Rochester Institute of Technology
RIT Scholar Works
Theses
Thesis/Dissertation Collections
5-20-2002
The Marsh
Joshua Gramse
Follow this and additional works at:
http://scholarworks.rit.edu/theses
This Thesis is brought to you for free and open access by the Thesis/Dissertation Collections at RIT Scholar Works. It has been accepted for inclusion
in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact
Recommended Citation
The Marsh
By
Joshua Reed Gramse
Submitted in partial fulfillment of the
Requirements for the degree
Master of Fine Arts
MFA Imaging Arts/Computer Animation
SCHOOL OF FILM AND ANIMATION
ROCHESTER INSTITUTE OF TECHNOLOGY
ROCHESTER, NEW YORK
May 20,2002
Skip Battaglia. Chair
Professor
School of Film and Animation
Marla Schweppe
Associate Professor
School of Film and Animation
Johnny Robinson
Assistant Professor
I, Joshua Reed Gramse, hereby grant permission to the Wallace Memorial Library at
RIT to reproduce my thesis in whole or part. Any reproduction will not be for
commercial use or profit.
Contents
Thesis Report 1
Narrative Development 2
The
Story
3Aesthetic Development 5
The Cast 8
Sound 9
The Process of
Making
11Conclusion 21
Appendix A- Thesis Proposal 23
Treatment 25
Budget 26
Timeline 27
Marketing
Plan 29Crannog
Illustration 30Appendix B 31
Original Storyboard 32
Appendix C 34
Color Stills 35
Appendix D 38
Thesis Report
Narrative Development
My
thesis began with an idea put into writing in the fall of 1997. I wrote apoem using a marsh as a metaphorfor a number ofideas I held to betrue at the time of writing. The poem was an attempt to describethe ambiguous relationship between
humanity
and the natural world, the mystery and workings of nature andthe human mind, and the sloppy way in which the universe appearsto be ordered on
the surface while its true mechanisms hum away beneath. The writing comments on
the sense of lonelinessthatcan bean inherent part of existence. The poem was also
a momento mori piece with that reality
lurking
ever behind the principal themes.When asked to begin submitting thesis ideas
during
the spring of2000,
I hadno idea where to begin.
Striving
in my limited wayto make films that weremeaningful, I hoped with mythesis to beableto produce something that would be both
interesting
to watch and would contain multiple layers of content. I decided tore-explore personal ideasthat I believed in.
Knowing
that the project would be along
time commitment, something capable ofsustaining my interest had to be found. The poem struck me as stillbeing
relevantand I thought its visualization would befascinating
to create. The problem became how to adaptthe abstract thoughtconveyed in the writing into animation.
I pared down the themes ofthe original writing and translated the remaining
subject matter into visual metaphors. The focus became the relationship
between
our kind andthe restofthe natural world. In the process, someofthe
darker
insocietal values over time. To support
this,
historical context became moreimportant than it had been in the poem, which was more universal in its tone.
Departing
from the original textby including
veryspecific cultural references tosignify particular periods in human intellectual and technological
development,
I triedto
keep
some ofthe poem's mystery and its sense thatnature and time have arhythm or order. The momento mori remained, ifsomewhat muted incomparison to
the poem.
My
idea would becommunicated in a non-character based narrativeprogression showing the same marsh
during
three phases of human history. Thesephases would be divided
by
submarine travel through the water and peat, and showthe natural evolution ofthe marsh and the archiving of human experiencewithin it.
The narrative process continued through the entire making ofthe film and I received
both encouragementand creative guidance from
Skip
Battaglia,
Maria Schweppe andJohnny
Robinson throughout.Only
now, after the film's completion, am I able toprovide an accurate synopsis ofit.
The
Story
The opening ofthe film takes place
during
autumn in front of a crannog; anancient Celtic
dwelling
built on an artificial island in a marsh. We witness a simpleburial ceremony and the
body
of a man is committed to thewaters. When thebody
sinks below the surface, the camera follows him
down,
thusbeginning
thethrice-repeated cycle of
following
an object placedby
humans into the marsh.Fish inspect the newcomerfora moment, and then one darts to the left and
the camera
follows,
thusbeginning
the first "underworld"cycle in whichthe point ofview rotates 360 degrees. The view is obscured
by
peat which breaks awaythe firstcycle returns us tothe sunken
body
ofthe man. The peat presses down onthe
body
and it is mummified in a speeded up version ofthe natural process.The camera now moves upward, retracing the path of its earliersubmersion.
We see that the mummy's culture (the crannog) hasalso been archived in the peat
in a layer above, then we punch through the peat into the underwater world.
The camera stops moving after it breaks the surface ofthe water and reveals
the world above again, this time
during
the spring season. Amanor house is in thedistance,
and trees have been cleared. A thiefwalksthrough the scene andstumbles,
dropping
several precious items into the water. One ofthe items is apainting of a woman. The painting becomesthe second objectto sink into the marsh
and the second cycle of
following
a sinking object ends with pollywogsinspecting
it.During
the pollywogs'inspection ofthe painting, the second 360-degree
camera rotation begins and, once again, we see variousarchived objects and
creatures. The rotation ends again on the sunken man who is now completely
mummified.
