Theses
Thesis/Dissertation Collections
11-1-1993
Uaguzi
Christopher Erin Walsh
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Recommended Citation
yearsofgraduate school
to
completethis
projectand receive aMFA
in Computer
Animation: First
andforemost,
Christine
M.
& Richard
T.
Walsh,
my
parents;
Terry
Ellen
Walsh,
my favorite
sister;
for
their
love
and support which madeeverything
possible;
my
thesis
committeefor
their
outstanding
knowledge
and advice:Jack
Slutzky,
Steve
Kurtz,
andErik
Timmerman;
my
goodfriends: Genevieve
Fox,
George
Traikovich,
Andrew
"Fishy"McPhillips,
Kent
Francis,
Steve
Givas,
Steve
Kurtz,
andTed
Pratt for
making
graduate school a wholelot
offun.
For
abetter understanding
ofthis thesis
paper,
I
wouldlike
to
invite
youto
viewthe
computer animationI
createdfor my
thesis.
A
tape
of"Uaguzi"is
onfile
in
the
Acknowledgments
I.
My
Challenge
II. Thesis Proposal
III.
Design
and
Modeling
IV.
Storyboarding
V. Animation
Production
Topas
4.2
Character Animation
Camera
Positions
and
Movements
Previews
and
Flipbooks
Camera Positions
and
Movements
Frame-by-Frame rendering
to
ODR
Transfer
to
Video
Problems
and
Solutions
VI. Post-Production
Video
Editing
Soundtrack
Thesis
Committee Meetings
Uaguzi
VII. The Final
Product: Conclusions
StoryBoards
My
Challenge
I
cameto
RIT,
for
aMFA
in Computer
Animation,
with one aimin
mind:to
learn
3D
animation.The
mostdifficult
partaboutmy
animationtheses
wasfinding
a projectthat
wouldchallenge allthat!
had learned up
to this
point.I
didn't
wantto just
fly
the
camera around
objects,
asI'd
seenin
previoustheses'
and
three
dimensional
animations.That
wasthe
easy way
out!I
setmy
goalshigh.
I
wantedto
seeif
I
couldbring
characters
to
life
in 3D. I
wantedto
take
traditional two
dimensional
character animationtechniques
andapply
the movementto three
dimensional
models.II.
Thesis Proposal
The idea
for
"Uaguzi"was
inspired
mainly
from
my
artbackground. First
andforemost,
I
am an painter.I
felt
that
my
thesis
had
to
be
aboutsomething
that
wasclosely
relatedto
my
interests.
I
turnedto
arthistory
to
find
a story.The
cavepaintings ofEurope(Lascaux
),
Africa,
andNorth
America have
alwaysintrigued
me.They
have
asimple,
primitivebeauty
aboutthem.
Ever
since thesemysticaldrawings
werediscovered, they
have
raisedmany
questions aboutthe
people whodrew
them
andwhy
I
wasvery
excited aboutdoing
astory
about primitiveartusing
high
technology.
I
wantedthe
story
to
be
simple anduniversal.I
decided
to
have
onecharacter(Ashanti)
who would strugglewith
his
manhood,
self-imageandidentity
atfirst
andthrough
painting
animage
on acavewall wouldsucceed,
becoming
the
"great hunter".
I
decided
on astory
in
whichAshanti
wouldfail in
hunting
gazelles.He
wouldreturn
to
his
cavehungry
and rejected.While
sitting
in
the
mouth ofthe cave,
Ashanti
sees a
group
ofgazellesrunning
nearby, this
inspires
him
to
createa cavepainting
ofagazelle.
By
the
act ofcreating
this painting,
he
becomes
successful.With this
sketchy
outline,
I
began making
models and startedto
animate.At
that
time,
the
mostimportant
thing
to
me wasanimating
the
gazellein
a gracefulrunning
gait.
Since I
had
never madeanything
movelike
this
before
and was so eagerto
do
so, I
hurried into
the
challengebefore
fully
developing
my
story.I
thought
if
I
could animatethe gazelles, the
rest ofthe
animation would comeeasily
andthe
story
wouldfall into
place.
