .As
described
above, another
Macintosh
approachto this
processis
to
useSuperPaint.
In
VideoWorks
eels
may
be
modified asthe
animation runs; the
programconstantly
"updates"
its
eels .Any
changes madein
a particular eel areimmediately
reflected .
This may
be
accomplished asfollows
: openthe
VideoWorks'
CheapPaint
window andthe
Cast
window;
eels(
also called castmembers or sprites
)
arepreviously
created andtherefore
presentin both
windows .
Click
onthe
member ofthe
Cast
windowto
be
edited;
it
willappear
in
the
top
"easel"in
the
CheapPaint
window.Modify;
changesappear
immediately
in
the
running
animation.Simple
sets of objects couldbe
compared and modifiedusing
the
overlay feature
ofthe
Genigraphics
;
there
is
however
notransparency
option analagousto
Matte
.With its
time
constraintsthis
systemis usually
more appropriatefor
execution .Again,
the
artist who expects a preview situation willbe
disapointed. VideoWorks
animations slowdown
and shorten withlarger
amounts of
data.
It is
best for
exploration,
for
testing
various componentsin
anticipation of an animation
to
come.(see Diagrams A,B,C,F,G,H,I,J ).
Bech-Tech's
MacMovies
, unlikeVideoWorks
,has
no spriteanimation
;
it
is,
quiteliterally
,a"moving
pictures"
10
entire
frames
:characters,
objects.background andall;
eachframe is
aseparate
MacPaint file. The
playbackis
smoothdue
to
data
compression;
only
the
"differences"between
oneframe
and next are recorded.This
canpromote
the
desired
ease of use .However,
creating
andediting
within aframe
by
frame
system comparedto
an object-oriented sprite systemmay
also
be
cumbersome .If,
for example,
an elementis
in
the
wrong
place ,it
becomes necessary
to
alterdozens
ofMacPaint
files. MacMovies is
wellsuited
for
animations offull-screen
images.
It is
possibleto
create a3-D
animationusing
printoutsfrom
3-D
programs :there are several
3-D
programs avilable onthe
marketincluding
Mac3D, MacSpace,Easy3d,
Phoenix3D
andMacModel. Easy3D
andMacSpace
also are offeredin
separate,
"professional"
versions called
Pro3D
andSpaceEdit.
Each
offers a unique approachto the
problem ofrepresenting
a3 dimensional
object on atwo
dimensional
surface.Mac
3D
has incorporated
the
standardMacintosh User Interface.
The
use ofthe mouse,
pulldown
menus,
scrollbars
and select areidentical
to
MacPaint.
It has
cut.copy
and paste .Objects
areoriginally
createdfrom
primitives and
may be
manipulated throughthe
use ofhandles
;
for
moreprecision
the
usermay
usethe
window calledthe
Characteristics
Box
where coordinates are
displayed
at alltimes.
The
Align
Objects
box
willalign
the centers, sides, tops
orbottoms
of several objects.The
martiniglass object
illustrated
in Diagrams E
andF
was created withtwo
conesand one
cylinder; these
primitives are alignedin
T/B
Centers
,F/B
Centers
, andin UR Centers.
Icons
and coordinates are alternatemethods
to
control rotations, moves and camera views.The
circulargraphic
for
x,y,z rotationis
particularly intuitive
andkeeps
goodtrack
ofthe
starting
point;
preventing
the
"lost
in
space "difficulties
that
occurin
other3D
programs.1 1
"Enabling
Technologies'Easy
3D
... offers a superbexample of a
simple,
well-designed userinterface. To
rotate anobject
in
space, for
example,
yougrabit
with ahand icon
andswing it
arounda center point; the
angle of rotationis
shownboth
graphically
and numerically.Similarly,
to
adjustthe
viewing
angle you slide an eyeicon up
ordown
a scrollbar.
"'7However user-friendly it
seems,
Easy
3-D
(1986)
was notthe
best
choice
for
the
objectivestated earlier :creating
a set of3-D
images
in
various stages of rotation
to
be
used as animation eels.The MacWorld
article
further
statesthat the
Easy
3D
objects"are
relatively difficult
to
edit".8 The
software succeeded atthe task
ofconstructing
an original objectthrough
manipulating
andthen
uniting
primitives .However,
problemssurfaced
in
manipulating
the
object or object view.The
object woulddistort
severely
after several rotationsin
Camera
; the
program would also crashin
Camera
after10
or more rotations .The
shading
onthe
object wouldchange
dramatically
andinconsistently
.The derived
set ofimages
of anobject
in
various stages of rotation were used as eelsin
an animationprogram
(see Diagram
D)
but
lacked
enough visualcontinuity
to
succeed.
