Rochester Institute of Technology
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Theses
Thesis/Dissertation Collections
8-1-1988
"Eggspressions"
Eyda Jové
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Recommended Citation
Rochester Institute
ofTechnology
A
Thesis
Submitted
to theFaculty
of
The College
ofFine
andApplied
Arts
in
Candidacy
for
theDegree
ofMaster
ofFine
Arts
"Eggspressions"
by
Eyda
Jove
Acknowledgments.
Narration:
Kathleen
Rose
andAndrew
Wu
Sound
Effects:
Clint
Wallington
from
Instructional
Technology
Technical
Advice:
Kwok-keung
Jay
Chow
Music:
Los
Solimar
'Viaje
alrededordel
Mundo'Special
Thanks:
Jeannette
Arosemena
Andrea
Kundin
Table
ofContents
Approval
Acknowledgements
Table
ofContents
Thesis
Proposal
1
Thesis
Statement
2
Decisions
andChanges
3
Introduction
4Theme
5
Writing
theScript
6
Designing
Scenes
8
Designing
Characters
9
Sound
Recording
10
Before
Animating
12
How
toMatch
theSound
with the Animation14
Animating
on theGenigraphics
100V and100
D
+15
Editing
16
Tips
for
Good
Animation17
Conclusion
18
Footnotes
2 8
Thesis
Proposal
The
purpose of this thesisis
to create an animationfor
entertainment
utilizing
the computer as opposed to tradition al animation.I intend
to use the computer as a tool to tell avisual
story
rather thanperforming
visual tricks and tech niques so oftenfound
in
computer animation.The
animation will tell astory
in
which the characterswill
have
visual appealin
order toinvolve
the viewer.It
is
also possible that
I
may
integrate
some video techniques.The
Genigraphics
computer systems willbe
usedincorpo
Thesis
Statement
"There
is
no particularmystery
in
animation...it'sreally
very
simple, andlike
anything thatis
simple,it
is
about the
hardest
thing
in
the world to do."Decisions
and
Changes
As
thedays
passed andI
got more and moreinvolved
withmy
thesis,
I
decided
tointegrate
some video techniques.This
interest
was reinforcedby
the video classes thatI
began
in
September
and continuedtaking
throughMarch.
I
thought
ofdoing
a videoconsisting
of astory
wherein-animated objects were
going
tobe
moved with the aid of thecomputer.
To do
the videoI
had
to shoot with a 3/4"camera
because
the Genigraphics'recording
system uses that size oftape.
In
addition,
the 3/4" tapehas
abetter
quality,
therefore,
afterI
keyed
the computer animation and the video together,
its
quality
would notbe
lost.
For
this process,I
neededsome
help
because
I
did
nothave
any
previous experiencewith the 3/4" camera.
Two
people offered tohelp
me,but
at thelast
minute,
they
were not available.
To
solve thisproblem,
I
had
to think ofsomething
fast
that could attain the same results as whatI
had
originally
proposed.The
solution was to replace theparts
in
whichI
wasplanning
to use video with computergenerated
images.
This
experiencehas
taught me torely
on whatI
know
Introduction
Animation done
by
computers was always used as a tool toshow visual
tricks
that the system was capable ofdisplaying
until
recently
whenJohn
Lasseter
at "Pixar" came out withthe
first
computer animation with abuilt
in
story.The
animation was
very
simple and attracted the attention ofevery
one who watched
it.
What
did
this computer animationhave
that
fascinated
somany
individuals?
The
answer wassimple,
it
told
a story.It
seemedvery
obviousbut
no one elsehad
thought
ofit before.
Just
the simple task oftelling
astory
changed
the
way
in
which computer animation was seen.In
an article of theComputer Graphics
Daily
atSIGGRAPH
'87,
John
Lasseter
explained the majordifferences
between
computer and traditional animation.