The camera begins its second upward ascent showing us the crannog again
and pauses when the painting comes into view. The peat presses in on the painting
and it corrodes in the same manner asthe sunken man.
The camera continues its ascent, punching through the peat again into the
underwater world. Thistime it is a summer night and as the camera breaks the
surface ofthe water emerging in theworld above, we see thata service station has
been built in the marsh and a citycan be seen in the distance. The service station is
abandoned and the surrounding pavement is eroding intothe water.
An automobile rolls into view, obscuring the station. In the gap between the
carand the asphalt pavement, a rolled carpet is seen
hitting
the ground. It is thenmuffled screaming is heard asthe carpet is dragged out ofthe frame and thrown into
the water.
The camera
begins
its third cycle ofdescent. Thecarpet wiggles as theperson insidestruggles. When the carpet bumps the bottom ofthe marsh, the
person insidegets
free, kicking
offhis shoe and thetether that had bound his legs inthe process. The camera follows his cast-off shoe until it settles.
As a fish investigates the shoe, a third cycle of 360-degree movement begins
only to fade to
black, implying
a never-ending repetition ofthis process.Aesthetic Development
I had the luck ofspending a lot oftime in a salt marsh while growing up, and
the sounds, colors,
beauty
and somber, timeless nature ofthe place made animpression on me. The film was meantto conveythese attributes, so efforts were
madeto create a lookthatsuggested my impressions. I associate the marsh with
earthy hues and mystoryboard reflected this with its
browns,
greens and ochres. Asthe lookofthe film was
being developed,
the original muted earth tones becameprimarily designated to the world beneath the surface, with a murky green
becoming
predominant. The world abovethe surface came to have three individual palettes,
one descriptiveof each ofthe time periods encapsulated
by
shots in the film. Theopening shot with the crannog and funeral procession takes place on a misty autumn
day
so the colors include muted greys and ochres, similarto the storyboardhues,
butalso came to incorporate bright autumnal reds and yellows in the
background
foliage. The shot with the manor house in the background and a thief who
drops
objects into the marsh takes place on a sunny spring day. The grass tones are
fresh
and green,the sky is blue and dotted with white cloudsand the calm wateris a
deep
night. The cool, blue and shadowy tones are contrasted
by
the brightness ofthemoon, city lights and the
headlights
ofthe automobile.My
experiences producing otheranimated short films and class projects weredrawn upon forguidance in
executing
the piece. A complete novice in animation atthe time ofmy arrival, since coming to RIT I have experimented in the use of several
animation techniques.
My
firstfilm,
"Ol' Doc Segrams's Place"wasentirely
hand-drawn 2D and played with the juxtaposition of muted sepia tones and bright colors to
conveya sense of division between the two environments or"worlds"created for the
film. The most aesthetically successful elements of my first film were the application
of an illustrative style to the background scenery andthe chromatic effect attained
by
using PhotoShop.Afterthe first film I began experimenting with combining 2D hand drawn
animation with 3D.
My
secondfilm,
"Sylvia"
was a product ofthis experimentation.
Expressionistic,
gestural hand-drawn character animation was combined withhard-edged 3D backgrounds. The 2D character animation was black and white, and
executed in a nervous line style. The 3D backgroundswere muted in color in the
film's first environment (an austere city), and
dark,
rich and vibrantin the secondenvironment (a preternatural forest). Once again, the juxtaposition oftwo different
worlds was
being
examined. The characterdidn't fit in either world, until shetransformed herself. Until she was integrated intothe forest in the last shot, she
was in contrast with her environment, uncomfortable and without peace.
A lot was learned from the first two films and earlierrelated experiments. This
knowledge was applied to the thesis project. The wholefilm needed to have an
aesthetically unified
look,
like the first film. Itwas known atthe onsetthat 2D and3D animation would becombined, an approach used for the second film. Unlike the
second
film,
2D and 3D techniques would becombined forpractical ratherthancharacters in orderto givethem the
fluidity
of movement and level of expressionthat I am able to moreeasily attain with 2D animation. 3D techniques would be
used forcamera angle and perspective shifts, and the
tracking
of rotating objectsthrough space.
Simply
put, 2D techniqueswere applied where itwasthought 2Dwould be bestsuited and 3D techniques were used where
they
would be most effective. The inherentdifferences
between the look of 2D components and 3Dcomponents made creating a unified look to thefilm very challenging.