But
nowI
seethat
fully developing
my story before getting
too
involved
withthe
animation wouldhave
saved me alot
oftime.
m.
Design
andModeling
Working
withTopas
4.2
on a486pc,
I
knew
I
had
alimited
amount of powerto
workwith.
I
had
to
constantly
remind myself ofthis
andto
be
selectiveof whereto
useit
mosteffectively.I
deliberately
designed everything
to
be
as simple andfunctional
asI
could.
I
thought
an abstractlook
wouldbe best
suitedfor
this
animation and wouldbe
gazellesweremodeled afterprimitive
African
idols
and sculptures.The
elements ofprimitive
African
sculptures were perfectfoundations
to
base my
characters on.They
are not realistic
representations
ofhumans,
but
figuratively
abstract;
but
not so abstractthat
one cannottell
whatthey
are.Everyone knows how
and what ahuman
looks like
walking, running, etc.,
but
whohas
seen anAfrican
idol
running
acrossthe
room?After
creating
a rough sketch of whatAshanti's
body
wasto
look
like,
I
showedthe
sketchto
Professor Jack
Slutzsky.
He
felt
that
my basic figure had
"a
goodpersonality
that
he
couldrelateto
"andpointed outthat
I
neededto
makeAshanti
bend
in
the
sameplacesthat I
myselfdid. Professor Jack
Slutzsky
said,
that
by
acting
outwhat
Ashanti
wasto
do
myself, I
coulddiscover
the
movementI
wantedto
animate.This
idea greatly helped
meto
animateAshanti.
Ashanti's
gazelle mask was alsodesigned
from
looking
atmany
different
primitive
African
masks.Since
I
could notfind
a photograph of an actual"gazelle
mask"
I
took
many different
elementsthat
I
liked,
and combinedthem
with somecharacteristicsofagazelle's
head.
I
wantedAshanti's
face
to
be
the most expressive elementin
the
animation.I
wanted
it
to
be
unique.Ahanti's face
wasinspired
by
the
early
abstract paintings ofAfrican
masksby
Pablo Picasso. These
early
Picasso
abstracts ofAfrican
maskshave
the
raw,
bold
powerthat
shockedthe
artworldin
the
early
1900's(i.e.
Le Demoiselles
d1
Avignon, 1907,
Daix,
Pg.73)This
is
whatI
washoping
to
incorporate in
my
animation.I
collaged elementsfrom four
separatePicasso
paintingsto
createAshanti's
face.
From
the collage, the
modelfor Ashanti's
face
wasextruded,
beveled,
andmolded aroundFor
the
design
ofthe
landscape,
againI
had
to
be
concernedwithhow many
polygons
I
wasto
use.But
yet,
I
had
to
have
aneffective abstractlook
andfeel
that
wasconsistentwith
the
modelsofAshanti
andthe
gazelles.Also,
I
did
not wantto
be
constantly
building
modelsfor
separatescenes.I
decided
to
createonelarge
"stage-like"
modelwhereall
the
action couldtake
place.The
modelwouldhave
to
containeverything
that
wasneededthroughout
the movie.Whatever
wasnotseenby
the
camerawould
then
be deleted
to
savememory
andrendering
time.
By
creating
onestage, I
savedtime in
modeling
andcould startanimating
quickly.IV.
Story Boarding
I
startedworking
onthe
storyboards asI
wasbuilding
my
models.I
feel,
story
boarding
is
the
mostimportant
part ofplanning
an animation orfilm.
Storyboarding
allowedmeto
work outdetails like
how,
what,
where and when events wereto
happen
andhow
they
looked
in
each shot.This
process allowed meto
sitdown
atthe
computerto
freely
create animation.
As
I
finished
eachshot, I
would checkit
off onthe
storyboard.This
wasa reliable
indicator
ofhow
I
was progressing.It
wasalsoa good motivator.My
storyboardswere quick rough sketches.