'"The
big
difference
be
tween computer and traditional animation
lies
in
the characters
and the story,"he
said,adding
that while computer generated animation tends to
rely
on visualtechniques
to entertain
audiences,
traditional animation tells astory
and getsviewers
involved
with thecharacters.'1
The
storylinebeneath
Lasseter's
"Luxo
Jr."and
"Red's
Dream"stole the
heart
of the audiencesimmediately,
but
this
was not
the
only
thing
that
made them so great.The
charac tershad
acquired their own personalities."What
gives successful exhibit pieces such as
Pixar's
"Luxo
Jr."and
"Red's
Dream"
such
impact
is
thatboth
reelsfeature
anthropomorphized objects
(a
family
ofdesk
lamps
in
thefirst,
adreaming
unicycle
in
thesecond)
withpersonality."2
In
orderfor
an animator todevelop
a character with apersonality
ofits
own and totransmit
it
successfully
to
his
public,
he
has
tostudy
andfollow
the principles oftraditional
animation.
These
principles, which are the golden rulesfor
animators, were originated at the
Walt
Disney
Studio
andhave
been
usedfor hand
drawn
charactersfor
over50
years.These
principles are essentialfor
creating
good animation and whether
it
is
generatedby
hand
orby
computer,
agood animation must
fulfill
its
purpose,
whichis
to
entertain.Theme
When
I
began
thinking
about thethesis,
I
wanted to animate an object that
normally
did
nothave
alife
ofits
own.I
explored the potential of
kitchen
articlesfrom
fruits
andvegetables to pots and pans.
I
needed to use a recognizable object that could give methe
flexibility
ofchanging
its
"character"
without
losing
its
original quality.
That
is
why
I
chose an egg.The
animationinvolved
musicfrom
different
countries and adance
performance of two eggs
representing
those same countries.In
choosing
atitle,
I
looked
for
a word thatbest
communicated the
idea
ofdiversity
and also characterized the object.This
is
where the word"Eggspressions"
Writing
the
Script
Writing
the scriptdid
not take much timebecause
I
already
knew
whatI
really
wanted to achieve.I
wanted some still objects(the
eggs)
to
come alivein
response tothe
dia
logue.
I
made changes whileI
wasdoing
the animationin
orderto
achievemy
main goal.A
door is
seen .Steps
areheard
and the camera moves towards the
door.
The door is
opened.The
camerais
at thelevel
of
an average person.(I
never used thedoor.
Instead,
I had
the screenin
black
andit
openedinto
thekitchen
sceen.)
As
the camera zoomsin
two people start talking.(Female
voice)
-(Ayawn...)
What's for
breakfast?
(Male
voice)
-Idon't know.
What
would youlike?
(F)
-Letsdo
something
different.
(M)
-All wehave is
eggs.What
can wedo
withthem?
Fry
them.
(F)
-No,I
don't
want ...Hey! Lets look in
this recipebook.
(While
the conversation takesplace,
she takesdown
arecipe
book
and carriesit
to the counter where abowl
of
eggs
is
seen.)
(F)
-Lets see whatdo
wehave
overhere.
(Sound
of
turning
pages)
(F)
-Oh!Look
a section onChinese
cooking.Two
eggs come tolife
andjump
outof
thebowl.
When
Chinese
cooking
is
mentioned, musicis
heard
and the eggswill acquire outfits and
begin
todance.
This
willhappen
eve-rytime the people refer to
food
from
adifferent
country,(M)
-Youknow,
I
kind
of
feel like
having
aSpanish
om(F)
-Toospicy,
why
not a western omelette?(USA
music)
(M)
-I
like
spicy.
How
aboutHuevos
Rancher
os?(Mexi
can
music)
(F)
-No,if
you arelooking
for
something
we've neverhad,
what aboutBrazilian?
(M)
-No...Lets go out!When
thelast line
of
thedialogue
is
said,
the two eggs areso
involved
with thedancing
that oneof
themfalls
from
thecounter.
(A
loud
noiseof
something
breaking
is
heard.)
Then
thereis
a shot with oneof
the eggs cracked openDesigning
Scenes
The
first
scene was a view of thekitchen.
I
looked
atmag
azines
to
render akitchen
thatfulfilled
all the needs of theanimation.
I
used theGenigraphics
as atracing
device
toin
put the graphical
information
of thekitchen
thatI
sketched.I
outlinedit
as a wire-framedrawing
or aline
drawing
thatlooks
asif
a wire meshhas
been
stretched over the surface ofthe
object.Then,
I
proceeded to replace thelines
with shapesuntil
everything
seemed solid.The
next scene took place on the counter where thebowl
of eggs were
but
seenfrom
adifferent
perspective.Most
ofthe action occurred
in
this scene whereI
needed to use asfew
objects and
details
as possiblein
orderfor
the animation towork.
