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Rochester Institute of Technology

RIT Scholar Works

Theses

Thesis/Dissertation Collections

10-2006

"No one at the bridge"

Jeffery J. Lester

Follow this and additional works at:

http://scholarworks.rit.edu/theses

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(2)

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

(3)

Thesis/Dissertation Author Permission Statement

Nruneofauilior: ~~=e~~f~L~~~~~e~(

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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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, hereby grant permission to the Rochester Institute

Technology to reproduce my print thesis or dissertation in whole or in part. Any reproduction will not be for commercial use or profit.

Jeffery J. Lester

Date:

to

(&1

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additionally

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to the Rochester Institute of Technology Digital Media Library (RlT DML) the non-exclusive license to archive and provide electronic access to my iliesis or dissertation in whole or in part in all forms of media in perpetuity.

I understand that my work, in addition to its bibliographic record and abstract, will be available to the world-wide community of scholars and researchers through the RlT DML. I retain all other ownership rights to the copyright of the thesis or dissertation. I also retain the right to use in future works (such as articles or books) all or part of this thesis or dissertation. I am aware that the Rochester Institute of Technology does not require registration of copyright for ETDs.

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Table ofContents:

1. Report

i. Introduction pages: 2-3

ii. Conceptand

Story

pages: 4-8

iii. Goals pages: 9-13

iv. Character Design pages: 14-19

v. EnvironmentsandProps pages: 20-23

vi. Animation pages: 24-25

vii.

Editing

and

Compositing

pages: 26-28

viii. SoundandMusic pages: 29-32

ix. The

Screening

pages: 33-36

x. Conclusion pages: 37-39

2. Appendices

i. Original Proposal pages: 40-46

ii. Original

Story

Board pages: 47-56

iii. Color Still Images pages: 57-61

(5)

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 wishtostress

furtherthat this ideaandtheprojectasawhole, has reallyrun a complete and

long

distancecourse. "Noone atthe Bridge"is

by

no means perfect,sufferingtheinevitable

twists, turns, andlimitations,a one man showis

likely

toencounter,yetI do feel it hasa

certaindegreeof charmand completeness.

Throughthecourse of4jobchanges, 3 out-of-statemoves, a seriousbackinjury,

thepassingof our

family

pets,2hurricanes,IvanandIsabel,thedeathofmyfather, a

basement flood,and countless computer upgrades anddebacles,workhaspersistedon

thisproject sinceIstartedthefirsttreatmentand concept sketches.In all

honesty

work hasnever ceased onthisprojectfor anysignificantperiod. Thoughprogress wasnot

optimal

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 itexpresses

somethingtrue.

Begin theBeginning

Inactuality, thereis even aprecursorto the

beginning

ofthisproject. It actually
(6)

after months ofwork, Itookahard lookatthings,andfeltthatmyheartwas notinthis project. Not onlythat, but itseemed clearto me, from

having

gained some

industry

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,thathadcrossedmymindseveraltimeswhile
(7)

Concept and

Story

Seriously,thisconceptwas developed outofmy fearof

heights,

which also expandstoairtravel,and yesofcourse, bridges. More oftenthan not,itseems Ifind

myselftrapped,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-livedTacoma

Narrowsbridge, andthespectaculardestructionthatbaffledtheengineerswhodesigned

it. Theactionisriveting,andthe intrigueofsuchdestructionseemedlike somethingthat

would workinan outlandish 3Danimation.

Ifeltthis fear idea had

potential, andthe

imagery

anddesign

wouldbe 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 fastashe

couldbefore 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"

(8)

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 constantlywithallthe

elements ofthe story, Itwistedand reversedeveryidea,justto experiment,andthen

decidedonwhichone wouldworkbest: perfect pizzakid,

lazy

pizzakid,dilapidated

bridge, 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 thatonly

by

some weird

chance wouldsomethingtieallthis stufftogether. That'saboutthe timeIturned tomy

"Dada"

influences."Chance"

is exactlywhatIneeded. Iwas thinkingofcreatingan

impossiblesituation(quiteliterally).

Many

oftheoriginalDadaartist wouldexperiment

withchancehappenings. Kurt Schwitters,forinstance,would producehis foundobject

art with whateverhe discovered inthestreetthat

particularday.

Many

Dadaactivistswouldthrow

themselves to theideaof chance.

They

would

createpoetryandliveactsaccordingtowhatever

wordswouldturnupon scrapsofscrambled

papers. Tothem, lifewasjusta seriesof

uncontrolled possibilities. Therewas nologicto

life orthe thingstheyhadseen

during

thecarnage ofWWI.