I
gave more credenceto the
planning
of eachshotand
how
it
relatedto
the previous shots andthe
story, than
I
did
onspending
time
creating detailed
drawings. For
me, the
storyboards are not setin
stone.It
was anongoing
day-to-day
process.As I
animated,
I
found
someshotsdid
not work at allfor
onereasonor another.
Those
were eithercutout alltogether
orreplacedwith a newshot.
In
otherplaces,
I
found
I
neededto
addshotsto
makethe
story
clearer.The
Animation
Production
Topas
4.2
In
February
1993,
the
department
upgradedTopas 3.6
to
the
current4.2
version.Without
this upgrade,
alarge
portion ofmy
animation would nothave been
possible.The
4.2
versionallowsyouto cut,
copy
andpastewithinthe
animation script.This
improvement
allowed meto
do
cycleanimation,
by
copying
the
movement of anobject(one
cycle)
andrepeating
it
overtime.
Another improvement
overthe
3.6
version,
wasa
variety
oflighting
options(omni
lights,
distant lights
and spotlights)
that
couldbe
groupedto
objects and animated.Along
withthese two
major changesthere
weremany
other smallerimprovements
that
makeTopas 4.2
a versatilePC
animationpackage.
Animating
Topas
4.2
animationsare producedby
selecting
key
positions of yourobjects atvarious
times in
your animation.The
computerinterpolates
the
intermediate
positionsof your objectsat
the
speedit is
moving.This forms
the
motion paths of your objects.Interpolation
is
amathematicalprocess whichtakes
the two
end positionsanddetermines
eachintermediate
positionbased
onthe
speed of change.In animation, this
is
often called"inbetweening" or
"tweening."
It is
interpolation
whichallowskey
frame
animation.
The
first
modelsI
set outto
animate werethe
gazelles.My
first
tests
failed
allowing
the
modelto
mimicthe
movementoflive
gazelles.I
found
it
wasvery
easy
to
lose my
placein
the
animationprocess.I
had
to
be very
focused.
For me,
it
waseasiestto
concentrate on onething
atatime. For
example,
whileI
wasanimating
the
gazellesrunning, I
directed my
attentionto
onhow
the
legs,
neck andhead
movedfirst. Once
I
felt
comfortablewiththe
motion of thehead,
neck,
andlegs,
I
wentback
to
existing
key
frames
and addedthe
verticalbounce
of the gazelle.Again,
I
would goback
to
earlierkey
frames
and make the gazellemoveover adistance
to
createthe
movement.Finally,
I
wouldgoback
andsetthe
camera whereI
wantedit.
By
this
layering
process,
I
wasable
to
keep
track
of whatI
wasdoing
and createthe
animationI
wanted.The
otherbig discovery
I
made wasthat
I
did
nothave
to
reinvent animation.I
found
alarge
percentage ofthe
movementsI
wantedto
animatein
simple"how
to"animation
books located
atthe
local
arts&
craft store.These
books
arefor
characterandtraditional
cartoon animation whichtranslated
brilliantly
to
3D
animation(Blair,
Pg.
12).
Between
the"how
to"books
andmy acting
outmovements,
I
wasableto
createany
3D
character animationI
wanted.On
any
givenday
in
the
computerlab,
youcouldfind
me
jumping,
crawling,
sitting up
anddown,
swinging,
throwing, running
in
place,
dancing,
anddoing
allkinds
of weirdthings
trying
to
relatemy
own movementsto the
character
I
wastrying
to
animate!Another
referenceI
usedfor
animallocomotion
wasthe
photography
ofEadweard
Muybridge
(the father
ofthe
moving
picture,
MacDonnel,
Pg. 35). In
the
late
1800's
andearly
1900's,
Muybridge
photographed alltypes
of animal andhuman
locomotion. He
setasuccession of camerasin
aline
that
wouldfire
offby
trip
wires asan animal
walked,
ran,
orflew
by.