The
last
scene wasfull
ofdetail
because
theonly
thing
animated was the camera with a zoom out.
It
started as a closeup
from
the crackedegg
and ended with the whole perspecDesigning
Characters
Designing
the characters was the partin
whichI
had
themost
fun.
I
began
by doing
research about the clothesfrom
the
five
countries chosen:China,
Spain,
United
States,
Mexico
and
Brazil.
I
selected the most characteristic pieces of the costumes
from
eachcountry
anddressed
the eggsaccordingly
by
couples(Fig.
1-2).
I
had
tocarefully
choose the pieces thatfit
andlooked
good around the eggsbecause
they
were notgoing
to
have
either arms orlegs.
The
eggs weredrawn
onthe computer and each couple was saved separately.
Even
without the
eyes,
each character well representedits
tradi tional attire and acquired a personality.The
eyes were the nextthing
to work on after the garments were
done.
I
designed
more than adozen
pair of eyesand tried almost all of them on the eggs
(Fig. 3).
I
selected ovalones which complimented well their rounded
figures.
The
eyes seemed to
be
appropriatefor
the eggsbut
werelacking
some
liveliness.
Then,
someone suggestedmaking
the whiteof the eyes a
different
color andadding
somelight
or sparkleto the pupil.
I
colored the white of the eyes withdifferent
hues
but
if
the chroma and saturation were toohigh
the eggslooked
asif
they
were sick.I
found
that a paleblue
enhancedand contrasted the color of the eggs.
The
light
reflection wasachieved
by drawing
a small white triangle at the side of thepupil.
These
twolittle
changes made a greatdifference
on theSound
Recording
Sound
plays avery
important
rolein
animation.It
does
not matter
if
it
is
music,
dialogue,
special effects, or all ofthem
together,
a good sound makes an animation work.If
yousee an animation without sound
it
couldbe
good,
but
therewill
be nothing
special aboutit.
If
you see the same animation with sound there will
be
abig
difference.
You
willbe
able to remember
it
better
because
of our association with ourworld
full
of noise and sounds.Also,
the sound of an animation will
lead
you tofollow
thestory
andfeel
the moodchang
es the animator wants the public to perceive.
Sound
is
asim
portant as the animation
itself.
If
the piecehas
more thanjust
music,
you could gethelp
from
Instructional
Media
Services
(IMS),
a post productionhouse,
orif
youfeel
capable,
you coulddo it
yourself.IMS
usually
has
afull
schedule andis
running
behind.
A
postproduction
house is
a goodidea if
you can affordit.
I
chose todo
it
myselfbecause
it
wasinexpensive,
andI
wanted tolearn
how
todo it.
I
needed to use sound effects.I
was surprised tofind
thatthe
library
did
nothave
a sound effectslibrary.
I
looked
into
several other schools at
RIT.
There
was onethat
had
a soundeffects
library
but
because
I
was not part of theirprogram,
I
was not able
to
useit.
After
searching
for
awhile,
I
found
out aboutInstruc
tional
Technology
whereDr.
Clint
Wallington,
wholater
I
dis
covered writes
for AV
Video
Magazine,
waswilling
to give mesome
help.
He
recordeddifferent
soundsfor
thesteps,
opening
door,
turning
pages, andbreaking
noise.Then,
I
chosethe ones that were suited
for
the animation.The
animation"Eggspressions"
included
adialogue
withinserted
music and sound effects.I
wanted avariety
of musicwhich
I
found
in
amedley
of aSpanish
record.I
selectedshort parts of music that were
identifiable
from
the
countriesI
was using.Then,
I
edited the musicinto
a cassette.Three
cassette players were usedto
makethe
soundfor
"Eggspressions."
One
cassette player played themusic,
the
second made the sound
effects,
andthe
third recordedthing.
The
voices were recorded at the same time the musicand sound were played.
It
wasdone
several times untilevery
thing
wasproperly
coordinated.Afterwards,
some parts wereBefore
Animating
Animation
done
in
a traditional2D
hand
drawn
way
orby
computer
has
tofollow
the principles of traditional cell animation.
