Rochester Institute of Technology
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10-2006
"No one at the bridge"
Jeffery J. Lester
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Recommended Citation
M.F.A. Thesis Project
"No One at the Bridge"
by
Jeffery J. Lester
MF A Imaging Arts / Computer Animation
School of Film and Animation
Rochester Institute of Technology
Rochester, New York
October 2006
Malcolm G. Spaull
Malcolm Spaull,
Acting Chair
,
MFA coordinator
School of Film and Animation
Thesis Committee Chair
Howard Lester
Howard Lester,
Administrative Chair
School of Film and Animation
Thesis Committee member
Charles Bandla
Charles Bandla,
Adjunct professor
School of Film and Animation
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I understand that 1 must submit a print copy of my iliesis or dissertation to ilie RlT Archives, per current RIT guidelines for the completion of my de~ee. 1 hereby ~ant to the Rochester Institute of Technology and its agents the non-exclusive license to archive and make accessible my thesis or dissertation in whole or in part in all forms of media in perpetuity. I retain all other ownership rights to the copyright of the thesis or dissertation. 1 also retain the right to use in future works (such as articles or books) all or part of this thesis or dissertation.
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Jeffery J. Lester
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Table ofContents:
1. Report
i. Introduction pages: 2-3
ii. Conceptand
Story
pages: 4-8iii. Goals pages: 9-13
iv. Character Design pages: 14-19
v. EnvironmentsandProps pages: 20-23
vi. Animation pages: 24-25
vii.
Editing
andCompositing
pages: 26-28viii. SoundandMusic pages: 29-32
ix. The
Screening
pages: 33-36x. Conclusion pages: 37-39
2. Appendices
i. Original Proposal pages: 40-46
ii. Original
Story
Board pages: 47-56iii. Color Still Images pages: 57-61
Introduction
Sinceits inception in2002,"No one attheBridge" has beenaconstantly evolving idea. Ofcourse, this statementappliestomostadventures such asthis, however,Imust
emphasizethatit is rare andunusualfora projectofthis leveltohave runthe amount of
permutationsit hasoverthefour-plusyears ofits making. Sometimes I feel I have
traveled to thedepthsandthenreboundedtohitthestratosphere with allofits
possibilities, and yet atthe sametimeyoufeelyouare only scratchingthe surfaceof what
thisidea shouldtransmit.
Inover3400 hours ofeffort, one singleperson,yourstruly,managedtoputforth
thislittle 10-minute animation. Thatisan accuratenumber, not an estimate. Stated
anotherway, ifyou worked aregularfull-time jobwithnovacation,thesehours areequal
tol year and4months offulltimework.
Having
dispensedthis fact,I wishtostressfurtherthat this ideaandtheprojectasawhole, has reallyrun a complete and
long
distancecourse. "Noone atthe Bridge"is
by
no means perfect,sufferingtheinevitabletwists, turns, andlimitations,a one man showis
likely
toencounter,yetI do feel it hasacertaindegreeof charmand completeness.
Throughthecourse of4jobchanges, 3 out-of-statemoves, a seriousbackinjury,
thepassingof our
family
pets,2hurricanes,IvanandIsabel,thedeathofmyfather, abasement flood,and countless computer upgrades anddebacles,workhaspersistedon
thisproject sinceIstartedthefirsttreatmentand concept sketches.In all
honesty
work hasnever ceased onthisprojectfor anysignificantperiod. Thoughprogress wasnotoptimal
during
manyphases, therewas always a consistent pushofsomekind brewing.Beforeanyoneasks,yesofcourse, theabove mentionedcircumstances andmany
morenotmentioned, affectedthedirectionand mood oftheproject. Iwouldbe
fooling
myselfif I deniedthis,but essentially I feelthatmyeconomic andpsychologicalstatus is
builtrightintothis thesis,and quite
frankly
Ihope it shows,atleast I hope itexpressessomethingtrue.
Begin theBeginning
Inactuality, thereis even aprecursorto the
beginning
ofthisproject. It actuallyafter months ofwork, Itookahard lookatthings,andfeltthatmyheartwas notinthis project. Not onlythat, but itseemed clearto me, from
having
gained someindustry
knowledge,thatinordertomake somehead waywith ademoreel,Iwasgoingtoneed
somethingmoreimpressivewithmythesis. Ialso feltadesiretotacklecertain aspects of
my 3Dskills,which were lacking. I knowathingortwoabout modeling,but Iwantedto challengemyself abitwith characteranimation,andstory.The original projectdidnot reallyallowforwhatIwas imagining. Iwasabletoputtogetheranothercommittee, and
started workona story.
Having
not even put pento paper,thereI was, already 6months behindthe eight-all.Intermsofvisuals,I was a professional model-makerforover 10 yearsworking intheIndustrialDesign field,soIwantedto showmy skillsas designerand modeler.
Moreover, Ineededto createsomethingthatwascomplete, bornofastorywith
characters and nottheotherwayaround. Ialsowantedtocreate anatypical 3Dproject, which seemsharderandharderto dothesedays. Itseemsthat"3D geeks"
areexpecting Animaebasedthemes, elves,dwarves, bugs, spaceships andthe like. That'snotto say
youcan'tdetectsome obvious undertones in thatdirection here andthere,butno
fucking
dwarves!
Sowhatkindofideawouldleadmetowhere Iwantedtogo?Wellthe ideawas inspired
by
athought,specificallyafear,thathadcrossedmymindseveraltimeswhileConcept and
Story
Seriously,thisconceptwas developed outofmy fearof
heights,
which also expandstoairtravel,and yesofcourse, bridges. More oftenthan not,itseems Ifindmyselftrapped,mid-span, on somericketybridge incongestedtraffic orbadweather.
Thosethingsvibrate like crazywhenthose truckspass orwhenthewind picks up. I know
forafactthat theBallantynebridge, rightonRIT'smainthoroughfare,was deemedout of
specificationforyears beforetheystartedtore-buildit. Yeteveryone crossesthese
colossalmonsterswithoutathoughtto its stability,orwithout respectto thepeoplethat
builtthem.
Immediately
Ibegantoenvisiontheclassicfootage ofthe short-livedTacomaNarrowsbridge, andthespectaculardestructionthatbaffledtheengineerswhodesigned
it. Theactionisriveting,andthe intrigueofsuchdestructionseemedlike somethingthat
would workinan outlandish 3Danimation.
Ifeltthis fear idea had
potential, andthe
imagery
anddesignwouldbe easyto conjureupdrama,
suspense,and cool camera angles.
However,it lackedacharacter,and as Istressedbefore, Ineededtomake a completestory,so Ishelvedthisidea
untila concept of a character could
evolve,but I really felt I had
something herewiththisbridge concept.
Original story lineswerebasedon a
"dweeb"
character,who wasantagonized
by
abridgeconstruction worker.
Every
day
he wouldtrytogetacrossthebridgeas fastashecouldbefore hisfearwouldcause a panic attack.When theconstructionworker
discovered his fear,hewouldtease thedweeband
delay
thecrossing. Thisideawas decent,butthecharacters werenotverylikable, andthehumorjustdidn'troll. Still,Ifelt Ishould lookforhumorousideas, because Iwanted peopleto like it. Little did Iknow, I wouldlaterabandontheemphasis on humor,because Iamjustnot a"funny
guy"
possess aflair forcomic timing.