In orderto integrate 2D elements and 3D elements into the same scene,
ways of either making 2D look more volumetricor making 3D look flatter had to be
developed. Though in mostcases the latterwas found to be
technically
easier (oneapplies shaders or filtersthat
help
inthe process), both techniques ended upbeing
utilized, and theformula was followed as towhich places one method would be more
fitting
than the other.Another way ofcombining the two styles was to make the majority ofthe 3D
texture maps
by hand,
using the same approach employed for all the drawings. Thiswas probablythe most importantand effective technique used forvisual integration because my
drawing
style and graphic sensibility shows up on thesurface ofevery3D object,
helping
them to match the 2D hand-drawn portions.Once the 2D and 3D elements for a given scene were completed,
they
allneeded to be put togetherand this was done
by layering
them in Adobe AfterEffects. The lowest layerwould be the
background,
and the layerswould buildcumulatively up from there withthe foreground elements on top. For
instance,
inthe opening scene, the grass and cattails in theforeground are a 3D elementthat has a filter applied to it to make it flatter. The mist is all 2D files that have
had
theiropacity and position animated overtime. The water is
2D,
the people are2D,
theobject
they
carry (thebody)
is3D,
the shroud overthebody
is2D,
thecrannog
is 3Dapplying hand-drawn textures to all the 3D elementsthe colors and hues all relate
and
by
applyingfilters
to the 3D objectsthey
look a little more two-dimensional. Alot oftrial and error, adjustment and revision were necessary for many ofthe earlier,
more
formative
scenes. The end effect,hopefully,
is that the viewer looks atthescenes as a whole and isn't entirely aware of what elements are 2D and what are 3D
and, most
importantly,
the viewer isn't distractedby
the combination of modes.The Cast
Ratherthan have a character-based story I chose to concentrate on creating
an environmentand an atmosphere, and creating a sense ofthe passage oftime.
Because of
this,
there is no primaryor"main"character that is followed through theentirety ofthe film.
Instead,
there is a range of charactersthatappear onlybriefly
and tell their part ofthe tale. Thetrue "main"character, ifit had to be named,
would be the marsh itself. Each character was chosen with a specific reason in mind.
The first creature we see is a stork
feeding
in the shallows. The bird wasrepresentative ofthe native life ofthe marsh, and, because ofits symbolic meaning
in Western folk
tradition,
was meantto representthe cycle of mortality. The stork isdisrupted
by
human activity, as nature is disruptedby
it. Itflees the scene as afunerary
retinue encroaches.The people emerging from the crannog gate are dressed in earth tones except
the
leader,
a druidic priestess who wears whiteto signify her spiritual position. Thebody
they
put intothe water is more an objectthan a character, as it is devoid oflife.
The fish that inspectthe
body
are the nextcharactersto be seen.They
aremenhaden, a species offish I am personally familiarwith as
being
a cast memberofare examples ofthe
living
denizens
ofthe marsh and are seen in varying sizes andgroupings throughout the
film.
One of the sentiments
concerning
wetlandsthe film was intended tocommunicate concernsthe unknown. As a
boy,
I often walked through peat-muckpits and murky tidal pools
barefooted,
wondering what itwas thatI was stepping onand whether itwould pull me underthe surface and devour me. The
imagination,
drawing
on popular myth and snippets of actualhistory,
conjured everything frompirates or bandits buried with theirtreasure to hideous marsh monsters
laying
inwaitfor unwitting passers-by. In the
film,
an attemptwas made to representthisby
including
afantasy
creature thateats fish. The creatureis textured to match thepeatin which it lurks and is meantto representthe mystery ofnature yet
undiscovered and robbed of its magic
by
man.Thethief isdressed in clothes typical ofthe period and wears a roguish mask.
Over the centuries a tradition has developed in which the wetlandsat the edges of
civilization are associated with outlawed activity. Thethiefand the implied gangsters
later in the film represent this. Outlaws were also chosen to illustrate the difference
between the attitudes of ancients who lived in and honored the marsh and later
people who used it as an escape route,
temporary
hideout ordumping
ground for theby-productsof illicitactivity.
When the painting sinks down it is investigated
by
pollywogs, ratherthanfish,
to furtherillustrate the spring season in which the scene takes place and also to add
a little more
diversity
to the marsh life.They
behave in exactly the sameway asthefish and are, more or
less,
the same character in a differentguise.The car'sshiny sleek appearance is meant to contrastthe organic lookof the
grass, water and crumbling asphalt. It is a stand-in for thecriminal
underworld;
itsdark shape, which takes up the majority ofthe
frame,
is intended tobe
somewhat10
The final character wastwo-fold. The first part manifests as a large rolled
Persian rug that wiggles about. The second is a man, who struggles free ofthe
carpet,
discarding
it. This gangland cliche isimmediately
understood and providedthe most effective way found of repeating the action in the opening shot ofthe
film,
with a
different
meaning.Sound
The importance of sound to film and animation neverceases to impress me.
Even a simple background ambience or musical theme helps draw the viewerinto the
world
being
communicatedby
the artist.Often, however,
sound is a much morecritical element and can be central to communicating a sense ofenvironment, space,
mood, tension and flow to a film. The same film can seem flat orhollow without it.
Sound would be especiallycritical to myanimation because it would be used to
help
define the differences between separate environments and also as a support forthe
sombermood created with the piece.