On
afinal
critical note ,the
program's scrapbook copy/pastefunction
wasfaulty
and resultedin
a program crash;
Enabling
Technologies
confirmedthe
existence ofthis
seriousbug
onthe
telephone.
The impression
of a"simple,
welldesigned
user interface"quickly
disperses
oncethe
difficulties in
object manipulation arrive .The
controlthat
acoordinate system providesis
lacking.
This
may
represent a casein
pointfor many
computer artists whocite
their horror
of numbers;
whofind
that
the
mathematical process ofimage
execution creates an absolutedichotemy
between
the
vision of animage
ordesign
andits
execution.Can
the
artist expectto
approachthree
dimensional
graphics"intuitively
"?
Software
engineers willundoubtedly
continue
to
devise
new andbetter
man-machineinterface
systemsbut
the
without numbers
the
artist can nevertruly
masterthree
dimensional
graphics.
The
computergraphics artistis
"a cross
between
a poet and anengineer"
12
only
in
materials andbut
alsoin
anintellectual
sense of"informed
ideas".
Harold
Rosenberg
discusses
the
education ofartists;
the
fundamentalist
attitude versus
the
avant-garde attitudein
his
book "The De-definition
ofArt".
He
arguesthat
former doesn't
recognisethe
important fact
that
artistsmust
develop
their
ideas
through
unfocusedplaying
withtheir
medium;
he
argues
that
the
latter
areequally
mistaken :"In
overstressing
(
the
constraining
nature of)
technique..
.theavant-gardists... mistakethe
nature of artin
ourtime.
Despite
moderntechnological self-consciousness,
artin
the
twentieth
century is
technical to
alesser degree
than
it
wasin
the
age of
the
potter's wheel orthe
maulstick...The
contemporary
sculptor whoinscribes
instructions
and aloose
sketch on a sheet ofblueprint
paper and sendsit
to the
foundry
for
executionis
a man of words and mathematicalsymbols,
a crossbetween
a poet and an engineer, and youdon't
get peoplelike
that
withoutintellectual
training
-1
mean , asopposed
to
training
withpaint-brushes,
hammers,
and othermessy
materials "
9
Dan
Flavin,
a sculptor whose mediumis florescent light
tubes,
argues a
biting
Artforum
article"On
anAmerican Artist's
Education"that
"intuitive
goodsense"
is
nolonger
to
be
relied on :"
The
romance ofdays
of...precious, pious,
... studio-boundlabor
by haphazardly
informed
'loners,' ...relying
desperately
onintuitive
goodsense,
is passing
from
art.The contemporary
artistis
becoming
a publicman,
trusting
his
ownintelligence,
confirming
his
owninformed ideas.
"1
The
questionsinvolved in
reconciling
the
"intuitive"
with
the
"technological"
are
very
aptfor
this
beginning
discipline.
Computer
Graphics is
an artform
createdby
a crossing-over of severalpreviously
unrelated
disciplines
;
abalancing
ofthe
left
and righthemispheres
ofthe
brain
.The
crossing-overis occurring
notonly
in
the
science/art respectbut in
the
fine
and applied arts :painting,
commercialdesign,
animation,
photography
.Each
brings its
own approachto the
questions :how
does
technique enhance or
intrude
uponthe
original conception? What
arethe
fundamental
differences
and shared qualitiesbetween
creating
a13
Execution
andTechnique
on theGenigraphics
Several
techniques
of eel style animationhave
been
experimented with over
the
pastfew
yearsin
the
R.I.T.
computer graphicslaboratory. Documentation
of some ofthese
methodshas begun
and willgreatly benefit future R.I.T
students.A
key
pointfor
every
computer graphics studentis
the
importance
of
matching
the task to
the
medium.An
animation composed of severalhundred
"eels" would notbe impossible
but
wouldbe
a cumbersome andtedious
endeavor onthe
Genigraphics
.The
userwouldbe
constantly
strategising
aroundthe
(no
roomin
animationtable)
"out
ofmemory
"problem rather
than
utilising
the
capabilitiesthat the
machinehas
to
offer.On
the
Genigraphics,
the
number ofdrawings
or "eels" used willbe,
to
some
extent,
constrainedby
the
amount of(animation
table)
computermemory
available.It
is
possibleto
achieve anexciting
animationusing
a minimalnumberof eels.