Eventually
thingsgot morephilosophical,which is a littlemore true tomybeing, why besomethingyouarenot,right?Aftersomediscussionwithcommittee membersI cameupwith astory about a
lack lusterpizzakid or as we referto him, "PK."Pizza Kidwas likable andyoucoulddo
avarietyofthingswithhim. This isreallywhere thestory startedtodevelop. We
experimented withhimas
being
both aslacker, and"theultimate"pizzaman with a
perfect
delivery
record. Thiswas something I begantodo constantlywithalltheelements ofthe story, Itwistedand reversedeveryidea,justto experiment,andthen
decidedonwhichone wouldworkbest: perfect pizzakid,
lazy
pizzakid,dilapidatedbridge, strong bridge etc.I felt Icould get amoreunique story going if I keptturningthe
elements around. With"PK"aloneImusthavecomeupwithatleastadozenscenarios.
Withthese two things going,I really beganwork onthisbridge idea alongwith
severalother characterideas. It's a
frustrating
process, itseems thatonlyby
some weirdchance wouldsomethingtieallthis stufftogether. That'saboutthe timeIturned tomy
"Dada"
influences."Chance"
is exactlywhatIneeded. Iwas thinkingofcreatingan
impossiblesituation(quiteliterally).
Many
oftheoriginalDadaartist wouldexperimentwithchancehappenings. Kurt Schwitters,forinstance,would producehis foundobject
art with whateverhe discovered inthestreetthat
particularday.
Many
Dadaactivistswouldthrowthemselves to theideaof chance.
They
wouldcreatepoetryandliveactsaccordingtowhatever
wordswouldturnupon scrapsofscrambled
papers. Tothem, lifewasjusta seriesof
uncontrolled possibilities. Therewas nologicto
life orthe thingstheyhadseen
during
thecarnage ofWWI.Nothing
else could explainthesemind-bogglingatrocities, otherthan thephilosophy thereisnologictosuch
horror,"
therefore thisexistence must allbebasedonrandomchance. Yetsometimes
things dowork out. Stillcoulditallbe chance?
I actually developed PKto thepoint of a3Dmodel, and atthatstageIwas still
unsure ifthebridge ideawouldfit inwithhim,butIthoughtin lightoftheDada
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philosophy,I'dputtheunrelated elementstogether. Iwasreally enjoyingtheprocess of thischaracterdevelopmentand, thusfar, Ihadwrittenseveraltreatmentsabout acocky fearlessteenaged
delivery
guywho makesfoolishdecisionsandfinds himselftrappedonthebridge.Hewas eitherinarush todeliverthe pizza,orhetookan unadvisedshortcut,
which wasthe
hulking
bridge. In some scenarioshe hasone lastchancetomake adelivery
orhegetsfired,
orhe is tryingtoretainaperfectdelivery
record. The bridgecomes intoplayasthemain obstacle.
These ideaswere
fairly
permanent,and Icameupwithabunchofslightlydifferentscenarios.The storyconcepts, sketches, and models wereunderway, and evena fewrough 3D animatics were
being
produced. Still somethingwasmissing, but Ifelttheprojectmightgettoo
big
if Iwentfurther. Needless to say,Ihadtogo theextramiles and endedupdoing
so.Aboutthree quartersthroughpre-production,I feltthe storyneeded anothercharacter,thestory hadgoodideas,but itwas lacking. We decidedthatPK needed abetterreasontomakehis delivery. I experimentedwiththe ideathatateenager, regardlessofhow lackadaisical hewas, couldstillbemotivated. Perhapsthemotivation couldbea rockhero.Idevelopedastorywhereperchance,PKwould endup
delivering
a pizzatohis idol, andthebridgewould present abarrieronthewayto thedelivery
andeventuallycollapseputtingthecharacter(s) ingreatdanger. Thisidea wasonthehumorous side,but stillhadscenes ofdrama. I developedtherockhero asacrossbetweenamodern-day
rapper,anda70'srockhero. Therocker wouldbealmostlikeaphantom, butstill provide enough interest for PKtomeethim. This idea hadseveral scenarios aswell. Ithadthe longest tenure, andIfeltitwasprettycloseto completion.
Eventually
therockhero becameknownasMass Volume "MV."His size andhis largerthanlifepresencewarrantedthemoniker. However,rightbefore riggingandanimationstarted,Isettledonthe story, several events inspiredmetochangethestoryyet again. Itinvolved changingthepersonalities ofthecharacters as well.Ifelt Ineededto takeadvantage oftheunique elements ofthestoryandtoget morephilosophicalwith
whatIhad. Itwas also
becoming
clearthat therockheroversionwouldrequiremore resources andmodeling toproduce. Thiswas amajorfactor indeciding
toheadintoa different directionas animationneededtogetunderway,and ontopofthat,Iwasnumber of setsrequired,reducingrendering, andmodelingtimes. Inthe end,
by
cuttingdown, a strongerstorywas developed.
Therockherowouldtransform intoamysticalguru andplayamuchlargerrole in
thestory.MVneededtobe somethingotherthan"bait."PKwould alsobe changed,
transformingintonaivebutlikablepizzaenthusiast, seekingout ahighercalling.The
bridgewouldbethemeetingplaceforthecharacters whereunderlyingthemesof
crossingto theother side and getting awayfromthenormalgrind occur. In
legendary
blues style,MVthough wild,still retainstherole ofa guruinthe traditionalteacher-student story-line. Theevents move slowerandmuch ofthehumorwasdropped, theguru antagonizesPKtoapoint, and requests thathe deliverpizzatohimonthebridge every
night. Though hetakes advantageofPK, heensureshis safetywhenthebridge eventually
breaks apart. PK,thoughflusteredwithhisnew duty, still retainsenoughinterest, and complies with hismission of
delivering
pizzastothe guru.Intypical gurufashion, MV leads PKto adegree,but ultimatelythe choice is histomake,theguruwill notmakethedecision for him. PKmustsummon thecourage tocross overto the"other side."
Thisis
thestorypresentedin mythesis.
ThetitleI chose, "Noone attheBridge,"resonates a
feeling
ofisolation.Someone shouldbeatthemeetingplace,but inreality,no oneisthereto make contact.
Thetitle is actuallystolen, it is an obscure referencetopartof asongona
70'
s album
by
rockartists,Rush,"CaressofSteel"-fitting,right?Ilikethetitlebecause itreflectsthe
ideathatifyou wanttodo something,make amove,
completethe mission;no oneis goingtodo it foryou. You
might find
help
hereorthere,but ultimately it isourselvesthatmakethedecisions,wehave to do it prettymuchon our own. Through mystruggletocompletethis project,I
certainly feltthat themepassthrough me,Iwas needingto
movethis small mountainprettymuch onmyown with all
thedoubts, fears, andfrustrationsthatmycharacters experienced.I felt like I have lived
this storythrough thecourse ofmakingthisproject. Really,no onewas atthebridge, and
Ihadtoget acrossit,essentiallyonmyown.
*
Pizza Influence
I am surethis conceptwillberepeatedwhenI cover characterdesign,but I have
heardit saidmanytimes in animation,thatyoutendtoanimate yourself. Ashumans, we knowwhatwe
know,
sothe firstthingananimator gravitates to is howtheyact andreactincertain situations. We animate ourpersona,andwedrawupon our own experience.
Whattends tobecreatedis auniquevignette ofhoweach artist seehowthings should
transpire. When I lookbackonthis project,I canseean amalgamation ofmypast
experiences, comingthroughallthe designsandtheenvironments.