Using
the storyboard, a listofevery sound effect necessary for each shot wasmade. Because ofthe different environments and seasons, the number ofsounds
was found to be prettyoverwhelming. In the interestof
time,
as manysound effectsas were possible were gleaned from the school's collection.
Surprisingly,
many ofthe sounds ofnatural ambience were palatable. A good supply of mechanical noises
and some watersounds, which were later altered
digitally,
werealso found.Though,
in general, pre-recorded sound effects were avoided, the ones selected from the
collection were
fairly
pleasing. The remaining sound effects were recordedby
making
noises in and around my
house,
as well asby
recording the muffled and unclear11
Having
allthe basic sound effects inhand,
there was still one part ofthe film's sound missing. Adeep,
somewhat melancholy sound was needed forthe worldbeneath the surface. Where to find itwas unknown. I am not a musician, nor had I
ever worked with one.
Thankfully, Johnny
Robinson put me in contact with a musician, JaneenCeparano,
a violist. Afterhearing
her play, itwas clear thatherinstrument
had the potential of producingthedusky
sound thatwas wanted fortheunderworld theme. When given a rough-cut ofthe animation, she came up with a theme that helped tie the underworld togetherand added a dramatic elementto the
work.
The Process of
Making
The way in which the film was made was entirely cumulative, and the working
pace was dictated
by
a series oftrial and error experiments.Initially,
a number of elements were generated. Atthis point,doing
a shotby
shot construction wasn'tthe primary concern because elements from one scene could be used in others as well.Thiswas especiallytrue of 3D parts thatcould be easily re-configured for different
shots. An attempt was made to tackle the most difficult tasks
first,
the beliefbeing
thatonce
they
were completed the rest would fall into place. The 3D componentswerethe first to bestarted on, assuming that
they
would take longer for metocreate than the 2D ones. Instead of modeling characters
first,
set pieces were made becausethey
would be more detailed and labor-intensive to create.I had thought thatall ofthe underwater scenes weregoing to be similar in
appearance and would require making only a handful ofitems that could
be
re-usedscene to scene, which turned outto be
largely
the case. The intention then was to build the 3D portions forall ofthe aboveground shotsbecause
they
were varied in12
the above ground scenes, three distinct environments were created: crannog
(antiquity),
manor house (age of reason) and service station(contemporary
materialculture).
The crannog was built first using Alias |Wavefront's Maya and textures were
made for it in PhotoShop. The artificial island that it would stand on was also
built,
and a rudimentary attemptwas made atcreating 3D waterto surround it.
Originally,
I had thoughtthatthe crannog would appear in the shot closerthan it
does,
sothe model and texturesare unnecessarily complex. A range ofambers, browns and faded yellows were chosen for the textures so itwould match
the autumnal scene it would appearin. The island itself is supposed to be made of
peat and what became probablythe single most prevalent texture in the film was
developed for it.
Forvisual reference I had taken some detail photographs in a salt marsh, and
among them was one of peat moss that was scanned and brought into PhotoShop.
By
using variousPhotoShop
toolsand a little creativeblending,
a texture was madefrom itthat tiled relatively seamlessly when applied to the surface of a 3D object. It
ended up
being
the onlytexture created from a photograph, but it blended with theothers when put side
by
side with them.The last 3D element needed forthis shotwasthe grasses. A bladeof marsh
grass and a cattail was built using rather simple forms with light geometry because a
lot would be needed tofill the space in a shot. Forthe background grasses, a
polygon plane was used with an image of a row of grasses mapped on its surface. A
transparency
map wasthen applied to it sothat only the grasses would show. Theedges ofthe plane were then animated toslant back and forth and multiples ofsuch
planes were layered for depth. The result was a
fairly
convincing
wayofmaking
13
texturesfor the crannog shot were also a faded yellow with an earthy umber for the
cattail.
The manor
house
wasto be in the distance so itwas built from afairly
simplepolygonal
form,
its texturesbeing
kept relatively simple aswell. The rest oftheenvironmentwas to be 2D exceptthe grasses in the foreground. The samegrass
and cattail design built for the"crannog"
shot were used, but
they
were givenspringtime hues of green.
The service station in the storyboard was of a
fairly
non-specific architecturaldesign,
and I wanted to build something more specific to my background andinterests. I came across an old photograph circa 1945 of my mother asa little girl
standing in frontofthe
filling
station that used to be on mygrandmother's property.The
filling
station was built inMaya,
but made to lookdilapidated and abandoned.The texturesare based on the
filling
station in the photograph with hues derivedfrom the blackand white image as approximations, butcare was taken to makethe
paint appear cracked and peeling and the othersurfaces to look corroded and
neglected. The runned-down look ofthe place was added to
by
making thesoot-covered panes
broken,
adding boards overthe windows andlittering
the lotwithdebris. The pavement couldn't be made until the exact 3D camera placement was
known because crumbling asphalt had to be modeled atthe exact edge where the
water metthe land.