Muybridge's
photosbroke down
the
movement ofThe
mostfamous
setsofphotographswerethose
of ahorse
asit
galloped.These
photographs
finally
provedthat
ahorse does leave
the
groundasit
runs(Hass,
Pg.29).
Camera
Movement
andPositions
I
wasmore concerned withwhathappened
withinthe
moving
pictureframe (the
movement of
characters)
than
withmoving
the
camera.In
most computer animationsI
've
seen, the
cameraflies
aroundfor
no apparent reason.Just
because
you candoesn't
mean
that
you should.The
only
time
I
felt
it
necessary
to
movethe
camera was whenI
wanted
to
revealsomething,
keep
up
withthe
movement ofthe
characters oraddto
the
movement.
Camera
positions were arrangedto
keep
the
movementflowing
in
alinear
fashion.
It
was noteasy
atfirst. A
few
times
whatI
had
sketched out onastoryboarddid
notturn
outthe
samein
3D.
Luckily,
Professor
Erik Timmerman
pointedoutmy
mistakes
to
meearly
onin
my
project.It
is
possibleto
get soinvolved
witha projectsometimes
it's really easy
notto
see what you'reprecisely
doing. It is
a goodidea
to
have
outside criticismperiodically.It
waseasy
to
correctthe
camera positionin
the
animation
script,
but painfully
time
consuming
in
re-rendering.Sometimes,
I
deliberately
broke
the
camera plane.Professor Timmerman
suggestedif
that this
wasdone correctly
the
effect wouldbe
breathtaking.
During
the
chase scene wereAshanti
chases andcatches
up
withthe
gazelles,
I
broke
the
camera planeto
create visualPreviews
andFlipbooks
A
real-time previewis
amonochromewireframe
animation which playsback
atthe
speedan actualrecordedanimation wouldhave. I
wasconstantly checking my
animation with real
time
previews.The
previewis
one ofthe
best features
aboutcomputer animation
programs,
allowing
youto
reviewyouranimation withinminutesof
its
creation.A flipbook is
afull
color animation preview.A
flipbook
canbe
afull
representation of your animation.
Since it
takes
muchtime
to render,
I
createdflipbooks
only
afterI
had completely
finished
animating
a scene.I'd
usually have
to
let
the
computerrun overnight
to
create aflipbook.
Problems
andSolutions
What
madeanimating
Uaguzi
sochallenging
andrewarding
wasovercoming
the
problemswhicharose
everyday, this
included
modeling,
setting up
shots, animating,
lighting,
hardware
and softwareproblems.Each
day
there
weredifferent
problemsto
gazelles
running
with nobackgrounds
to the
opticaldisk
recorder.I
found
that
my
modelswith
their texture
maps andanimation werejust
over sixteenmegabytes.This
wasmore
than the
computerhad
in RAM.
Therefore,
whenthe
computer wastrying
to
send
the
signalto the
Optical Disk
Recorder,
the
computer wasswapping
outthe
ODR
driver
because
it
did
nothave
adequatevirtualmemory.I
solvedthis
in
two
ways:the
easiest was
to
buy
moreRAM. I
bought
four
megs myself andlater Erik
Timmerman
lent
me another eight.Then I
reducedthe
actual size ofmy
model.I
did
not wantto
reduce
the
number of gazelles.I
had
to
find
another method.I
found
that
I
could reducethe size of
my
modelsby
compressing
the
mapsI
used.Maps
ortexture
maps areimages
thatTopas
usesto
cover objects.If
youmap
anobject,
youarewrapping it
witha
two-dimensional
picture.I
took
the
picturesI
digitized for
the texture maps,
andprojected
them
on polygons on onescreen,
fully
renderedthe
screenand savedthe
screenasa
PICT,
whereby consolidating my
picturesto
onescreen.This
cutthe
memory
usedfor
texture
mapsfrom
five
megsto
one.The
second probleminvolved
the
drawing
scenes.I
was stumped onhow
to
create
the
visual effect ofAshanti
actually
drawing. I
wantedto
showAshanti's
hand
going
acrossthe
screenproducing
aline.