Though "PizzaKid"
is a composite ofmany differentpeople,it isno coincidence
thatI easilyacceptedhimas a pizzadeliveryman. Pizzaisa significant part of
"NOAB"
andthisinspiration stemsfromthe townwhereIamfrom. It isnotthe firsttimeIhave fallen backon a pizzarelatedproject, it justalwaysseems like afun idea. Aclosefriend
once commented, "Jeff,you are obsessedwith
pizza,"
I laughed becausethereis some
truthto that.Iamnot afraidto admitit,I am a pizzafanatic. Igrewup inatownwhere over adozen independentpizza shops thriveon avery small population
(approximately
12,000). The firstand mostfamousPizzeria, Pontillos,was establishedin 1947 in my home town. Backthen, it's hardtobelieve,butmost peopledidnot evenknowwhat pizzawas,unless you were from New York City. Pontillosnowhas several other locations intheWestern NYarea,butfew knowtheoriginalPontillosstartedin BataviaNewYorkalmost60yearsago.
Many
oftheother pizzeriasintownwerestartedby
pizzamakers,wholearnedthe tradeworking for Pontillos.
AtonetimewhileI attended alocal communitycollege,Iworkedat asmall
pizzeriaintown.I only substitutedas adeliverymanwhen wehad driversthatwere out,
however,
during
myshorttenureIdidendure allthestereotypicalrigors ofpizzadelivery. A local independent filmmaker capturesthese idiosyncrasies inafilm entitled
Goals
My
listof goalswhenI startedthisproject:1) Challengemyself with storyand character animation.
2)
Create a uniquesetting and unusual environment.3)
Showcasemy modeling andlighting
skills forademoreel.4)
Createathesisprojectthatpushesthebar inour program.5) Mimic, to theextent ofmyresources, an
industry
process forproduction.6)
Gainnewknowledgeabout allthe aspects of3D animationproductionfor possibleteaching inthefuture.7) Create aprojectthatwillbeenteredintovarious animationfestivals.
8) Ohyeah, IguessI getmy degree if I finishthis thingtoo,right?
Ifeelthatonereason a personmight attend grad schoolis toexpand andtoreach out
intoareas thatarebeyondyour normal profession. Ifeel I havegoodexperienceinthe
realm ofdesignand modeling. As Imentioned, oneofmygoals was to create a somewhat
lavish showcase ofthose skills. However,Ihaveneverbeen comfortable withstory
telling, animation, andallthetechnicalaspectsof characterdrivenanimation, issuessuch
astherigging,weighting, texturing,andthe entirebipedcharacterdevelopmentprocess.
My
experiences asadesignerand model-makersetmycomfortleveltoahigh degreewith
"nouns"
butshiftedmycomfortleveltoavery low degreewiththe"pro-nouns"and
the"verbs" soto speak.EventhoughIwas notskilled,or at allknowledgeableabout
characters,Icouldseethebenefitof
being
abletocommunicateideasthrough astory,leveraging
the emotions,struggles andtriumphsofvariouscharacters. Itbecameapparenttomethatthemostsuccessfulprojects Ihadseen at school weretheonesthathada good
balance of alltheaspects of animation. Infact,projectsthatjustcontainedcharacters and
a simple story ideafeltmore complete and successful.I struggledwiththese issueswith
myfirsttwo projects,but Ibecame determinedtogetthemixrightwithmythesisproject.
Ihavebeenabletomigratemyindustrialdesign skillsto CGIsets, props, and
hadseen audience reactionstoholistic and well-roundedpresentations.Iwanteda
well-balancedproject so Ideclaredthis asagoaltochallenge myself onthis issue, and move
beyondmycomfort zones.
Ina strangewaygoal number3 andnumber6 may beat odds with eachother,I
amtryingto accomplishboth elements. Most
industry
professionalswould adviseyoutoput ademoreel together thatdemonstrates aspecialization of yourbestskill.
They
are notinterestedinan entire short animationtheypreferdemonstrations oftechnicalskillsnot
complete stories. Though Iunderstandthevalue of what studiosneed, our program atthe
SchoolofFilmandAnimation, leansstronglytowardcompleted worksbasedon
communication, andstorytelling.Though it'sadifferent philosophy it certainlyalsohas
its advantages.Ifyou canbea
"generalist"
it ispossibletogain a good perspective onthe
entire animationprocess, andthisis goodifyou wantto teach,which Iamthinking later
in my lifewouldbe agreatbenefit.
Having
taughtatthe secondary levelbefore, I feelastrongthesisproject would allow meto attain valuableknowledge of allphases ofthe
production.
Inaway,tryingto accomplishbothgoals createsahuge amount oflaborand alot
ofpressure ononeperson, butasI statedbefore,Ifeelthat thestrongestandmost
impressiveworkisacompleteidea,whichcontains awellbalancedmix ofelements,
helping
tocontributeto thestory itself. Though intheindustry
it ispreferredthatyouspecializeinacertain areaofthefield, Ifelt itwas anadvantageformetoattainsome
knowledgeabouttheentire processofanimation. Idoneed todemonstrate my modeling
and
lighting
skills viademoreeland websitebecause I'd liketowork as anenvironmental artist at a studio.I alsowanttheoptiontoteacheitherwhileworkingor
full-timelaterin mycareer. NooneattheBridgeneededtobeadiverse and
far-reaching
projectinordertofulfill bothofthesegoals.
ThinkingIndustry
Inregardtogoal number 5,1wantedtoapproachthisproject with an
industry
standardmethodologyandnotatypical"student"approach.
Generally
speaking,industry
professionalsdonottaketypicalstudent worktooseriouslyandisgenerallyconsidered
less impressivethansamples of
industry
work. Studentfilmssuffer from qualityissues,some ofthemare relatedtoresource problems and some are relatedto organizational
same problemswithportfolios,andthesesameissues flared up whenreviewing demo
reels whenI worked asa3D artist.
I wasfortunateto attainworkas anenvironment artist anddigital lighterat a
small Studioin Rochester, Red EyeStudios. Thestudiowas small,andtheyimplemented
some procedures thatmaynot seemlikea
big
dealatfirstglance,but really hadabig
impact onhowthingswere puttogetherwiththe endproduct. The studiowas not
big
enoughtototally
leap
beyondwhata personcoulddo aloneona singleworkstation,but itwas
big
enoughtoneedaprovenindustry
processto competeand deliver itsproductforthegameindustry. Itwasjustthe exposureIneeded,andIpaidclose attentionto how
thingsweredone.
By
stickingtothisindustry
proven processI wasableto puttogetheralegitimate system and characterrig,whichI followed stringently. Ihadtofollowthisso
that theresults wouldmeetmyexpectationsforthe demoreel. I wantedtofeel like my
thesiswas alegitcredential,andnotjustanother student project.
SomeofthespecifictechniquesIborrowedwerethecharacter LOD (levelof
display)
setup,andMelscript switchesforcharacter animation. IstressthatI didnotcopythese,becausetheyareproprietary,but I createdmyown scripts andsystemsthat
closelymimicsthe
ODD
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procedure. I alsolearneda
fewsimplistic approaches
torigging bipeds and other
contraptions for
"scene-specific"
animation.
LODbuttons forcharacter resolution
The renderingprocess,atleastontheprojectsIworkedon, still usedtheMaya
defaultrender,whichsomesay islimited, however, Ilearnedthatalotcanbe
accomplishedwithit
by
wayoflayerpasses and compositing.I alsoadoptedthenodecompositingpackage,Digital Fusion. Nodebasedcompositingiswidelyusedinthe
industry
andhastremendousadvantages versestime-line packages,such asAdobe Afterthiswas simplytheorganization ofhowthingswereproduced, andhowonestep flowsto
thenextstepoftheprocess througha cascade of events. Organization andstickingtothat
organized plan nomatterwhat,is
key
tomakingaqualityproduction andthis isthe mostvaluablethingIlearnedfrom working in bothindustries.This isa major
key
to gettingyourproductiontorise above atypicalstudent work.