A
cyclicalseries,
wherethe
end eel returnsto the
beginning
eel,
achieves effective visualimpact
through
repetiton .It
leaves
lots
of computermemory
to spacecolor,
build
upon or otherwise enhancethe
rest ofthe
picture."Whatever type
ofartworkhe
uses, the
animator studiesthe
motion whichhe is going
to create,
picking
out certainkey
positions-i.e. extremes which characterisethat
motion.He
alsolooks
for
the
possible repetitiveness of an action withinthe
animatedmovement.
For
example,
with a characterrowing,
only
one series of
drawings
is
neededfor
the
complete cycle ofmovement;these are
then
used over and over again"11
It
is
worthwhileto
first document
a problemmatic method withunhappy
resultsthat
has been
chosenby
one or more students a yearfor
several years.
It
involves
the
animation of non-Euclidean shapes onthe
Genigraphics
whenthey
are created as point-to-pointdrawings
(vertex
to
vertex)
onthe Genigraphics
underTrace
.Shapes(eels)
that create,
for
example , an animation ofa
running
14
larger
number of verticesto
be visually
effectivethan the
Euclidean design
shapes
that
the
Genigraphics
wasoriginally designed
to
handle.
The
problem arises when
the student,
for
whatever reason ,decides
to
animatehis
man orfrog
eelsusing
the
Genigraphics
"Transform"option.
He
might
have
been
inspired
to
usethe
option as anin-betweening
tool
afterhaving
successfully
tried the
straightforward star/squaretransformation
exercise
found in
the
Genigraphics
manual.Ideally
,the student would createthe transformation
entry
asfollows:
eel1
wouldbe
selected eitherin
"group" orin
"object"
(so
that
allthe
vertices ofthe
eel wouldbe
capturedin
onefell
swoop)
anddesignated
asthe
"start" point ofthe
transformation.Cel 2
wouldthen
be
selected
in
"group" or "object" anddesignated
asthe
"end"point; this
process would
be
repeatedfor
the
entire series of eels.(This
assumesthat
the
studenthas correctly
designed his
eels sothat
each component vertexofeach particular eel
has
acorrectly
placedcorresponding
vertexin
every
othereel of
the
series). The
Genigraphics
wouldthen
provide aflawlessly
in-betweened
leaping
frog.
A
careful appraisal ofthis
procedure revealsits flaws. The
studentis attempting
to
choreograph a"cast
ofthousands";
i.e.,
vertices.Transform
works well whenthe
number of verticesinvolved is
manageable .
It
works wellin
situationswherethe
verticescomposing
the
objects are spread
widely
apart,
areeasy
to
locate
(
i.e.,
located
at lines'ends.at
comers.etc)
andthe task
involves
moving
themin
alinear
orEuclidean
fashion.
Transform
canbe
anextremely
tedious
process withlarge
numbers of verticesthat
overlap
and/orarehard
to track.
In
anon-Euclidean
situationit is
usually necessary
to
goin
,track
individual
verticesand
to
refinetheir
movement.The
processbecomes
impractical
quickly.The
student needsto
considerthe type
of animationthat
Transform
is
capable of rendering.There is
a certainredundancy
in
carefully
designing
the
vertex movement sothat
the
frog
will movein
imitation
of nature andin using Transform
.Transform
is designed
to
save
the
userthe task
ofEuclidean in-betweening.
The
non-Euclideanin-15
betweening
that
is desired
in
this
case mustbe
completely
worked out onpaper
beforehand
;
no workis
saved.Finally
, eventhe
quality
ofthe
motionthat
Transform
creates
is
to
be
considered.Transform is
usedfor abstract,
mathematically
precise motion.
Traditional
animation worksdue
to
a physiologicalphenomenon
described
as persistence of vision :"When
a singleimage is flashed
atthe
eye, the
brain
retainsthat
image
longer
than
it
is
actually
registered on
the
retina.So
when a series ofimages is
flashed in
rapid
order,
as a movieprojectordoes,
and whenthe
images
themselves
areonly slightly
changed,
oneto the next, the
effectis
that
of continuous motion.This very
remarkableillusion
is
the
perceptual
foundation
offilm
andtelevision.