I
knew
I
did
nothave
enoughmemory
to
import
pictures ofthe
line
being
produced.I didn't
wantto
goto
a2D
programto
produce
it.
I
wantedto
createthe
entire moviewithinTopas(3D).
Finally,
I
took
the
line
(polygon)
I
wantedto
draw
and choppedit into
smalloverlapping
pieces.I
then
animated
Ashanti's hand
overthe
line.
At
the
appropriatetime
I "turned
on"each
First
I
neededto
make each piecetransparent
(invisible)
andthen turn
it
black
to
make
it
visible.This
processwastedious.
I
had
to
do
alot
oftweaking,
checking,
double
checking
andso on.But
it
was worthit. When
playedback
atreal-timethe
effectworked.
Lo
andbehold,
Ashanti drew!
My
third
andreally
big
problemwasthe
ending.I
didn't have
one!I
clearly had
the
first
two thirds
ofthe
story
completely
workedout,
but
the
ending
eludedme.The
original
idea for
the
ending
wasto
have
anironic
twist
offate. Ashanti
would returnto
thecavewith
his kill
to
find
another manpainting
animage
ofAshanti
onthe
wall.Ashanti
realizesthe
significanceofthe
drawing,
drops
the
gazelle andfrightened,
runsaway.
The
otherindividual
wouldchase afterAshanti.
However,
afteranimating
the
sequence,
I
found
that
it did
nothave
the
effectI thought
it
would.Back
to the
drawing
board.
After
numerousmeetingswithmembersofmy
thesis
committee,
it
wassuggested
I
revolvethe
wholestory
aroundthe
drawing.
I
also neededto
find away
to
tie
together the
drawing,
the mask,
the
hunt
andthe
"great
hunter."I
decided
Ashanti
would
have
adouble-dream
ashe drew
the
gazelle.When
he finished
the
drawing
the
gazellewould
be
in
the
caveroasting
over afire. Ashanti
would adornthe
gazellemaskandthank
the
godsfor
allowing
this
animalto
be
sacrificedby dancing
aroundthe
fire.
The dance
wouldjoyfully
mimicthe
kill. At
the
end ofthe
dance
the
image
ofthe
"great
hunter"
Rendering
to the
Optical
Disc Recorder
Rendering
addsshading,
highlights,
color,
andtexture
to
a model.In
the
Crystal
Desktop
Animator
there
are three stylesofrendering:wireframe,
quickviewandfullrender. Wireframe only
givesthe
basic
colorinformation
andoutline of objects.It is
the
default
drawing
methodin Topas 4.2
because
it is
the
fastest
method.Quickview
addsmorecomplex
color,
shading
andhighlights
information
to
amodel,
but
it
only
does
this
on apolygon-by-polygonbasis,
soeven round objectslike
spheres will seemfaceted.
Quickviews
are slowerthan
wireframesbut
muchfaster
than
fullrender.
Fullrender
draws
the
modelin
its
mostcomplexform,
including
shadowsandtexture
maps,
and soforth. Fullrender is
the
most sophisticated ofthe
rendering techniques, but
is
the
also the slowestrendering
method.Rendering
is
the
mosttime
consuming
part ofcomputer animation.
I
renderedto the
Optical Disc
Recorder
in
fullrender.
The
computer
fills
in
the
3D
wireframemodels,
colors andtexture
mapswhichthe
animatorhas
selectedin
the
animationframe-by-frame.
Making
atwo
dimensional
picturefrom
the 3D model, the
rendering
time
depends
onthe
rendering
resolution,
amountoftexture maps,
lights,
shadows,
and thecomplexity
ofthe
models.The
scenesin
my
animation
showing
shadowsdoubled
ortripled
the
rendering
time. The
resolutionI
rendered atwas
512
X 482.