Thebar
While attendingthis institution,Ihave hadthe opportunityto seemanygraduates
screentheirprojects. Overthe course oftime astechnologychanges andtheprogram
matures, thequalityof whatisproducedtends to goup as well.Afellowgrad student from myclass single
handedly
produced anoutstandingwork,and setthe barsoto speak.Ihave watchedhis film severaltimes, andI feltthatinordertogetexposure and make
headway
in thejobmarket, thatthis wasthelevelof performancethathadtobeachieved. Itooknote ofthis success,Ifelt"NOAB"wouldhavetobe every bitas good,thatdoes not mean a
"copy"
of whatwasdone,butan animationthatwouldrankhigh amongthe
various projects producedhereatRIT. What 'saFestival?
As Ihavementioned severaltimes inthis paper, Icome fromabackgroundthatis
quitedifferentfrom filmmaking.Whenyou getintonewterritory suchasthis,there are
manyareasthatare
"alien"
to me,totallynewterritory. Oneoftheseareasispromotion,
sendingtofestivals,
honestly
upto this point,I neverfelt I had anything worthyofsendingto
festivals,
andcertainly in myprevious career,this "festivalphase"
just simply
doesnot exist. Thisissue isrelatedtosettingthe"bar"inaway. I don'tseethepointin
screeninglessthanworthymaterial. If myname isonit, thenit had better be an
animationthatwill
help
promote somethingpositive.Certainly
thisis alsorelatedtomypoints about quality.
My
"naive"planistofollowthesubmissions ofmy colleagues,whohave already submittedtofestivalsandhave experienceinthesematters.Itpaystohave
good graduatefriends, aplusfor diversity. I hopetogainentry into Ottawa filmfest, and
thelocal High Falls fest, andthemuch-toutedSouth
by
Southwest,where we have hadanRITgradwin an awardforanimation.Using anInternet
festival-tracking
site,IwillCharacter Design
The characterdevelopment certainlyfollowsthesaga ofthestory changes.As I
changedthe story, overa
long
periodoftime,the characters changed withit. However,thephysicalcharacteristicsofbothcharacters were
fairly
solid,having
attributesthatworkedwell with allthechanging story ideas. The firstcharacterdesign beganwiththe
ideaofcreating a
"geek-like"
caricature of a personwithabridgephobia. Thoughthis
ideawasquickly scrapped, the ideaof askinny framedmaincharacter managedto
survive every iteration. Imust emphasizethatno story reallycameto fruitionwithoutthe
inventionofthemain character, PizzaKid, and
finally
thecompletionofthatstorycoincided withthe finalizationofMassVolume,the antagonist. I really hadno clearidea
ofwhat was
happening
untilPKwas more developed.PizzaKid's firstrenditionwas
thatofawilyteenagerwithlittle
common sense upstairs. Hisphysical
attributes wereverystylizedandlanky.
The designwasmeantto
bring
outthephysical actions ofcrashing,collapsing,
andair-drummingthatfollowed his
obsession with rock music. His mental
status wasexplained viaconstantmusic,
thetypical teenage plug-inmentality
tookover everywherehetraveled.
Enthralledwiththe music, PKwouldpay
little attentionto hiscircumstance orhis
surroundings. Hemadefoolishdecisions,
caredlittleabouthiswork
responsibilities, and was obsessed with
hisrockidol, MassVolume, whoatthe
timewas afamousmusic legend. PK'sstylized andverythinphysicalmake-upworked
movement,andslapstickhumor. Littlechangedwith thisdesign ideauntil months down
the road, whenI realizedI neededmoredepth fromthe antagonist,Mass Volume.
Again, it is impossibletoseparatethe characterdesign fromthestorychanges, so
I haveto reiteratethe decisions forthechanges.Oneofthemost significantmodifications
happenedas a resultofMass Volume, "MV."
Mass Volume didnoteven exist
during
thefirststory ideas. Iwaspersuaded, tostick with a one-characterstory dueto my lackof
experience with characteranimation. Whenit becameclearthatthingswere not
flowing
well withthe story,Iintroducedtherockheroidea. Hewasaphantomandmadefew
appearances,he was seenvery little. Again Ithink thiswasbecause I was afraid ofthe
workitwouldtake foratwo-characteranimation.
Finally
I gavein and realizedIneededtherockhero toplayabiggerrole forthe storyto work.Massvolume eventuallyturned
intoan eccentricguru,but still retainedhis heroqualities,and one ofthestory ideas from
hisrockherostatus stuckwiththefinalversion. Ihadplanned a scene foramontage,and
inthefinalversionhe conveys some adviceto theprotagonistthroughaRAP song.
FromaphysicalstandpointIwantedMass Volumetobethe exact opposite of
Pizza Kid. Iused70'srock artist"Meatloaf '
asaguideforthe typeof characterIwanted.
Ifigured sincetheantagonistusually bringssomething "180 degrees"to thetable,why
not makehisphysicalmake-upthe oppositeto
help
conveythose ideas. This hadanunexpected effectthatforcedmetochangethe style ofPK, thoughstillretaining his
skinnyteenagefeatures. In awaythiswas anunforeseen error onmypart,but I feel it
worked out wellintheend.I used areal person astheguide forthe
body
andfacewithMV, Iusedorthographicphotos,andthecaricaturedhis featuresabit.
My
realmodelhadagreatpersonality, andIfelt hisphysical stature showedrightthrough. Iwasvery
pleased withtheresults. However, Igotto a point withbothcharacters whereIcompared
themsidetoside andnoticeda greatdifference in design style. Since PKwasstarted asa
cartoonon paperandMVwasmodeledafter a real personthencaricatured, thestyles divergedtoomuch.Itseemedliketheybelonged intwo differentanimations.
Imade onelast designchangetoPizza Kid very late in development. This
occurred notonlyas a result ofthestyledifference error,butalso as aresultofthe
changingstory. PKmaturedintoamore rationalthinkingteenager thanhisoutofcontrol
predecessor. PKstill retained some characteristics ofthe
bungling
personality heorinthiscase aguru.Withthisdecision setfirm,Idecideto changehisphysicalmake-up
tomatch morecloselythestyle ofMass Volume. Thiswas actuallya minorchange, but it
added alotmore sophisticationtohis
presence soto speak.Massvolume
transformedintoa mysticalguru, but I
kept his "bad-ass"
attitude asheresides
behindsunglasses and acrazyoutfit. His
rock starego showsup in specific shots,
butmuchlikethechangetoPK,he has
moredepthandadeeperpurposethan
originally intended.
Rigging
My
characterrigs and setupswould notimpressanimationjocks, and
theirsimplicitywas intentional. Icannot
stress enough abouthowmuch of a
learning
experiencethecharacteranimationwasgoingto be forme,so I
wantedtouseasimplesetupthatIcouldunderstandfrom souptonuts. ForatimeIwas
temptedtouse"Final Rig,"but I felt Iwould notbe
learning
theintricate detailsofrigging if I decidedtouse 3r
partyrigs. I reallywantedtounderstandtheconnections
andidiosyncrasies of charactersetups. Eachcharacterhas asimpledualskeleton arm set
uptoswitchbackandforth from IKtoFK usingparentedjoints. The legsarestraitIK
setups with amanualtoeroll control.ThespineusessplineIKwithclustersgroupedto
spline vertexes.Thoughthisis a commonmethod,Iregretusingthis technique and would
optfor individual bonecontrolif I didthisagain. Spline IK deformedthegeometrywell
forexaggeratedmoves,butstretchedto theextremewhentryingto createsubtle
movements.Iam not afraidto admitthat thelimits oftherig (orrathermy knowledgeof
what you candowitha
rig)
affectedtheactionincertainshots,butoverallitwasnottoobadof acompromise.