"1
2
Experiments
have been
made onthe
Genigraphics using
Eadweard Muybridge
's
sequential photographs of animalsin
motion .The
photographs wereTraced
;
an animation was createdby Transforming
the
resulting
shapes .Although
atfirst
this
might seem afoolproof
andshortcut method
for
producing
a realisticresult, this
was notbeen
the
case.
An
annoying
peripheralfluid
motionresulting
from
the
Transform
process was apparent
along
withthe
intended
realistic movement ofthe
leaping
animal.The
brain is
moretolerant
of animationthat
is
abstractthan
whenit is comparing
it
realistically.It
is
possiblethat
in
this case,
Transform
closedthose
gapsthat the
persistence of visionhad let
the
brain fill
in
; that the
animationbecame
too
explicit.The
alternative methodis
to
utilisethe
"Inhibit
" optionFollowing
the
directions in
the
Genigraphics
manual, the
user creates arepeating
animation cycle
in
which each eel will appear(
be
" active ")
in those
16
calculated
according
to the
number of eelsin
the
series andthe
number offrames
requiredto
hold
each eel.(
One frame
per eelis usually
too
fast). A
50 frame
cycle could consist of10 5-frame
eelholds
;
250 frames
ofanimation would
be
createdby
repeating
the
cycle5
times.
Before creating
the
Inhibit entry
the
eels mustbe
putin
correct
overlay
orderandin
correct alignment.Although
the
("animation
table"
)
computermemory may
run outif
the
number and\or size ofthe
eelsis
large
,the
usercan get aroundthis
by
placing
the
remaining
eels onGenigraphics
"pages"2
and3.
It
is usually best
to
createthe
Inhibit
entriesfirst,
especially
whenthe
user wishesto
perform a simultaneousMove
onthe
eels(as in
moving
ajumping frog
acrossthe picture);
unpredictable results occurwhen
the
Move
entries aredone first.
Performing
Inhibit
onthe
group
ofeels
first may
makeit difficult
to
capturethe
entiregroup
at once .Inhibit
and
Move
canbe
performed onthe
wholegroup
asfollows:
the
Inhibit
entry
is
structured sothat
the
group
reappears onthe
screen afterthe
last
specified
frame.
The Inhibit
entry
is
createdfor
x number offrames.
"N"
is
entered
in
responseto "Off
for
the
last
(end)
frame
andafter?"
This
means
that the
entiregroup
willbe
reassembledfor
the
last
(end)
frame
and allframes
after .The
user can thenGo To
this
frame
, capturethe
wholegroup
, and createthe
Move
entry
overthe
sameframes.
The
eventual
videorecording
ofthis
particular segment oughtto
stop
1
frame
prior
to
that
last
frame.(
"Y"is
specifiedin
responseto the
prompt"Off
for
the
first frame
andbefore?"
; the
startframe
specifiedfor Cel 1 is 0
, not1 ;
Cel
1
is
specified offfor
frame 0
andbefore.)
The
alternative methodfor
this
sameillusion
is
more expedientin
certain cases:moving
the
background
in
a reversedirection
whilethe
animatedfigure
remainsin
the
same
location
.Cel
animationmay
be
accomplished withthe
Genigraphics
paint software
using
" panels" :
"
On
vectorbased
systems ...(whichcontainboth
vectorand paintscreens
)
...the vectorimage
is
createdfirst. A
vector17
seperate screen...
the
Genigraphics Corporation
refersto
this
object as apanel"1 3
The
objectcalled a paneltherefore
exists onthe
vector screen asa reference
to
a part ofthe
raster screen(
calledthe
" canvas").
It simply
displays
whateveris
onthe canvas;
when adifferent
picturefile is
calledup
onthe
raster screen ,the
panel onthe
vectorscreen will appearto
change.
On
a canvascontaining
a set of cel paintings a panelmay be
made
for
each cel.An
animation with panelsmay be
created and savedbut
will run withany
canvas.A
certainflexibility
is
therefore
built into
an animation created withpanels.
The
canvases canbe interchanged This is
usefulin
many
ways.In
cases wherethere
aremany
eel/panels, the
tracking
becomes
complex.