Once
the
three
dimensional
model wasfully
renderedto
atwo
dimensional
picture, the
opticaldisc
driver
sendsthe
signalto the
Optical Disc
Recorder. The
frame
is
permanently
recordedby
alaser
to
the
opticaldisk.
The
opticaldisk
is
a"write
once"
disk. Once
that individual
frame is
renderedto
the
disk,
the
The
disk
itself
is
anoversizedindustrial
strengthCD in
ahard
plasticcase.The
disc
is
roughly
thesizeof anEP
vinyl record.The
disc holds
thirty-six
thousand
frames,
the
equivalentof
twenty
minutesoffootage.
I
rendered atotal
oftwenty
four
thousand
frames. The
rendertimes
for my
animation rangedfrom
three to
fourteen
minutes perframe.
If
youtake the
average ofthe
rendering
times
(per
frame,
8.5
minutes)
multiply
it
by
twenty
four
thousand(number offrames),
divide
that
by
sixty
(minutes
in
anhour),
youend
up
withthirty
four
hundred
hours
ofrendering
time.
Rendering
then,
is
the
most
time
consuming
part of computer animating.Transfer
to
Video
The
three
dimensional
files
were renderedfrom
thecomputerto
an opticaldisk
recorder(ODR).
Once
onthe
opticaldisk,
the
renderedfiles
weretransferred
to
3/4"videotape.
The
transfer
from
the
ODR
to
an"AB"roll 3/4"videotape
deck
took
placethrough
a switchbay.
The
opticaldisk
recorderoffered someflexibility
in
the transfer
speedof the
files.
Each
shot couldbe
transferred
in
"real-time,"
the
actualspeedatwhich
it
wasanimated,
orit
couldbe
speededup
or sloweddown. I
only
usedthis
optiononceor
twice.
Another
helpful feature
wasthe
ability
to
the
playbackscenesin
Editing
is
where allthe
pieces cometogether.
It
is
really
fun
to
see allthe
monthsof
hard
workfall into
place.It
washard for
meto
cut shotsfor
visualaesthetics.I
wanted
to
puteverything
I
had
renderedinto
the
film. I'd
like
to
thank
Professor Erik
Timmerman
for working
withmeonthe
editing.He
helped
mestreamlinethe
edits.Soundtrack
For the
Soundtrack,
I
wanteda primalAfrican beat/rhythm.
I
felt
that
it
wouldgo
hand-in-hand
withthe
over allAfrican
theme
ofthe
animation.Rhythm
andthe
drum
are partofeveryday life
in
Africa,
the
drum is
the
oldestof musicalinstruments.
The
drum,
like many
exoticarticles,
is
charged withevocative power.The
drum is
notonly
a musicalinstrument,
it
is
a sacred object and eventhe tangible
form
ofdivinity. It
is
endowedwithamysteriouspower,
asort oflife
force.
I
wantedthe
drum
and rhythmto
drive
thefilm..
To
assist withthe
soundtrack,
I
contactedProfessor
Fred Sturm
ofthe
Eastman
School
ofMusic,
wherehe
teaches
film
scoring.After
showing
Professor
Sturm
the
first
rougheditof
Uaguzi,
he
was eagerto
have
one ofhis
students write musicfor
me.I
told
him
that
I
wouldlike
to
have
anAfrican
rhythm or percussionline. Professor
majoring
asaperformancepercussionist.I
discussed
withPrimo
how
I
envisionedthe
soundtrack.
When I
watchthe animation,
I
hear
alot
of raw powerfuldrums
combinedwithother
instruments
that
are notusually
associated withdrums
like
astring
quartet.I
purposely left
out alot
ofdetail
whentalking
to Primo. I
wantedPrimo
to
writethe
score
freely
from
the
inspiration
ofthe
film,
without alot
of restrictions.After
allhe
is
the
composer.Thesis Committee
Meetings
My
thesis
committeeboard
meetings were a great assetto
me.Although
I
wasunable
to
get allthree
professorstogether
atthe
sametime,
their
separate suggestionsgreatly helped
throughout
the
production ofUaguzi.