Earlier, Imade referencetoalocalstudiothathadtheirown setup forcharacters,
Ctwftslt Object
work-flowona massive scale.
Industry
influenceandapproachwaskey
in motivatingmetochange character set-ups to thismethod.I wrote some smallMEL scripts and menu
controlsthatworked muchlikethemethodstheyused, specifically LOD control and
Charactercontrol.
Maya hastools thatallow youto controlLOD (levelof
detail)
eitherusingpolygonproxymethod subdivisionsurfaces,ortheverypopular connect poly-shapeplug
in. However,theyarelimitedto onlytwolevelsofLOD, andtheLOD iscontrolled
by
individual
body
part orahidden layerordisplay
technique. Theseworkfine,butworkflowis greatlyimprovedifyouspendthetimeup fronttohook upyourLOD
throughmenu commands andorhot keys. LODS canbeaccessedwith one strokeandfor
each individualcharacterinsteadofacrosstheboard display. Forexample,if Iturnoff
show Subdivisions onmydisplay, allSubdivisions arehidden intheentirescene. If Iuse
layercontrolsIcannotset otherpartsto a specificlayerandIhave todisrupt my flowto
click and findthelayer. This is solvedusing MEL script.
IdecidedtouseMaya'sinherent
subdivisions asthegeometryofchoiceforthe
characters.Idecidedto gothisroutebecause
the formulaseemedtoyieldbetterresults in
terms offormversesconnectpolyshape, no
noticeabledifferences in renderingtimes
were observed(older Maya Subdivisions
wouldrender muchslowerthanConnect
Poly
Shape). Withthisdefaultchoicean additional
LODwas created
by
copyingthebasegeometryandusingpoly-reduce andmanual
deletionof edges to createan evenlower
_j !
resolutiongeometryset. Thiswas againin
accordanceoftheRed Eyework-flow. Allroughanimation and animaticswouldbe
timedoutand play-blastedwiththeverylowLOD set. The low-resolution geometry
allows forfaster play
blasting
astheseparts aresimplyparentedto thebone system. Fastrough animationiskeyedandthisrough animation cannowberefinedforthefinal
animationonthesamecharacter, so alltheworkthatis
being
doneatanystage willbe PKJraroMode Pelvis Head Eyes ftijjhtAnn left Arm RightHand Left Hand Ri^Elbow LeAEbew Right Fort LeftFcot RightKnee LeftKneeMelCharacter Controls
te*_M*ttcM lew 0 H<gh 0 Hftsd.Tuen0 Head_F*Bk 0 6te54_SWe 0 Stessjenofi 0 H**L* 0 BrmRK 0 SnmRY 0 BiimFLX 0 BRimFt.Y 0 Siimfl_Z 0 HaSFI 0
HatTILX 0
usedforfinalanimation. This LOD set,whichis thebase,operatesthesame wayasthe
default Mayasetup.However, each
body
part associated withthehigh-resolutiongeometry has haditsvisibilitynode connectedtoaMEL command aswell forthehighest
resolution set.
Thethreeresolutions cannowbeaccessed via shelficonorMEL hot key. This
allowsyoutocreate separate commands foreachcharacter. Youwillnotbe shuttingoff
all ofthespecificgeometrytypesaswithashow
display
method,nor will youneedtobrowsethroughlayers. Thiscanbe doneonthe
fly
and even can beanimatedifneedbetoaccommodate camera positionstomaximize rendertimes.Youcancreate as many
individualcharacters as needed and controltheirresolutionsindividually. Youneedto
spendthe time to hook upeach
body
part,butonce it's doneyoucan controlthegeometryofeach character,and ifyouprefer,you can
hookup
justspecific partsto thecharacterLOD. Ifyouleave thissetup "asis"withsubdivisions,youhavetoclick on
each
body
part and switchfromstandard modeto polygon mode.This wouldjust beimpractical. Thismethod worked excellent andIrecommendanyriggertotrythis. The
speed advantagemaynotbeapparentinthe
beginning
but itwill make senseonceyoustartanimating. OnethingImightforego,isthe 1stLOD set,it maynotbeneeded with
the
increasing
speedofreal-timeplayback onadvancedworkstationsorif 3D animaticsarenot partoftheequation.
Muchlikethemethod aboveeachcharacter controlisaccessed
by
aMELcommandafterthecontrolshavebeenaddedto alocatornode. The MELselect command
is on abutton inacharactercontrol menu. It'sa simple menuthatis verticallystacked.
This increasesworkflowsothatyoudonothaveto"fish"through nodes,eitherinthe
view-portorthroughanoutliner orhyper-graph. Each character andtheVWcarhas a
simple selectionmenuthatcanbeactivated eitherwitha shelficonorhot key.
Textures
Each character'stextures were createdfromphotos and
heavily
modifiedinPhotoshop. Eachchannel suchasdiffuseand specular were createdbasedonthe same
textures.
Nothing
specialhere,justa straightforwardBlinwith each channel connectedtoatexture.The UV mappingwas started
by
makingacopyofthegeometryandusingpoly-averagetounfoldtheundercuts. The UVcoordinates werethencopiedto thereal
* " * KMHMM
anotherlayer. There isno needto explainhow
tedious thisprocess is ifyouhavedonethis before.
Tedious,
ohIguessthatmeans I should mentionthecharacterweightingprocess.
Sticking
with whatIlearnedatRed-Eye, Idecidetousesoftbind,which
involvespaintingweights. Softbind,thoughlonger
in setup,worksbetter forthetypeofanimation and
the typeof
deforming
thatwasgoingto takeplaceinmy film. On my firsttry, thisprocesstook weeks,
but using commontechniquessuch asweighting all
jointsto a valueofzero andprogressingoutward
incrementally
andusing "mirror"on symmetricalareasreally helped. Thiswasallnewterritoryfor
me,thankfullyI wasunder
heavy
guidance fromcoW
m
Environments and Props
The environments and propsplayavery importantrolein "Noone atthe Bridge."
Iwantedthe environmentto
help
tell the story, sincemost ofmyskill relatesto this area,Ineededto use allthe elementsto
help
communicatethings abouttheworldthe twocharacterslive in. Atthe sametime, Ihadtobeonguardthatthese thingsdidnotbecome
overlyintrusive. Attimes this mayoccur,but Ifeelthe
density
waskeptincheck anditstillkeptworkingtoprovide thatshowcasefor my demoreel.
The designsweremeticulouslyplanned afterthe treatmentphase, and some
designswere made aftertheanimatic stage. I neededto know exactlywhat each element
was goingtodo in eachscene,particularlythebridge,which was goingtoneedspecific
rigging, itwas goingtohave tolook dramatic forthe camera. Size was astruggle, as
resourceslimitedwhatcouldbe done withsuch alargemodel.In the end,compromises
weremade,but Iwas ableto get allthedramaand actionthatwas needed.