After the 3D components forthe setsin all the aboveground scenes were
made, thevarious 3D characters and objects needed to flesh the film out were
begun. Research wasdone tofind images to use as visual resources. Itwas
important to have veryspecifictexture placement on the
fish,
pollywogs and thebody.
My
fellow students, in the hopes that itmight prove to bea valuable tool inachieving
this,
showed methe basics ofAlias|Wavefront's
StudioPaint,
a 3D paint14
which to learn. The modeling ofthe pollywog was based on images downloaded of
various species oftadpole. The pollywog was textured
by
mapping files I painted inPhotoShop
ontoit,
then paintingdirectly
on the object's surface in Studio Paint. Thisworked, sothe technique was also utilized forthe fish and tothe body.
The
body
proved to be the mosttime-consuming
model created for thefilm,
as it wasthe firstrealistic human form I ever built using 3D software. From the neck
down,
thebody
was modeled out of subdivision surfaces, a form of3D geometry Ihad not until then worked with. Subdivision surfaces were chosen because
they
combinethe ease of use inherentto polygons with the rounded forms of NURBS.
The head and neck are made completely out ofNURBS because
they
were modeledfirst,
before I had experimented with the newergeometrytype. Thebody
wasinspired
by
images ofseveralbog
mummies exhumed from the peat bogsofNorthern
Europe,
aswell asby
imagesSkip
Battaglia brought to my attention ofthemummified remainsof 19thcentury Mexican mine laborers.
My
own facial andbodily
proportions were used because I was the most readily available model and also
because of a desire to
figuratively
leave a piece of myself in the marsh.The
body
is one oftwo objects in the film that take on a blackened andcorroded appearance as
they
become impacted within layers of peat and preservedby
the naturaltannins and chemicals in the bog. In orderto makethistransition,
two separate groups oftextures had to be made: a "before"and "after"set. The
initial textures were created using
PhotoShop
and Studio Paint in conjunction withone another. Thesewere the"before"set, that
is, they
were meantto depictunspoiled fabricand the organictissuesofthe
freshly
post-mortem. These sametextures were then taken into
PhotoShop
and used them as templates to make thecorroded or"after"versions, sothatthe texturecoordinates would all match exactly.
The process ofmaking
"before"
and "after"textures would later have to
be
repeated15
The monster was modeled completely out of subdivision surfaces, but the
design was much simplerthan thatofthe body. The creature'stextures are
largely
thoseofthe environment around
it,
in orderfor it to look naturally camouflaged.The remaining 3D objects and charactersforthe film were modeled using a
combination of all three geometry types and using all
hand-drawn,
hand-coloredtextures from PhotoShop. After modeling the primary 3D components, a shot
by
shotexecution ofthe film began.
The aboveground shots were to be done first as
they
would require thegreatest number oflayers to composite and would probably be the most complexto
execute. The
handling
ofthe appearance of water still hadn't been worked out,which unnerved me because of its central importance. The shot containing the thief
and manor house was begun first because itwasthe leastcomplicated ofthe
aboveground shots and I thought that ifthe kinks could be worked out of
it,
whatwas learned could be applied to the more complicated two remaining aboveground
shots.
A 2D background wasfashioned forthe shotfirst in orderto provide a ground
and orientthe composition. The movement of a 2Dthief was pencil-tested over the
2D background until it looked successful, and then a finished black-line version ofthe
thief's motion was done. This animation was scanned and brought into Maya as a tiff
sequence. The motion ofthe 3D pearl necklace, teapot and painting were synched up
with the 2Dthief.
I experimented with 3D waterand was disappointed
by
myinability
to makeit look at all natural. Though the prospect ofcreating 2D water throughout the film
was
intimidating,
I decided tojusttry
2D waterto interact with the thiefand theobjects he drops.
Looking
at actual bogs in the Rochester area proved to behelpful.
The way in which the surface could look calm and glassy, despite the gentle motion
16
simple plane was matched with the theoretical perspective of 2D water. A "use
background"
shaderwasthen appliedto the plane. This made itso that any object
that passed through the plane would disappear on the otherside. It would look as
though
they
werebeing
submerged. A 2D skywith moving clouds was used asthebase layer in After
Effects,
the 3D manorhouse was put ontop
ofthat,
the 2Dbackground layer was put abovethatand a blue green patch of2D waterwas placed
below. After coloring the frames ofthe thief animation in
PhotoShop,
itwasimported with the rendered sequences ofthe 3D objects thethief drops. Reflections
were created
by
making duplicates ofthe sequences,flipping
them upside-down,blurring
them and reducing theiropacity.Every
objectthat then moves across thescene was also mirrored in this same wayto create the illusion of a reflection on
water. When the 3D objects fall into the blue green area, 2D splashes were added to
augmentthe effect. The 2D water looked adequate sothis procedure was applied to
the other aboveground shots.
Afterthe "thief"shotwas complete, the"crannog"shot, the opening shot of
the
film,
was made. More or lessthe same approach was used for the"crannog"shot as was used for the
"thief"
shot exceptthata way of making mist had to be
developed. Theshot was to begin as a white field that dissipates into a misty scene.