"Understanding
these principles of traditionalani-mation
is
essential toproducing
good computerI
studied and applied each one of themin
"Eggspres
sions."
They
should alwaysbe
takeninto
consideration.The
Principles
ofTraditional
Animation4
1. Squash
andStretch-defining
the rigidity andmass of an object
by distorting
its
shapeduring
action.
Application-every
time the eggsjumped.
2.
Timing-spacing
actions todefine
the weight andsize of objects and the personality of the charac
ters.
Application-each one of the
dances
had
different
rhythms and needed different timing.
3.
Anticipation-the preparationfor
an action.Application-the
first
time the eggs move the scenegot
darker;
in
the Braziliandance
he
suddenly
looks
to one side tolet
peopleknow
that she wascoming.
4.
Staging
-presenting anidea
so thatit
is
unmis-takeable clear.
Application-when the eggs
look
at one anotherwhile dancing.
5. Follow
Through andOverlapping
Action-the termination of an action and establishing
its
relationship to the next.
Application-there was always something
going
on.6.
StraightAhead
Action
andPose
to
Pose
(Keyframes)
-the two contrasting approaches to thecreation of movement.
Application-I mixed the two approaches through
the whole animation,
in
order tohave spontaneity
with a planned story.
7.
Slow
In
andOut-the
spacing
of theinbetweens.
Application-it
couldbe
seen through all the animation,
giving
more orless
frames
depending
of the action.8.
Arcs-the
visual path of actionfor
natural movement.
Application-when
the eggsjumped from
thebowl;
when she
flirts
withhim moving
anddancing
theFlamenco(music
from
Spain).
9.
Exaggeration-accentuating
the essence of anidea
via thedesign
an action.Application-when
he
looked
for her
and she camewith the
Brazilian
outfit.10.
Secondary
Action-the
action of an obect resulting
from
another action.Application- at the Brazilian
dance,
she gets so carriedaway
withdancing
that she startsbumping
into
him.
11.
Appeal-creating
adesign
or an action that the audience
enjoys watching.Application-in each of the characters with
its
traditional
outfits anddances
(Fig.4-8);
at the end with theCasting
in
order ofAppearance.
How
to
Match
the
Sound
withthe
Animation
If
you want the sound and animation tobe
precise,find
the
music ordo
your soundrecording
first.
You
willhave
amuch easier time
trying
to coordinateit.
For
this,
a chronometer would
be
very
helpful.
Before
you measure thetime,
try
to
hear
the sound several times so you willbe
familiar
withevery
sound change.Measure
the seconds ofevery
change ofdialogue,
music, or sound effect where you want to start anew scene or movement.
This
canbe
very
tediousbut
it
yieldsgood results.
Video
uses30 frames
per second as opposed tofilm
which uses24.
To
simplify
this process, prepare a chart.For
example:Sound
Seconds
Frames
Music
2
60
Dialogue
15
450
Movement
3
90
Animating
on
the
Genigraphics
100V
and
D+
What
canbe
done
on theGenigraphics?
You
can movethe
camera,
enlarge or reduce theframe,
changecolors,
transform
shapes,
move,
rotate,
orbit,
andinhibit
objects.The
Genigraphics
is
a vector graphics system.This
meansthat
it
works on an objectbasis
program,
and adesign
has
tobe
createdby
separated objects.The
Geni
has
adigitizing
tablet
whichis
used as apointing
device
tointeract
with thescreen.
It
could alsobe
considered a2
1/2
D
systembecause
it
has
no perspective ofdepth.
Everything
is
seenflat,
however
it
can give aillusion
of threedimensionality.
Animation
on either the100V
andD+
follows
the samesteps.
First,
type afive
digit
number(00000),
overlay
it
on tothe
background,
and moveit
to theleft
side of yourframe.
This
willbe
used as yourframe
counter.Then,
capture theobject or objects that you want to animate.
Go
to theANI(ani-mation)
menu and then toCREATE.
Now,
thefunction
menucomes
up
for
you to selectfrom.
After
you make theselection,
the machine will corroborate what you
did
and will ask you topick
if
thisis
theSTART
orFINISH
of theframe.
Next,
proceedto make the changes or movements.
When
the changes aredone,
go toANI
and chose againbetween START
andFINISH.
Finally,
you willhave
to type the number of thefirst
andending
frame.