The Pizza Villaenvironmentsetsthe tone
fortheanimation. Its styleis somewhatinfluenced
by
Doctor Suesand conveysanideaof what mighthappen physically inthisworld. However, itstill
has adecentshade of realismmuchlikeaPixar
design. The characters fitrightinwiththe inverted
angles and machine-likefixtures. A Pizzascanner
andlaserguided map-quest display,incorporates
"convenient"
technologywhichis reallyright
aroundthecornerin our ownworld, butthemajor
shapes and figuresseemtosend us backtoa retro
feeling.Iwentrightfromnapkin sketches to
modelingwithall ofthe environments, sinceIhad
a goodideaaboutthe story, Iknew exactlywhatI wantedtodowithbackgroundsand
props. I logged hundredsofhours inthisphase, andI didnotreally leanto a particular
methodorgeometrytype.
Everything
isa combination ofNURBS, polygonsandsubdivisionssurfaces. AtsomepointI grouped and namedimportant components and .Li'; 7s *) /'(?/,
made surethescale of allthe objects werein linewith each otherandthecharacters.
Certain locatorcontrolswere placed atthe topoftheoutliner so as toavoid
digging
whenanimating.Ifyoupayclose attentionyouwill noticeItriedtoavoid static sets, choosing
toanimatefeatures likethe awnings
flapping,
andbridge cablesswaying in thewind. Ididnot wanttobuild everythingandhave itactlike a
"statue."
Thevehicle was an
interesting
model, itpops out, and althoughmany
carloverswouldwant youtodomore
with it, Ihadtobecareful notto letitget
inthe wayofthe story. Althoughthe
VWisanextravagantmodel,it merely
remainsthe vehiclethePizzakiduses. I
knowthe"man-gene"was hardto
keep
VWCar Concept Sketchincheckhere, butwhatI found
fascinating
wasthedesignoftheVWcaritself. I hadperformedtests withalattice inordertodeform ittoa more cartoon-like design.
However,most people agreedtheythoughtitworkedbetter inoriginalformat. Themodel
is veryclose geometricallytoareal VW,
having
workedoff ofblueprints,butthecarhassuch aniconic andcolorful presence inand ofitsownright, that therewas noneedto
stylizeit any further. It amazinglyfitsrightintothe sets, andis easyto acceptinthe
worldIcreatedevenin itsoriginal form.
Themodelsports its
owncontrols and menusystem
viathesame method asthe
charactermenus.Another
techniqueI learnedthrough
Red Eye Studios wasthevector
control. Thiswasriggedwitha
followpathsetupwhere a
locatorparentedtoa cargroup
movedthe modelthroughthe
scene onaNURBScurve. The
curvecouldbechangedtoanyroad-shape
by
manipulatinga series ofbonesparentedto Root Joint_TransJ
Cat Controls 1 Steer Set j
this"drive" curve. Thespeed atwhichthecarmoves is merelycontrolled
by keying
the"U"
percentageinthedrivecurve channel. The steeringcanbecontrolledthrough either
a manuallookconstrainedlocator, oranotherlocatorwhichtrail behindthemove-car
locatoronthesamedrivecurve. Othercontrols are simple rotations and movesconnected
to the carlocatorwithalltheanimation attributes assembled. Somesquash and stretch
controls were made possiblethroughbones andthebendmodifiers.
Thebridge actuallytooksometime
to design. I hadseveralideas and maybe
toomany influences,but I
finally
decidedto go with asuspensionbridge design. I
felt in
keeping
withthedramaandtheinspirationthatasuspensionbridgewould
create
"suspense."
Ithoughtofthe ideaof
it
flexing
and swinging. This forcedme totake on moreworkanditwould
likely
raiseaudienceexpectations,but Ipressed onwiththis idea.
Having
relativesin SanFrancisco, Ivisitedthebay
area quiteoften, andIthought, howcouldyou notincorporatethemysterious
fog
thatsurroundsthe iconicbridgewiththisproject.The colors and
imagery
seemsofamiliartoaudiences I felt itwas a mustforthebridgeenvironment. Idroppedtheideaofcreatingacanyon orgorge,
in favorofdense andmisty fog. Otherinspirationsto thedesignwerethe"new"and
"old"
Grace Memorial Bridges in CharlestonSC, and all ofthe"old-school"bridges that
crosstheriversin Pittsburgh.
Thebridgewasmodeledtoa
fairly
complete status andthenleftun-texturedthroughpre-production.
Itwas left incomplete atthis stageon
purpose.This maynotseemlike a
very importantissue,buttherewas a
storysegmentthatneededtobe
timedoutinthe animaticto seehow
long,
andinthis case,howbig
the bridgespanwould needtobe.
Timing
outtheshots woulddeterminethe lengthofthe span. Ineededhaddrivenout onthebridgequite adistance. A featurewas modeledintothebridge to
allow forexpansion. Eachspan was modular and couldbe duplicatedto lengthenor
deletedto shortenthebridge length,
leaving
onlythe cables,whichwere onNURBScurvestobere-fitted.
Actually
thefinalversionofthe bridgewas neverfinisheduntilaftertheanimatic was complete.
Texturing
was nevercompleteuntiljust beforethelighting
stage.Otherissuesthatneededtobe worked outwastheplanneddestruction scene,and
itssize interms ofrendering andhandling. Againtheanimatic was
key
tofiguring
outbothoftheseproblems. Whenthe cameraswere set,it becameclearthat thesymmetrical
portion ofthebridgecouldbe massivelyreducedin detail as comparedtotheentrance
area. Soa duplicatewas trimmeddownto
help
speedupworkflow andrendering. Layercontroland organization were alsohelpful in workingwiththis gigantic setonce you
knewwhat was inor out oftheframe.
Having
settheactionusingtheanimatic,key
sequenceswere usedto determinewhat exactlywouldbreakapart onthebridge, and what controls would achieve this. The
solutionwastocopyan entireportion ofthebridgeandrig it foranimation. Locator
controls werecreated and movedto thetop ofthechainfor easyaccess. Spline IKand
bendmodifierstookcare ofthecable action,while shatterand simplelocationcontrols
tookcare ofthepavementbreakup.Latticedeformersandgroup stackingwereusedto
rotateandswaythecollapsingsections. Somepartswerejust animatedad-lib,butthe
overall effectworkedefficiently.
Considering
themodestyofmyworkstation,thebridgeenvironment wastrulyone ofmymostcomplex modelsIhave everhadtoworkwith,but visually Ithink the
results were satisfying.Iwould warnothers nottobesoelaborate with environments
Animation
My
goalforanimation was muchlike mygoal withtherigging,keep
itsimple,asthiswas newterritoryforme. I hadaprettygoodideaofwhattype of motion wouldbe
neededtopullthisthingoff.I reallytookaveryconservativeapproach,butwith
guidancefrommycoworkers,who were professional animators,I receiveda crashcourse
in animation, and wasabletoimprovemyskillsinthisarea fortheproject. Onethingthat
helpedouttremendouslywas thewaythesceneswere setup.
By
chancethe first fewsceneswerebasic interms of animationandgotprogressivelymore complex.I started
theanimationchronologically,sothe moreI learnedonthebasic stuff,my confidence
grew whenIhadtoanimatethemore advanced shots.
Again Ihavetoemphasizethe importanceof organization andtheefficiencyof
thecharacter rigs. In 3D animation,therelationshipof goodanimationissocloselytied
totheperformance oftherig,thatI cannot emphasizethis enough. The moretimeyou
spendherethebetter. Iam
happy
with whatIdevised,butastimewent onIcould seeareasthatcoulduseimprovement. Still awell-oiledrigwill allow youtoattackthings
you'dnormallygiveup on or skip.The
rig
iskey
especially forafirst-timerlikemyself.Ifyouhavea setupthatistedious,you'llnaturallyspendlesstimeonthemotionthatis
being
created, whereasifyourrig is easyto manipulate, youwillbe inclinedto stickwiththeshot anddoabetter job.