Several
PhotoShop
files of mist ofvaryingtransparency
and composition were made.By
animating them to move at differentspeeds in different directions while alsoanimating theiropacity to fade in and out ofvisibility, the right look was achieved.
The stork, pallbearers, druid and flutistwere created in exactly the same wayasthe
thief. The splashes and reflections were created using the 2D water technique
developed for the"thief"shot. The movement ofthe 3D
body
was matched with thatofthe pallbearers in the same way the thief's objects were matched with
his
movement in the
17
The shot
featuring
the service station proved to be the most complicated ofthe three to make.
According
to my storyboard, both the"thief "shot and the"service station"
shotwereto begin with a camera move starting below the surface
ofthe water and ending above it. The"thief"
shot was created withoutthe camera
move, and the move was treated as a separate shotto be tacked-on at a latertime.
This wasn't a problem because the"thief"
shot is primarily 2D and the corresponding
camera move was completely 3D.
Compositing
them together afterthe factwouldn'tbea problem. The opening camera move was more integral tothe "service
station"
shot becausethe entire foreground was to be 3D. There was no wayto make the
"servicestation"
shot and tack-on the camera move later. Because the shot was to
begin under water, the"servicestation"
shot was abandoned until the lookof
underwater scenes in the film was resolved.
The majority ofthefilm takes place either underwater or underground and
the way these environments would appear had yetto be determined. A more orless
chronological approach came into practice atthis point, since I'd gone asfar as I
could with the aboveground shots. The shots wherethe
body
sinks below thesurface,then drops down and settles on the bottom where it is investigated
by fish,
wereforemost on the list.
The briefshot ofthe
body bobbing
onthe surface and then sinking out ofsight was accomplished using elements borrowed fromthe "crannog"shot. It tied the
primarily 2D look ofthe"crannog"
shotto the three dimensional lookofthe shot
where the
body
drops down to the bottom.The setfor the
"drop
down"
shot was built next. It consisted ofa
lumpy
NURBS surface with the peattexture applied, which was then covered in rocks, grass
and sunken logs. The
body
was animated to slowly sinkdown and settle, and thenthe fish were animated to investigate. It became clear
during
thestoryboarding
through peat. These moments ofdarkness would serve to separate the shots, so
when one ofthe fish swims away from the
body,
the camera follows until it isobscured
by
peat. The nexttask was to make the shot look like it was under water.Childhood memory served as my guide.
Thinking
backto the many times Ispent submerged in the channels snaking through Yarmouth
Creek,
the three thingsthatstuck out most in my mind were the greenish murk enveloping distant objects,
floating
clouds ofdetritusand wavering striations of sunlight playing acrossthesurface of objects close enough to see. Aseries of experiments were embarked
upon to make these things possible.
Never
having
used 3Dfog
before,
it could nevertheless be surmised fromexamples seen elsewhere to hold some promise ofmaking the desired green murk.
Using
3Dfog
and through trial and error, the murk and hue I had in memory wereapproximated. The light striations were accomplished
by
applying an animatedtexture map to a spotlight, then
tweaking
thetiming
and randomness of it until itlooked passable.
Finally,
thefloating
detritus was madeby
compositing 2D filespainted in
PhotoShop
over the 3Dsegment and animating them thesame way themist in the"crannog"shot was animated.
The
"drop
down" scene was a real milestone.Every
other underwater shotthereafterwas accomplished
by
applying what was learned through making this shot.The shotcontaining the
fish-eating
creature is treated in much the same wayas the"drop
down"shot. In addition, forsome underwatershots, 2D compositing trickslearned fromthe "thief"shot were drawn upon and 2D parts were adorned with the
same textures asadjacent 3D parts.
The next major challenge wasthe shot in which the
body
becomes
mummified while layers of peat build up over it. The
body
was animated sothat itappeared to be crushed
down,
and the visibility ofobjects was animated to make the19
shot sothat
they
becamedarkened
and earthen. This was doneby
taking
themummy's"before"and "after"textures into After Effects and making the
"before"
fade into the "after". The resulting animation was then exported as a tiffsequence
for the animated texture map in Maya. The same
thing
was done for every otherobject in the shotas well. The
bump
maps onthe mummy were also deepened overtime sothatcracks and
deep
ruts would seem to appear in itstissues and textiles.With the look ofthe underwater scenes figured out, making the opening
camera move
belonging
to the"thief"shot became possible. Ashallow underwaterscene that is brighter and sunnier
looking
than the"drop
down"shot was built. The
surface ofthe water above was a planethat had a 2D animated texture map on itto
make it look like slightly moving water. The same 3D grassfile used in the "thief"
shotforeground was used hereso thatwhen the camera moves up through the
surface and stops, the grassesofthe two segments match. Some more 2D effects
were'also thrown in to makethe
breaking
ofthe surface more convincing.Afterthe camera move atthe
beginning
ofthe"thief" shotwas completed andthe two shots were linked
together,
I realized I had figured outhow to handle the2D/3D above world/below world issuesforthe rest ofthe film. Shots were executed
more quickly. The shot in which the painting sinks down took a fraction ofthe time
the
"drop
down"shottook,
as the techniquesI needed for it had already beendeveloped. The corroding and pressing ofthe painting was accomplished more
quicklythan the mummification ofthe body.