Nothing

else could explain

thesemind-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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(9)

philosophy,I'dputtheunrelated elementstogether. Iwasreally enjoyingtheprocess of thischaracterdevelopmentand, thusfar, Ihadwrittenseveraltreatmentsabout acocky fearlessteenaged

delivery

guywho makesfoolishdecisionsandfinds himselftrappedon

thebridge.Hewas eitherinarush todeliverthe pizza,orhetookan unadvisedshortcut,

which wasthe

hulking

bridge. In some scenarioshe hasone lastchancetomake a

delivery

orhegets

fired,

orhe is tryingtoretainaperfect

delivery

record. The bridge

comes intoplayasthemain obstacle.

These ideaswere

fairly

permanent,and Icameupwithabunchofslightly

differentscenarios.The storyconcepts, sketches, and models wereunderway, and evena fewrough 3D animatics were

being

produced. Still somethingwasmissing, but Ifeltthe

projectmightgettoo

big

if Iwentfurther. Needless to say,Ihadtogo theextramiles and endedup

doing

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 the

delivery

andeventually

collapseputtingthecharacter(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 riggingand

animationstarted,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 in

deciding

toheadintoa different directionas animationneededtogetunderway,and ontopofthat,Iwas
(10)

number of setsrequired,reducingrendering, andmodelingtimes. Inthe end,

by

cutting

down, 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 traditional

teacher-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 notmakethe

decision 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 isourselves

thatmakethedecisions,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.

*

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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 andreact

incertain 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 Batavia

NewYorkalmost60yearsago.

Many

oftheother pizzeriasintownwerestarted

by

pizza

makers,wholearnedthe tradeworking for Pontillos.

AtonetimewhileI attended alocal communitycollege,Iworkedat asmall

pizzeriaintown.I only substitutedas adeliverymanwhen wehad driversthatwere out,

however,

during

myshorttenureIdidendure allthestereotypicalrigors ofpizza

delivery. A local independent filmmaker capturesthese idiosyncrasies inafilm entitled

(12)

Goals

My

listof goalswhenI startedthisproject:

1) Challengemyself with storyand character animation.

2)

Create a uniquesetting and unusual environment.

3)

Showcasemy modeling and

lighting

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 degree

with

"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. Itbecameapparent

tomethatthemostsuccessfulprojects 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

(13)

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 adviseyouto

put ademoreel together thatdemonstrates aspecialization of yourbestskill.

They

are not

interestedinan 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 feela

strongthesisproject 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 inthe

industry

it ispreferredthatyou

specializeinacertain areaofthefield, Ifelt itwas anadvantageformetoattainsome

knowledgeabouttheentire processofanimation. Idoneed todemonstrate my modeling

and

lighting

skills viademoreeland websitebecause I'd liketowork as an

environmental 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

(14)

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 hada

big

impact onhowthingswere puttogetherwiththe endproduct. The studiowas not

big

enoughtototally

leap

beyondwhata personcoulddo aloneona singleworkstation,but it

was

big

enoughtoneedaproven

industry

processto competeand deliver itsproductfor

thegameindustry. Itwasjustthe exposureIneeded,andIpaidclose attentionto how

thingsweredone.

By

stickingtothis

industry

proven processI wasableto puttogethera

legitimate 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 didnot

copythese,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 alsoadoptedthenode

compositingpackage,Digital Fusion. Nodebasedcompositingiswidelyusedinthe

industry

andhastremendousadvantages versestime-line packages,such asAdobe After
(15)

thiswas simplytheorganization ofhowthingswereproduced, andhowonestep flowsto

thenextstepoftheprocess througha cascade of events. Organization andstickingtothat

organized plan nomatterwhat,is

key

tomakingaqualityproduction andthis isthe most

valuablethingIlearnedfrom working in bothindustries.This isa major

key

to getting

yourproductiontorise 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,

(16)

sendingtofestivals,

honestly

upto this point,I neverfelt I had anything worthyof

sendingto

festivals,

andcertainly in myprevious career,this "festival

phase"

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 alsorelatedtomy

points about quality.

My

"naive"planistofollowthesubmissions ofmy colleagues,who

have 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 hadan

RITgradwin an awardforanimation.Using anInternet

festival-tracking

site,Iwill
(17)

Character Design

The characterdevelopment certainlyfollowsthesaga ofthestory changes.As I

changedthe story, overa

long

periodoftime,the characters changed withit. However,

thephysicalcharacteristicsofbothcharacters were

fairly

solid,

having

attributesthat

workedwell 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

thecompletionofthatstory

coincided 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

outthe

physical 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

(18)

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

the

firststory 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 realizedIneeded

therockhero 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 hadan

unexpected 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

andfacewith

MV, Iusedorthographicphotos,andthecaricaturedhis featuresabit.