My
intentionfortheoveralllookwastocreateflowing
motion, andto focusonthemainaction ofeach movement.
My
advisors, GrantChang,andJoshuaGramse,keyedmeintothemethodology.
Previously
Ihadnoideaabouttheworkflow.Ifoundoutthrough theirwisdomthat3D animationis actually verysimilarto3Dmodeling.You
cannot goright inafterthedetailed finalresult, animationis
"built"
fromasomewhat
primitivebase,just likeyou'dcreate abasicforminamodelbefore addingthe
intermediateandthen final details. The base Iusedfor myaction was actuallythetiming
sequencesfromtheanimatic.Yes, thatishow basicwe aretalking,thisis thestarting
pointfor 3Danimation.
Timing is importantbecause inorderforthemotiontolookcorrect, itcannotbe
"perfect"
grabsthepizzaboxand smellsthe aroma, he flipsopenthe lid in avery fastand swift
motion,thenhe pauses andslowly breathes inthe smell,thenhe quicklyruns outofthe
frame. Fast, slow,thenfastagain. Thesetimingscomefromthe animatic and arerefined
inthe roughanimation stage, orwhatI callthe"robot" animationstage.Before any
refinementtakesplacethese timingsare adjusted andreviewedfornatural, orinthiscase
"cartoon"
action. The graph editoristhe
key
here in adjustingtherough animationto thebestpossibletiming.
Thenextstepwhen yourtimings are settledisto staggerthekeys forthe
body
motions. Imustaddthatthese steps moverelativelyquickasthe rigmenuallowsyouto
selectthe
body
parts andtheirchannelswith ease.Eachbody
partisstaggereda certainamounttoitsrelatedpartinthechain.
Depending
ontheshot,you mighthavetheshoulder moveslightly ahead orbehindtheaction ofthe arms,oryoumaywantthe torso
to leadthewaistorlegs. Again usingthegrapheditor,youare ableto setthesekeysto
theintervalyou needquite easily.
Finallythehardstuffbegins inthelast step or steps. Ifeel it's hardtodetermine
whenandwhereyoushould stop. Atthis point,it becomesaverysubjectivedecision.
Essentially,
by
usingthe samestaggeringtechnique, eachindividualbody
partisstaggered.Forexample, theshoulderkeys aresetbehindthe elbow, the wristisset ahead
oftheelbow andthehand issetlast. Sothemotion flowsevenfurther. Hours arespent at
this stage,butwhatis
happening
isalong
chain ofverysubtle motion. Thismakesthebody
always appeartobeinmotionwith one part alwaysinitiating
thechainof eventstothenextandsoon. This staggeringtechniqueishow Icreatedthemotion forthe
characters,Itriedtofocus onthemainoverall action, thenwentbacktoanimate the
secondary features.
Though my animationskillsatthis stage arenot advanced enoughtocreate
specificstylesofanimation, I feelwiththeediting choicesImade,thattheanimation I
was ableto produce,meetsthequalityoftherestofthisproduction.Thisstageof
productioncertainlytookmethelongest, however,I feltpreparedforthis realityasI
knewthiswas goingtobe atrialand errorphase. Iwas certainlynottryingto sellmyself
as ananimator,but Ineededalevel ofqualitythatwould create interestand movethe
Editing
andCompositing
Letmebegin
by
statingthatediting is not a "link"inthe chainfortheproduction
of animation, editing is actuallythechainitselfandalltheothersteps containedwithin
arethelinks. Thestepswithinthechain ofeditingwereonlymeantto servethe edit,
which wasreallytheevolving story itself. So everytime Iwouldcomplete atask, itwas
alltobetterservetheedit. Thiswas sobecausewe startedto
develop
the storythroughthecourse oftheanimatic. The animatic, asifI havenotstressedthisenoughalready,
was
key
toproduction ofthisprojectinall areas.The editing essentially beganwiththemaking oftheanimatic as should most productions ofthis type.
The animaticwas started as a3D animatic or story-board as suggested
by
acommittee member.I feltthiswas a goodidea because itallowedyouto get abetter feel
of shotset-up usingthemodelsthatwereunderwayatthetime. The 3Danimaticwould
giveabetteroverallideaofhowto tell the storywiththe3D media. Camerascouldbe
saved, andthiswould allowforafastersceneset-up onthereal shots.We couldexpedite
certain elements ofthesceneswhen actualanimations started. This step is howthey
naturallyprocessthingsformost3Danimation. Whenthe models wereset-up inthese
primitive scenes, thetimingof eachshotwas workedout andthecamera wassaved, this
became thefirstversion ofthepre-productionedit.
Thefirst editmerely
evolved fromthispoint,it's
importanttonotethatI
really didnothaveastory
orknowifthe storywas
goingtowork until after
this step. Thesesceneswere
comprisedofstill-frames,
screen capturedfrom Maya
files,
thenspaced outusinga nonlineareditor,After Effects.During
this process,I hadseveral other eyeswatchingtheeditingprocess. We coulddeterminewhatcamerasworked orifcertain cuts didnot make sense.Wealso
determinedthelengthofeachshot, andintheend we were ableto geta goodideaofhow
muchanimation wouldbeproduced. This core piecereallywasthestory. We set-up a
final edithousedtheactual renderedframeswith effectsandfades. Thiswasthe "frame
of ahouse"and several versions were saved over andover
including
thefirst soundexperiments. Theedit always remainedsteadfast, and withthe completion ofcertain
phases, for instancetheanimation ofthefirstsequence, thefootage wasreplaced over the
still
frames,
then theplay-blastswere replacedwiththerendered footage.After Effects seemedtowork wellfortheoverall editingprocess, howevera
differentpackage was usedforeditingtheactual pieces of
footage,
a nodebasedprogramcalledDigital Fusion. Much closertoan
industry
tool, Digital Fusionallowedfor fasterand muchmore robusteditingof alltheframes in"NOAB."
Every
frameyouseeinthisproductionwas composited andlayered using Digital Fusion. Infact,I dare saythatthe
overalllookofthefilmwould nothave beenpossiblewithoutDigital Fusion.
Early
inproductionitwasdeterminedthatrenderpasses wouldbeneededtocreatefinalized frames. Thiswas due inpartbecauseofthelimits ofthe workstation
available andtheneedto
keep
therender processsimple. Afurtherobstaclethatbecameapparentwastheneedforcertaineffects, such astheever-presentfog,andlaser flashes.
3D particles weresimplynot an optionconsidering myresource limits,so Ineededa2D
solution,Digital Fusionperformed
flawlessly
with speed andefficiency inthisregard.
Manyshotshadtobe brokenup,
especiallytheshotswiththebridge and
characters present. IusedFusionto
compositethese elementstogetherfrom
separaterenders.
Usually
each elementran anadditional shadow pass.The
shadowpasswas usedtounifyshots and
to
help
bouncelighting; itsortof givesaninexpensiveglobalillumination look.
Otherprocess nodesincludedalighttrim
node, color-correction,and contrast
adjustments. Occasionally,layerswere screened or multiplied ontopofeach otherto
differentconnection,agreattime saving featurewhen youaretryingto tweakfinal
results.