Finally,
the "service station"shot was
returned to and the opening was handled in the sameway asthe camera movethat
opensthe "thief"shot.
The action unfolds at eyelevel in the
"service
station"shot, so itwas
first
necessary to decide exactly where the camera would be placed
during
the mainaction sequence, then figure out where it would be atthe
beginning.
Then the20
incorporated crumbled chunks of asphalt mixed with eroded gravel foundation was
built nextand given bluish night-time lighting. The same system developed for the
"thief"
scene camera move was used here to get the point of view in place.
In the storyboard, a 1940's style car rolls intothe scene along the waterline,
and two gangsters get out and heavea wrapped form or sack into the water. After
discussing
creative possibilities with my committee, we found a less difficult way toillustrate the same
thing,
whilekeeping
it conceptually potent. Maria Schweppesuggested cutting the two gangsters from view altogether, and
Johnny
Robinsonsuggested the classic gangland motif of a victim rolled in a carpet instead ofthe sack
idea. I thought the suggestion of off-screen gangsters would not only be
technically
easier, but more engaging to the imagination ofthe viewer. Much ofthe action
would becommunicated
by
sound. A rolled carpetis more quickly identified andunderstood than a shapelesssack. Theshot had more tension inthe end than it
would have had ifthere had been nodeparture from the storyboard. A 2D city
background wasadded to the shot in After Effects andthe water level was animated
in Maya to go up and
down,
signifying thatsomething was droppedin,
which, whenaccompanied
by
a splashing sound, seemed to work.The final two shots were another departure from the storyboard.
Originally,
the wrapped form gets dunked into the water, and sinks. I was never
happy
with thisending, and wasn't sure whatviewers would getfrom it. The action in the last
segment ofthe film was supposed to mirrorthatofthe firstwith a
difference
incontent thatwould illustrate a change in human values. Instead ofjust
having
thebody
sink, a wriggling person would escape the carpet he was rolled in and swimaway, somehow
leaving
a piece of himself behind. I chose tohave
him kick his shoeoff because ofits metaphorical connection to the idea ofa
footprint.
Theescaping
21
thief and the other
living
humans
in the film. The decision was acceptable to me andmy committee responded to itfavorably.
Anotheraddition was to have the camera begin a third 360-degree cycle, then
quickly
fade
to black. This suggests a continuation ofthe whole processdescribed inthe film. The way in which the film would end was one of my mostgnawing
concerns
during
the project, and I was exceedingly relieved to have it satisfactorilyresolved.
Conclusion
The process ofadapting a written work into a visual and auditory piece was a
useful way for meto come up with theconceptfor this project.
Drawing
from thewriting, my intention was forthis film toconvey a solemn tone as well as require the
viewerto think about its meaning on multiple levels.
Thefilm is a depiction of an environment and
how,
as the surrounding humansocietyevolves and changes over
time,
the relationship between this environmentand society changes. In the
beginning
ofthefilm,
the marsh is a both a home and aplace from which people obtaintheir livelihood. It is a hallowed place wherethe
dead can be returned to nature. Asthe movie continues, one becomes acutely
aware that the marsh is valued
increasingly
lessby
people. In the thiefscene, themarsh has become a placethat is relegated to the outskirts ofsociety.
By
the end ofthe
film,
the vieweris aware thatthe marsh is completely irrelevanttohumanity
andhas become a place ofdesolation and a
dumping
ground. Though man comestocompletely devaluethe marsh, unbeknownstto him the marsh has been
keeping
asecret
history
of mankind within it.The project provided a good way forme to communicate myviewsthrough a
visual medium.
Writing
in the stream of consciousness helps metotap
into thoughts22
subconscious,
and Ifind
that the ideas I draw from it are usuallythe most poignantand
least
trite. Because ofthis,
I plan to continue using my writing asa source ofAppendixA
PROPOSAL
FOR AN MFA
THESIS
PROJECT
The Marsh
by
Joshua Reed Gramse
MFA
Imaging
Arts / Computer Animation
School
ofFilm
andAnimation
Rochester Institute
ofTechnology
April
10,
2000
Skip
Battaglia
Professor
School
ofFilm
andAnimation
Maria
Schweppe
Associate
Professor
School
ofFilm
andAnimation
Johnny
Robinson
Visiting
Assistant Professor
The Marsh
Scene
opens on amisty
marsh.We
see acrannog,
ahut-like
structure on an artificial
island.
A
small,
shadowy group
of people standson
the
edge ofthe
island
andgently lowers
a wrappedbody
into
the
marsh amid
the
sounds oflamentation,
reed pipes and adrum.