My

realmodelhad

agreatpersonality, 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 he
(19)

orinthiscase 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 setups

would notimpressanimationjocks, and

theirsimplicitywas intentional. Icannot

stress enough abouthowmuch of a

learning

experiencethecharacter

animationwasgoingto be forme,so I

wantedtouseasimplesetupthatIcouldunderstandfrom souptonuts. ForatimeIwas

temptedtouse"Final Rig,"but I felt Iwould notbe

learning

theintricate detailsof

rigging 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,butoverallitwasnottoo

badof acompromise.

Earlier, Imade referencetoalocalstudiothathadtheirown setup forcharacters,

(20)

Ctwftslt Object

work-flowona massive scale.

Industry

influenceandapproachwas

key

in motivatingme

tochange 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)

eitherusing

polygonproxymethod subdivisionsurfaces,ortheverypopular connect poly-shapeplug

in. However,theyarelimitedto onlytwolevelsofLOD, andtheLOD iscontrolled

by

individual

body

part orahidden layeror

display

technique. Theseworkfine,but

workflowis 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

copyingthebase

geometryandusingpoly-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. Fast

rough 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 LeftKnee

MelCharacter 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

(21)

usedforfinalanimation. This LOD set,whichis thebase,operatesthesame wayasthe

default Mayasetup.However, each

body

part associated withthehigh-resolution

geometry 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 youneedto

browsethroughlayers. Thiscanbe doneonthe

fly

and even can beanimatedifneedbe

toaccommodate camera positionstomaximize rendertimes.Youcancreate as many

individualcharacters as needed and controltheirresolutionsindividually. Youneedto

spendthe time to hook upeach

body

part,butonce it's doneyoucan controlthe

geometryofeach character,and ifyouprefer,you can

hookup

justspecific partsto the

characterLOD. Ifyouleave thissetup "asis"withsubdivisions,youhavetoclick on

each

body

part and switchfromstandard modeto polygon mode.This wouldjust be

impractical. Thismethod worked excellent andIrecommendanyriggertotrythis. The

speed advantagemaynotbeapparentinthe

beginning

but itwill make senseonceyou

startanimating. OnethingImightforego,isthe 1stLOD set,it maynotbeneeded with

the

increasing

speedofreal-timeplayback onadvancedworkstationsorif 3D animatics

arenot partoftheequation.

Muchlikethemethod aboveeachcharacter controlisaccessed

by

aMEL

commandafterthecontrolshavebeenaddedto 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

modifiedin

Photoshop. Eachchannel suchasdiffuseand specular were createdbasedonthe same

textures.

Nothing

specialhere,justa straightforwardBlinwith each channel connected

toatexture.The UV mappingwas started

by

makingacopyofthegeometryandusing

poly-averagetounfoldtheundercuts. The UVcoordinates werethencopiedto thereal

(22)

* " * KMHMM

anotherlayer. There isno needto explainhow

tedious thisprocess is ifyouhavedonethis before.

Tedious,

ohIguessthatmeans I should mentionthe

characterweightingprocess.

Sticking

with whatI

learnedatRed-Eye, Idecidetousesoftbind,which

involvespaintingweights. Softbind,thoughlonger

in setup,worksbetter forthetypeofanimation and

the typeof

deforming

thatwasgoingto takeplacein

my film. On my firsttry, thisprocesstook weeks,

but using commontechniquessuch asweighting all

jointsto a valueofzero andprogressingoutward

incrementally

andusing "mirror"on symmetrical

areasreally helped. Thiswasallnewterritoryfor

me,thankfullyI wasunder

heavy

guidance fromco
(23)

W

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 two

characterslive in. Atthe sametime, Ihadtobeonguardthatthese thingsdidnotbecome

overlyintrusive. Attimes this mayoccur,but Ifeelthe

density

waskeptincheck andit

stillkeptworkingtoprovide 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 might

happen 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, polygonsand

subdivisionssurfaces. AtsomepointI grouped and namedimportant components and .Li'; 7s *) /'(?/,

(24)

made surethescale of allthe objects werein linewith each otherandthecharacters.