Working
with numbered eel/panelsfacilitates
the
tracking;
the
original unnumbered eel/panels are substituted when
it
comestime to
record.
It is
also possible substitute a canvas ofrunning
men shapesfor
acanvas of
walking
men shapes(substitute
shapesexactly
aligned overoriginals)
andin
this
manner obtain morethan
one animationfrom
asingle animation
table.
The
key
to
sucessis
the
correct placement ofthe
shapes on
the
canvas : alignment canbe
checkedby
putting
the
originalcanvas on
A;
the
substitute canvas onB
; then
switching
back
andforth
between
screens.An inherent limitation
of vector-based systemsin
manipulating
digitised images
is
their
ability
to
colormap
substitutions/corrections.The
method of color
correcting
paintedimagery
onthe
Genigraphics
may
seem cumbersome and
imprecise
to
artistsfamiliar
with raster systems.Digitised
imagery
usually
requirescorrecting
.Solid
white andblack
backgrounds
rarely
come throughthe
digitising
process as a single color;
nuances of shade and
light
gettranslated to
create visual"noise".
Color
corrections must
be
achievedby
filling,
masking
orpainting
overThe
process varies
in
difficulty
according
to the
background
and shapesinvolved.
If
precise controlis
requiredto
mask aroundimages it is
advisableto
createthe
panelwiththe
uncorrected paint canvas.Regen
the
vectorpage without
moving
the
panel.Trace
or otherwise createthe
vector mask18
moving
it.
The
mask willthen
be
registeredcorrectly
onthe panel; the
solidcolor can
be quickly filled
with an opaque color or withthe
invisible
(
0
chroma
0
hue
-0
value)
black;
the
panelis
then
recreated .This
processis
time
consuming
whenthere
aremany
eelsto
be
cut-out,
painted or otherwise manipulated.With
limited
accesstime
onthe
Genigraphics
,it is
advisableto
preparethe
image
for
digitising
.The
eelsmay be
cut out with an exactoknife
and mounted on adesired background
or on
black
chartpak paper .The Geni's
(0-0-0)
black is
usedfor masking
.This is
a variationon a
feature found
in
rastersystems.Any
portion of animage filled
with(0-0-0)
black
becomes
"clear"and when
the
image is
copied and pasted overa
background,
any underlying
imagery
showsthrough.The
rectangularborders
ofthe
Geni
panels "disapear" whenthis
black
is
used as a mask ,allowing
other panels and/or objects underneathto
showthrough.
0-0-0
black
objects onPages
will notcopy
or pasteto
canvases .It is
sometimesnecessary
to
checkthe
number values on ablack
;
it is
easy
to
confusethis
color with other
blacks
.The
fill
function does
not seemto
recognisethe
difference
either and will not replace an opaqueblack
withthe
0-0-0
invisible"
black
.To
achievethis
it
is
necessary
to
fill
the
opaqueblack
with some other color ,
then to
fill
that
colorwiththe
"invisible"
black.
Aliasing
problems can result whenbackgrounds
showthrough
Geni
panels.Artists
trained
onthe
Artronics
willbe
familiar
with customanti-aliasing
techniques.It is
wiseto
checknewly
created panelsin full
screen
before
proceeding
;
such shapes can appearwithbeautiful
clarity
on
the
menu screen;
anddisplay
anannoying
dark.irregular
outlinein
full
screen .
It
is
a mostunhappy
phenomenonto
discover
at alate
moment.Macpaint
,Fullpaint,
and similarMacintosh
programshave
the
ability
to
invert
Macintosh
images
; the
background becomes black
andthe
figure,
white.Mac-Art
,MacMemories,
or otherMacintosh
"canned"
images
canbe
laser
printed anddigitised into
the
Geni in
their
inverted
form.
The black
backgrounds
willfill
quickly
; the
whitedrawings
willaccept a
tint
nicely.This
is
a nice effect used withthe
old engravings available throughMacMemories.
It
is difficult
to
successfully
tint
withdarker
greys(
0
chroma)
;
19
One
solutionis
to
selectthe
darker
coloralong
with avery
transparent,
large
squarebrush
;
choosehorizontal
movementin
steps of32.
The
addition of panelsto the
Geni
program makesthe
Regeneration
time
ofthe
screen animportant
factor in
the
planning
and executionof,
animations.Large
panels are slowto
regen.Each
panel adds a certain amount of regentime
depending
onits
size and also onits
position relative
to the
frame
ofthe
Page.