Depthfog,"perlin"noise,and various color gain attributes were addedtoeach
frameto
help
createthe environmentthatwas neededforthe "mystery."DFhandledthese aspectswell, it also contained3Dparticles which were used on occasionto create
smoketrails,muchfasterthanrendering in Maya. Rawrenders actually lookquite
hideous out ofMaya,butwithsometweaking,Iwas ableto get good resultswith lotsof
depthand volume. Experimentswererunbeforethisprocessusingachannel
lighting
method.Eachlightwouldberenderedoutseparately andscreenedtogether. Thoughthe
resultswereverypositive, timeconstraints pushed me tojust stickwith2 general
layer-passes. If Ihadtime torenderlights separately Iwouldhavetakenthis avenue,as the
Sound andMusic
It'sstrange, butthe sound workfor No oneattheBridge actuallybeganwith the
purchase ofarecording device. Anumberofyears ago afellowgrad, JeffSpoonhower,
used a mini CDrecordertorecord sounds forhis film. Itreturned excellentresults, andI
madeamental noteofthis. When I wasreadytobegincollectingsounds Ipickedup one
ofthese units,whichare much smallerand more versatilethanaDATrecorder, and
muchless expensive. The recording qualityseemstobeon par withany digital device
and you can pickthemupinexpensively.
Unlike my othertwoprojects Ididnotworkonthesoundprocess
during
themakingoftherough cut.I actuallywaited until anadvanced cutwasproducedbefore I
startedworkingon sound.Withtheexceptionofthe musicandthe singing,most ofthe
sound was producedinthelaterstages of production. Idecidedtogothisroutebecause
thevisuals were so complexthatI wantedto seethe scenesbefore Imadethe sound. I felt
likethecomplex stages already underwayweretoomuch formetohandlewithout
having
toaddsoundtothe mix. So Iwantedto waituntilthings sloweddown beforeintensesoundworkcouldbe done.
Onething thatI had decided earlyonwasthatsoundsweregoingtobe mostly
customand recordedfromraw actual sounds, versessearching througha sounddatabase.
Iwantedtoavoidthis,because I felt like
being
"active"
andexperimental. Itseemslike
toomuchtime iswastedsearchingthroughcatalogs andCD's. Thenyou windup
modifyingthem anyhow,itseems likethe timeyouspend
finding
theright sound youcouldhavemade atripsomewhere andrecordedit. Sounds,either ontheinternetor on
catalog CD's allhavevariousrecording levels andquality issues, soI figured if I
recordedmostofthemajorsound, itwouldallhaveacertainlevelofpredictability.
Mostofthesound wasrecordedat various locationsinwesternNY,thenmodified
and editedusing
Sony
Sound Forge. Iapproachedthistask chronologically, againusingtheedit
(formerly
the animatic), andlisting
what soundswereneededforeachscene.Thentakingmylist,Iset outtolocations, orifneedberightin frontofthePC, and
recordedtheraw soundusingtheminidiskrecorderwithdual stereo microphones.
Using
Sound Forge Ipluggedintheminidiskto the soundcardand recorded.Onceonthe
computerI spentaseries ofsessionsworkingwiththesoundinthe editingprogram,and
The generalambience sounds wererecorded at severallocalrestaurants,and
throughout my house. The VWsound was actuallyarecording ofmy Porsche912, which
hasasimilarsoundingair-cooledflat 4. This soundis almost
infamous,
soIhadtohavetherealthing,nothing elsewouldhaveseemed convincing. Thebridge destructionand creakingwas producedfrom oldsqueaking chairs,cupboards, and old metal scrapsfrom mygarage.
Itwas quite a physical exercise. Iranoutofbreathsmashingthingsaround and
doing
takes. Ifeltthemost successful adventures were clankingthe teethofan oldtwoperson tree saw,
hitting
therungs of alatter, andshakingan old garagedoor. Severaltakes ofclankingmetal, and collisions were recorded mixed and modified.
Many
differentvelocities weretriedwithdifferentmetalscraps, andirontoolsinordertogetas
manyvariations of metal sounds as possible. Onetake includesemptying garbagecansin
adumpster. Imustaddthat thiswasverycathartic at certain points.Various odd-ball sounds were simple,justmein frontofthemicrophonejust experimentingwithmyvoice
intheoffice. Old boxes andevery
day
objects,hitting
materials such aswood, glass,and fabricwerelayered into themix aswell. Thoughit'snotexact,yourimaginationcan fillintherest
during
theediting stage.Music, ontheotherhand,is abitofdifferentstory. Musicwasgoingtobean integralpart ofthemontage scene,probablythemostimportantsceneinthefilm. I knew Iwas goingto need asong, andthatseveral shots wouldhavetobeanimatedto thesong
afteritwas produced.This songwouldalsopass some
key
dialog,andmore orlessforeshadowtheconflict. Sothiswas atall order,and it hadtobeworked on
during
theanimation process and not afterward.
Wethoughtasongmightbeabletobeproducedsolo,butagainIwas sotied
down,thatIfelt a volunteer wouldbebetter. Another issue involvedthevoice ofthe
character.Guru Mass Volumewouldneedtohaveamatchingvoicetogowithhis
hefty
characteristics. Sothiswasgettingmore complex
by
the get-go,butthesongwouldadd anotherdimensionto theproject so we stuckitout.My
firstimpressionwasthat thesongneededtobeablues song.
My
reasoning forthis was,because oftheimagery, andthesimilarto bluesmenlike BB
king
andMuddy
Waters. I hadwritten several lyrics forthesong, butnoattemptto recordthemwasmade. Atone pointthe songchanged a littleas
thestoryfocusedmore on therelationshipofPKandtheGuru,but its basic foundations
were still there.
Afterseveralfailedattempts
by
myself and othervolunteers, aprofessionalcomposercame on aboard, and volunteeredhis efforts.I cannotdescribewhatabreak
this was,but meeting DonCleary, an experiencedprofessor ofmusic,
living
in AugustaGeorgia,actuallygave ahuge boostto theprojectboth
logistically
and emotionally. Donnotonly broughtto the tablehisyears ofexperience,butalso couldtapintotheresources
ofhis school,which provedtobeanotherhighlightoftheproject. Donrepresentsthe
onlyother personwhoactually
"produced"
forthe project,allthe otherworkwasentirely
mine. Hebecame interestedintheprojectwhenhetried to get a contractfor producinga
scoreforan animationinLA,however, was lookedoverdueto lackofcreditinthat
specific area.
"NOAB"
providedjustthecredithewas
looking
forandI washonored,andvery fortunatetohave himonboard.
Inadditiontothesong, Donusedtheplay-blast roughtocomposethe entire score
forall six scenes (IntrothePizzaVilla, Atthe Bridge,Meetthe Guru,No One atthe
Bridge-RAP,BackatthePizzaVilla, andFinale). Thiswas actuallyproduced first,and
was completed overthecourseofamonth. We didallthiswork viae-mail,andhave
never metfaceto face,but
key
e-mails andphone callsquicklygotthings clicking. Donhammered out a score whichhe describesasbeyond anything he hascomposedbefore.
Very
surreal, moody, "techy",underscored withR& Brhythms, he describes hisapproachto thisproject as
letting
it saywhatitwantsto,letting
itfeelthe way hewasgiventhe transmission. Donwasinspirational, andhe felttheanimation hadgoodmerit,
feeling
inspiredby
whathesawhimself. Needlessto say,workingwithDonwas one ofthemore enjoyablefacets oftheproject.
The songwasalittlemoredifficult,anditsufferedthroughsomemajorchanges.
One