It
washard
to
make allthe
changes
that
they
suggested.Each
professorhad
different
suggestionsfor
solutions.At first
I
wasvery
reluctantto
meetwithmy
Thesis
Committee
Board.
I
felt
that
this
film
wasmy
'baby"
and
I
did
notreally
wantto
hear
ortake
anyone's advice.Sooner
orlater,
I
had
to
meet with themto
getthe
film
approved and receivemy
diploma. It
took
awhileto
realizethat
they
weremy
professorsfor
a reason.They
really
are
knowledgeable in
animationandfilm
making.I
amgratefulfor
alltheir
help
The Final Product:
Conclusions
Producing
andanimating
"Uaguzi"was achallenging
but
extremely gratifying
experience.
I
amvery
proud ofthe
final
versionof'Uaguzi."
The
end productis
the
result of sixmonths
hard
work.I
feel
that
I
pushedthe
software andhardware
to
its
fullest.
I
fulfilled
whatI
set outto accomplish,
in
many
circumstances,
exceeding my
own expectations.
Uaguzi
In
Swahili,
meansthe
interpretations
ofdreams,
aprediction, prophecy,
the
calling
of aBahn,
Paul.
Images
ofthe
Ice Age.
New
York:
Facts
onFile,
1980.
Barmert,
Arnold.
Africa: Tribal Art
ofForest
and
Savanna.
London: Thames
andHudson,
1980
Bataille,
Georges. Lascaux: The Birth
ofArt:
prehistoricpainting.Lausannel
Skira,
1955.
Blair,
Preston.
How to Draw
Cartoon
Animation. New York.
1980.
Brain,
Robert.
Art
and
Society
in
Africa.
London;
New York:
Longman,
1980.
Cable,
Mary.
The African
Kings.
[Chicago
,111]
:Stonehenge,
1983.
Corcoran
Gallery
ofArt.
Edward
Muybridge:
extraodinary
motion.Washinton,
D.C.:
Corcoran
Gallery
ofArt,
1980.
Courtney
Clarke,
Margaret.
African
Canvas:
the Art
ofWest African Women. New
York:
Rizzoli,
1990.
Daix,
Pierre.
Picasso: the
Cubist
Years,
1907-1918:
a cataloque raisonne ofthe
paintings andrelated work.
Boston:
New York Graphic
Society,
1973.
Duerden,
Dennis.
African Art:
anintroduction.
London,
New York
:Hamlyn,
1974.
Halas,
John
andWhitaker,
Harold.
Timing
for
Animation.
Focal
Press. 1981.
Haas,
Robert
Bartlett.
Muybridge,
manin
motion.Berkeley:
Universoty
ofCalifornia
Press,
1970.
Laming,
Emperaire,
Annette.
Lascaux:
paintings andengravings.Harmondsworth,
Middlesex,
Baltimore,
Penguin
Books,
1959.
Lee,
D.
Noel.
Art
on
the
Rocks
ofSouth
Africa. New
York,
Scribner,
1983.
Boston,
little,
Brown,
1972.
Maauze,
Pierre.
African
Art:
sculpture.
Cleveland,
World Pub.
Co,
1968.
Patton,
Sharon.(1983). Traditional Forms
and
Modern Africa: West African
Art
atthe
University
ofMaryland. College
Park,
Md.
:The Art
Gallery,
University
ofMaryland.
Stanford
University.
Department
ofArt.
Eadward Muybridge:
the
Stanford
years,
1872,1882.
Stanford, Calif,
1972.
Wassing,
Rene.
African Art: Its Background
and
Traditions. New
York,
II. N.
Abrams,
1968.
Willet,
Frank.
African Art:
anintroduction.
New
york,
Praeger,
1971.
Windels,
Fernand.The
Lascaux Cave
Paintings.
London,
Faber
andFaber,
1940.
.
Picasso in Perspective.Englawood
Cliffs,
N.J.:
Prentice
Hall,
(KM
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