Regen
time
for
a single panel canlengthen
considerably
whenit is
eitherMoved
outsidethe
frame
orGrown
.The
artist should comparethe total Regen time
for
allhis frames
with
the
amount ofGeni
accesstime that
he has
left;
it
is
necessary for
every frame
to
Regen
during
video-recording
.Regen
time
of1
minute perframe
means5
hours
ofGenigraphics
time
to
record a miniscule10
20
Conclusion
It
is
tempting,
and evenfacile,
to
be
drawn into
the
metaphysicalaspects of
using
the
computer as atool
for
creativity.One
can rangefrom
the
highly
specificto
grossly
general.In
the
preceding
discussion
ofspecific
techniques,
the
medium ofthe
computerhas
permitted a redefinition
of normative perceptionsheld
close anddear. We
canrestructure
time,
alterspace,
viewa single objectfrom
many
anglessimultaneously
without moving.It
is
abundantly
clear, through their
comments and
by
the
content oftheir work, that to
dismiss
the
impact
ofthese
"philosophical"consequences of computer graphics
technology
onthe
artists anddesigners
who useit,
wouldbe
to
sidestep
a critical andfundamental impact. Too
often, the
computerhas
been
paradoxically
denigrated
to
anall-seeing,
all-knowing
super phenomenon : amonkey
can
do it
with a computer.But
why
not?If
amonkey
can,
why
can't we?Indeed,
we,
who use andlive
by
this
medium andthese
modes ofexpression,
have been inclined
to
short-sell ourwork,
ouraccomplishment,
our
inspiration,
ourvision,
and our skillin
addressing
andshaping
this
newmedium.
Of
course, the
computerartisthas been
victimto the
broader
sociology
ofthe
computer.For
the traditionally-schooled artist,
it
seemstoo
easy
to
experiment withdifferent lay-outs
and color schemes withresponse
times
measuredin
sub-secondsinstead
ofdays
orweeks.We
areinclined
to
feel
guilty, to
justify
ourworkin
traditional
terms, instead
offocusing
onthe fundamentals.
It
is
almost axiomaticthat
any
advancein
technology
is
accompanied
by
a companion advancein
expectations.The
railroad, the
cotton
gin, the
harvester,
the automobile, the
telephone,
the radio, the
vaccine all
have
led society
atlarge
to
increment
its demands
to the
upperlimit
ofthe
technology
available; workis
moreefficient,
we cancommunicate more
easily,
fewer
people get sick.In
this way, the
advance21
time
onthe
basic
tasks
ofsurvival;
but
how
has
this
time been
replaced?Certainly,
it is
not withleisure.
As
the
currency
of expectationshas
risen in
value,
sotoo
have
the
consequences.We certainly
workashard,
andstruggle as
hard.
But
these
aredelivery
systems; the
specificactivity
ofthe
work
has
changed andbeen
molded, to
someimportant
degree,
by
the
technological
environment,
but its
content and value remain.It is
withinthis
framework
that
we canlend
meaning
to the
creativegenesis of computer graphics
design
and animation.For
all ofits
facility
in
more
efficiently executing
traditional
design,
or evenin
leading
the
artisttoward
a newvision, the
computeris far
too
primitive adelivery
systemto
alter
the
basics
of visual creativity.The
artistbegins
with animpulse
and avision and seeks a mode of expression.
The
processbegins
and ends withthis
stirring
within,
andfor
allits
fascination
and magic andutility, the
computer,
orany
technology,
is
no substitute.As
the
technology
canhumble
usin
its
capabilities oftechnique,
we mustconstantly
renew our22
Bibliography
1
.Bloomer,
Carolyn
M.
Principals
ofVisual Perception. NewYork
:Van
Nostrand
Reinhold,
1976
2.
Deken
,Joseph. Computer Images
:State
ofthe
Art
New York
:Stewart,
Tabori &
Chang,
1983.
3.
Halas.John. Computer Animation.
New
York:Hastings
House,
1976.
4..
, andWalter
Herdez.
Film
&
TV.
graphics.New York
:Hastings
House,
1967.
5.
, andRoger Manville.
Art
in Movement: New
Directions
in
Animation.
NewYork: Hastings
House,
1970.
6.
Herdeg
.Walter.Film & TV
Graphics
2.