Certain locatorcontrolswere placed atthe topoftheoutliner so as toavoid

digging

when

animating.Ifyoupayclose attentionyouwill noticeItriedtoavoid static sets, choosing

toanimatefeatures likethe awnings

flapping,

andbridge cablesswaying in thewind. I

didnot 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 Sketch

incheckhere, butwhatI found

fascinating

wasthedesignoftheVWcaritself. I had

performedtests withalattice inordertodeform ittoa more cartoon-like design.

However,most people agreedtheythoughtitworkedbetter inoriginalformat. Themodel

is veryclose geometricallytoareal VW,

having

workedoff ofblueprints,butthecarhas

such 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_Trans

J

Cat Controls 1 Steer Set j

(25)

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

decided

to go with asuspensionbridge design. I

felt in

keeping

withthedramaandthe

inspirationthatasuspensionbridgewould

create

"suspense."

Ithoughtofthe ideaof

it

flexing

and swinging. This forcedme to

take on moreworkanditwould

likely

raiseaudienceexpectations,but Ipressed onwith

this idea.

Having

relativesin SanFrancisco, Ivisitedthe

bay

area quiteoften, andI

thought, howcouldyou notincorporatethemysterious

fog

thatsurroundsthe iconic

bridgewiththisproject.The colors and

imagery

seemsofamiliartoaudiences I felt it

was 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 andthenleft

un-texturedthroughpre-production.

Itwas left incomplete atthis stageon

purpose.This maynotseemlike a

very importantissue,buttherewas a

storysegmentthatneededtobe

timedoutinthe animaticto seehow

long,

andinthis case,how

big

the bridgespan

would needtobe.

Timing

outtheshots woulddeterminethe lengthofthe span. Ineeded
(26)

haddrivenout onthebridgequite adistance. A featurewas modeledintothebridge to

allow forexpansion. Eachspan was modular and couldbe duplicatedto lengthenor

deletedto shortenthebridge length,

leaving

onlythe cables,whichwere onNURBS

curvestobere-fitted.

Actually

thefinalversionofthe bridgewas neverfinisheduntil

aftertheanimatic was complete.

Texturing

was nevercompleteuntiljust beforethe

lighting

stage.

Otherissuesthatneededtobe worked outwastheplanneddestruction scene,and

itssize interms ofrendering andhandling. Againtheanimatic was

key

to

figuring

out

bothoftheseproblems. Whenthe cameraswere set,it becameclearthat thesymmetrical

portion ofthebridgecouldbe massivelyreducedin detail as comparedtotheentrance

area. Soa duplicatewas trimmeddownto

help

speedupworkflow andrendering. Layer

controland organization were alsohelpful in workingwiththis gigantic setonce you

knewwhat was inor out oftheframe.

Having

settheactionusingtheanimatic,

key

sequenceswere usedto determine

what 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 wastruly

one ofmymostcomplex modelsIhave everhadtoworkwith,but visually Ithink the

results were satisfying.Iwould warnothers nottobesoelaborate with environments

(27)

Animation

My

goalforanimation was muchlike mygoal withtherigging,

keep

itsimple,as

thiswas 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 few

sceneswerebasic 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 see

areasthatcoulduseimprovement. Still awell-oiledrigwill allow youtoattackthings

you'dnormallygiveup on or skip.The

rig

is

key

especially forafirst-timerlikemyself.

Ifyouhavea setupthatistedious,you'llnaturallyspendlesstimeonthemotionthatis

being

created, whereasifyourrig is easyto manipulate, youwillbe inclinedto stickwith

theshot anddoabetter job.

My

intentionfortheoveralllookwastocreate

flowing

motion, andto focuson

themainaction ofeach movement.

My

advisors, GrantChang,andJoshuaGramse,

keyedmeintothemethodology.

Previously

Ihadnoideaabouttheworkflow.Ifoundout

through 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"

(28)

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 the

bestpossibletiming.

Thenextstepwhen yourtimings are settledisto staggerthekeys forthe

body

motions. Imustaddthatthese steps moverelativelyquickasthe rigmenuallowsyouto

selectthe

body

parts andtheirchannelswith ease.Each

body

partisstaggereda certain

amounttoitsrelatedpartinthechain.

Depending

ontheshot,you mighthavethe

shoulder 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, eachindividual

body

partis

staggered.Forexample, theshoulderkeys aresetbehindthe elbow, the wristisset ahead

oftheelbow andthehand issetlast. Sothemotion flowsevenfurther. Hours arespent at

this stage,butwhatis

happening

isa

long

chain ofverysubtle motion. Thismakesthe

body

always appeartobeinmotionwith one part always

initiating

thechainof eventsto

thenextandsoon. 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

(29)

Editing

and

Compositing

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 storythrough

thecourse oftheanimatic. The animatic, asifI havenotstressedthisenoughalready,

was

key

toproduction ofthisprojectinall areas.The editing essentially beganwiththe

making oftheanimatic as should most productions ofthis type.