The
computer will calculate theintermediate
frames.
Now,
youhave
all thedata
needed to animateany
object.Do
this until youhave
animatedeverything
in
the scene.If
you
have
any
doubts
about what youdid,
dump
the animationEditing
Editing
canbe
avoidedby
recording
the animationin
its
proper sequence.You
will also save some time and theonly
thing
you willhave
todo
is
program the video cassetterecording
for
every
newfile
being
recorded.Then,
put thesound track
in
one tape and transferit
to the cassette whereyou
have
the animation.Remember
to make copies of yourmaster and
that
eachcopy
willloose
quality.Tips
for
Good
Animation
-Do
NOT
delete
objects while animating.If
youhave
to,
make a new entree andinhibit
them.-If you make a transformation and when you
view
it
yourimage
is
being
distorted,
try
tochange your object
because
it
probably
has
too
many
points.-If your animation
does
not want to save on thedisk,
and youhave
tried a newdisk,
saveit
onthe
temporary
memory
of the computer andtell your professors
in
casethey
want to cleanthe old
files.
Remember
to take slides of yourwork that
is
savedin
thememory
of the com puter as soon as possible.-Try to
break
your animationinto
different
files.
Start from
thelast frame
you stopped.To
do
this,
clear the animation table and continuein
the same scene.It
gives the same resultsand you will avoid
further
problems.-If you are
using
theVSR
commandthat
regens anti-aliasedimages
making
them smootherin
the
Full
Screen
Regen
Menu,
and youfind
that after
recording
some of the objects moveor
disappear,
turn the command off andrecord without
it.
Conclusion
I
feel
that
thethesis
was successfulbecause
I
achievedwhat
I
proposedto
do.
I
got good results, a positive responsefrom
the
audience,
and the main purpose of a character animation was
achieved,
whichis,
to entertain.Although
I
am satisfied with thethesis,
I
wouldhave
liked
to
pushthe
dance
movementsfurther.
However,
thecomputer
limitations
prevented mefrom
doing
so.The
computer's
limited
movement choices and thefact
that you cannot pick some of them together narrowed
down
thedance
movements.
The
dances
successfully
displayed
the personalities of
the
characters which enabled the audience to relate tothem.
The
public response was positivebecause
of thefamiliar
characteristics that the "eggs"
had
based
on real things."When
a character animationis
successful and the audienceis
thoroughly
entertained,
it
is
because
the characters andthe
story
has
become
moreimportant
and apparent than thetechnique that went
into
theanimation."5
Computer
animationis
relatively
a newfield
in
the worldof character animation.
It
has
been
growing
at abreathtak
ing
pace andhas
avery
promising
future
with alot
of roomfor
growth anddevelopment.
Hopefully,
computer animatorswill take advantage of the
techniques
and principleslearned
from
the past, and continue tobuild
on them."Character
animationusing
the computeris
becoming
more accepted today.
But
thisis
notsimply
a new artform,
it
is
another medium of animaton with new anddifferent
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Footnotes
1
Computer
Graphics
Daily,
"Hand
animation and computers mix
well,
"
SIGGRAPH
1987
(Wednesday,
July
29
1987):
1.
2
Anderson,
Beth.
"Computer
animationdevelops
character,"
Computer
Graphics
Today
(August
1987):
1,14,16.
3
SIGGRAPH
1987,
Computer
Graphics
Conference
Pro
ceedings
(Anaheim,
California),
p.35.
4
SIGGRAPH
1987,
Computer
Graphics
Conference
Pro
ceedings(Anaheim,
California),
p.36.
5
SIGGRAPH
1987,
Computer
Graphics
Conference
Pro
ceedings(Anaheim,
California),
p.43.
Bibliography
Anderson,
Beth.
"Computer
animationdevelops
character."Computer
Graphics
Today
(August
1987):
1,14,16.
Computer
Graphics
Daily.
"Hand
animation and computersmix
well."
SIGGRAPH
1987
(Wednesday,
July
29 1987):
1.
da
Silva,
Jacques.
The
World
ofAnimation.
Rochester,
NY:
Eastman
Kodak
Company,
1979.
Field,
Robert
D. The Art
ofWalt Disney.
New
York:
Macmillan,
1942.
Finch,
Christopher.
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