NewYork
:Hastings
House,
1976.
7.
Layboume.Kit.
The
Animation Book
.New York
:Crown
Publishers,
1979.
8.
Leavitt.Ruth,
ed.Artist
andComputer. New York
:Harmony
Books,
1976.
9. Muybridge.Eadweard. Animals in Motion
andThe
Human Figure
in Motion.
New York
:Dover,1955
and1956
,respectively
.1 0.
Perisic,
Zoran.
The Animation Stand.
London
:Focal
Press
,1976.1 1
.Peterson,
Dale.
Genesis
II: Creation
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withComputers
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Reston
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Rosenberg,
Harold. The De-definition
ofArt.
New York
:Collier
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Jan
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Graphic
idea
notebook.New York
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Publications,! 980.
14.
Wulforst,
Harry
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Computer Age
.New York:
23
Footnotes
1
.Peterson,
Dale
.
Genesis II: Creation
andRecreation
withComputers
.(Reston.VA:
Reston
Publishing
Co.),
1983
, pp.70-71.
2.
Armbrust,
Roger
."In
the
Mind
of. . .Harry
Marks,
cgi'sHot
Designer
".
Computer Pictures
,
Sept/Oct
1
985
, p.20.3.
p.20.4.
Mello
,Adrian
."MacPaint's
Successors
"
.
"MacWorld
Magasine
",
January
1 987
, p.101.
5.
Neilson,
Efert
."Moving
Pictures".
Macworld Magazine
March
1987,
p.107.
6.
VideoWorks
Manual,
Hayden
Software
Company
,1986
,p.8.7.
Neilson,
Efert
."3-d,Take 2
".
Macworld
Magazine
,
May
1987
,p.
123.
8.
. p.124
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Rosenberg
,Harold
.The
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ofArt
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:Collier Books,1
973)
pp.45,
47.
10.
p.45.1 1
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The
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(London
:Focal Press
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12.
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(New York
:Crown
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),
p.28.13.
Nelson,
Loree
."How to
Choose
aPresentation
Graphics
System
" .Computer Pictures
24
Diagrams
A.
Ribbon Animation.
VideoWorks,
MacPaint Softwares
B.
Star Animation
.VideoWorks,
MacPaint Softwares
C.
Origami Animation
.VideoWorks
Software
D.
Example
of3D
Object
Distortion
:Rotating
Camera Views
of aSphere/rectangle
.Easy
3D
Software
E.
1
.Rotating
aMartini
Glass Shape
.2.
Combining
rotated shapesin
one"World" .Mac
3D
Software
F.
1
.Screen
dump
from Earthplot
program2. Earthplot
screendumps
reducedthrough
Fullpaint
to
be
animatedin
VideoWorks
Earthplot
,Fullpaint
Softwares
G.
,H.
,I.
Thesis
Sketches
1
,2,3MacPaint
,MacDraw,
Easy
3D
Softwares
J.
Atom
animationA.
VideoWorks Software
MacroMind
Inc.
Ribbon
Animation
B.
VideoWorks
Software
MacroMind
Inc.
Star
Animation
C.
VideoWorks
Software
MacroMind Inc.
Origami
Animation
D.
Easy
3D
Software
Enabling
Technologies
Rotating
Camera Views
of aSphere
andRectangle
Example
ofObject
Distortion
D.(
cont.)
Easy
3D
Software
Enabling
Technologies
Rotating
Camera
Views
of aSphere
andRectangle
Example
ofObject
Distortion
C.Kirby
1987
E. Mac 3D
Software
Challenger Software
Rotating
aMartini
Glass Object Set
E.
(cont.)
Mac
3D
Software
Challenger
Software
F.
Earthplot Software
MacCursor
Top:
Screen dumps
Bottom:
reducedin
Fullpaint;
imported into VideoWorks
as eelsMacCursor,
Ann Arbor
Softworks,
MacroMind
Inc.
G.
VideoWorks
Software
MacroMind Inc.
Sketch
for Thesis
1
,2C.Kirby
1987
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H.
Easy
3D
Software,
VideoWorks Software
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MacroMind
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Sketch
for
Thesis
3
I.
VideoWorks
Software
MacroMind
Inc.
Sketch for Thesis
4
C.Kirby
1987
J.
VideoWorks
Software
MacroMind
Inc.
Atom Animation
C.Kirby
1987