The animaticwas started as a3D animatic or story-board as suggested

by

a

committee 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 could

determinewhatcamerasworked orifcertain cuts didnot make sense.Wealso

determinedthelengthofeachshot, andintheend we were ableto geta goodideaofhow

muchanimation wouldbeproduced. This core piecereallywasthestory. We set-up a

(30)

final edithousedtheactual renderedframeswith effectsandfades. Thiswasthe "frame

of ahouse"and several versions were saved over andover

including

thefirst sound

experiments. 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 nodebasedprogram

calledDigital Fusion. Much closertoan

industry

tool, Digital Fusionallowedfor faster

and muchmore robusteditingof alltheframes in"NOAB."

Every

frameyouseeinthis

productionwas composited andlayered using Digital Fusion. Infact,I dare saythatthe

overalllookofthefilmwould nothave beenpossiblewithoutDigital Fusion.

Early

inproductionitwasdeterminedthatrenderpasses wouldbeneededto

createfinalized frames. Thiswas due inpartbecauseofthelimits ofthe workstation

available andtheneedto

keep

therender processsimple. Afurtherobstaclethatbecame

apparentwastheneedforcertaineffects, such astheever-presentfog,andlaser flashes.

3D particles weresimplynot an optionconsidering myresource limits,so Ineededa2D

solution,Digital Fusionperformed

flawlessly

with speed andefficiency in

thisregard.

Manyshotshadtobe brokenup,

especiallytheshotswiththebridge and

characters present. IusedFusionto

compositethese elementstogetherfrom

separaterenders.

Usually

each element

ran anadditional shadow pass.The

shadowpasswas usedtounifyshots and

to

help

bouncelighting; itsortof gives

aninexpensiveglobalillumination look.

Otherprocess nodesincludedalighttrim

node, color-correction,and contrast

adjustments. Occasionally,layerswere screened or multiplied ontopofeach otherto

(31)

differentconnection,agreattime saving featurewhen youaretryingto tweakfinal

results.

Depthfog,"perlin"noise,and various color gain attributes were addedtoeach

frameto

help

createthe environmentthatwas neededforthe "mystery."DFhandled

these 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

(32)

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

the

makingoftherough 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 before

intensesoundworkcouldbe 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 you

couldhavemade 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, againusing

theedit

(formerly

the animatic), and

listing

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

(33)

The generalambience sounds wererecorded at severallocalrestaurants,and

throughout my house. The VWsound was actuallyarecording ofmy Porsche912, which

hasasimilarsoundingair-cooledflat 4. This soundis almost

infamous,

soIhadtohave

therealthing,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 oldtwo

person tree saw,

hitting

therungs of alatter, andshakingan old garagedoor. Several

takes 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 fill

intherest

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 orless

foreshadowtheconflict. Sothiswas atall order,and it hadtobeworked on

during

the

animation 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 thesong

neededtobeablues song.

My

reasoning forthis was,because oftheimagery, andthe
(34)

similarto bluesmenlike BB

king

and

Muddy

Waters. I hadwritten several lyrics forthe

song, butnoattemptto recordthemwasmade. Atone pointthe songchanged a littleas

thestoryfocusedmore on therelationshipofPKandtheGuru,but its basic foundations

were still there.

Afterseveralfailedattempts

by

myself and othervolunteers, aprofessional

composercame on aboard, and volunteeredhis efforts.I cannotdescribewhatabreak

this was,but meeting DonCleary, an experiencedprofessor ofmusic,

living

in Augusta

Georgia,actuallygave ahuge boostto theprojectboth

logistically

and emotionally. Don

notonly 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. Don

hammered out a score whichhe describesasbeyond anything he hascomposedbefore.

Very

surreal, moody, "techy",underscored withR& Brhythms, he describes his

approachto thisproject as

letting

it saywhatitwantsto,

letting

itfeelthe way hewas

giventhe transmission. Donwasinspirational, andhe felttheanimation hadgoodmerit,

feeling

inspired

by

whathesawhimself. Needlessto say,workingwithDonwas one of

themore enjoyablefacets oftheproject.

The songwasalittlemoredifficult,anditsufferedthroughsomemajorchanges.

One

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