The
camera
follows
the
body
below
the
surface asit
sinksinto the
marsh.When
the
body
settles, the
camerabegins
a slow360-degree
turn
through
the
peat.As
the
camerarotates,
it
passes other objects embeddedin
the
marsh.
Amid squirming
marshlife,
we seebroken
pottery,
moldering
gloves and
boots,
chainmail andthe
remains of ahorse
and rider.When
the
camera completesits
360-degree
rotation,
we seethe
body
again,
now compressed and
darkened,
andthe
camera movesup
to
showthat
the
crannog is
now sunkeninto
the
marsh abovethe
body.
The
cameramoves
up
through the
layer
of muckto the
surface again.A
manorhouse
canbe
seenin
the
distance beyond
wherethe
crannog
once stood.We
hear dogs
barking
andshouts,
a pair ofrunning
legs
obscuresthe
view and valuablesfall
into
the
marsh.A
glovedhand
reaches
back
to
pull a pearl necklacefrom
the ooze,
but
silver objectsand a small oil
painting
sinkinto
the
marsh.The
camerafollows
the
objects; the
silverdisappears
from
view.The
painting
settles abovethe
crannog's
layer.
The
camerabegins its
slow rotationbeneath
the
marshagain.
As
we passby
we seethat
abed frame
is layered
ontop
ofthe
broken
pottery,
books
and corsets arelayered
abovethe
corroding
chainmail,
alantern
and part of a chainlink
fence
abovethe
horse
andrider,
we seehubcaps
andbroken
horn-rimmed
glasses.When
we reachthe
body
again,
we seeit is
flattened,
mummified.The
crannog is
grownthrough
with roots andis
compacted.The
painting is
blackened,
its
frame
deteriorated.
As
the
camera movesup
again,
we see gravelhas
been layered
above, then
cement.When
webreak
the
surface we see an abandoned petrolstation,
the
marshencroaching
onit.
In
the
distance
the
peaks ofhouses
canbe
seen,
and acity
beyond that.
The
edge ofthe
petrol stationparking
lot
is
eroding
andfalling
into
the
marsh atthe
camera's eyelevel.
A
cartire
pulls
into
the foreground.
Doors
areheard
opening, the trunk
is
popped.A
wrappedform is coarsely
pulledfrom
the
trunk,
dragged
to the
edge ofthe
marsh anddropped
hastily
in.
As
the
car screechesaway,
the
cameraBUDGET
Description
Estimate
in Kind
Actual
Audio/Visual
Research
$1,200
$1,200
$0
Script/Treatment
$1,200
$1,200
$0
Storyboard
$1,200
$1,200
$0
Animatic
$1,200
$1,200
$0
Character Design
$1,200
$1,200
$0
3D
Background
$5,400
$5,400
$0
Lighting/ Texture Maps
$1,800
$1,800
$0
Compositing
$1,000
$i;ooo
$0
2D Animation
$8,000
$8,000
$p
3D Animation
$5,400
$5,400
$0
Sound/Score
$500
$500
$0
Video Tapes
$45
$0
$45
Digital Media
$210
$0
$210
Postage
$50
$0
$50
Photocopying/Printing
$50
$0
$50
Festival Fees
$200
$0
$200
Marketing
Research$300
$300
$0TIMELINE
April 2000 Proposal approval
Begin storyboard
Begin research
May
2000 Finish storyboardBegin
preliminary modeling
Maya Tutorials
Visual research continued
June 2000 3D background
modeling
Experiments: 2D elements and 3D elements
Finish
modeling crannog
and begin gas stationJuly
2000 Pencil test of peoplethrowing
in firstbody,
its decent Texture mapsLighting
testsAugust 2000 Penciltests of thief
dropping
items3D modeling
2D animation
Lighting
nearly completeSeptember 2000 Penciltests of final shot,
body
going downTest
compositing
3D and 2D sync
October 2000 Penciltests and
Inking
andcoloring
2D 3D and 2D syncNovember 2000 Penciltests and alterations
Inking
and coloring 2D3D and 2D motion and sync
Test
compositing
2D and 3DRendering
December 2000 Finish pencil
testing
2D and 3D sync
Inking
andcoloring
2DRendering
Test compositing 2D and 3D
January
2001Inking
and coloring 2DRendering
Compositing
2D and 3D Begin sound researchFebruary
2001Inking
andcoloring
2DRendering
TIMELINE
March 2001 Final
inking
andcoloring
2DRendering
Final
compositing
2D and 3DFinalsound sync/sound composition
Feedback,
revisions and additionsApril 2001 Revisions and additions
Postproduction
Marketing
May
2001 Final Revisions Final projectScreening
Marketing
Thesis paper
MARKETING
PLAN
SIGGRAPH
ASIFA East
Vancouver Effects &
Animation Festival
SAFO Student Animation Festival
ofOttawa
Ottawa International
Animation
Festival
Ann
Arbor
Film Festival
MicroCine
Fest
Anima
Mundi
Art
in Motion
Annecy
International Film Festival
ChunChon International Animation
Festival
Hiroshima
Hong
Kong
International
Film Festival
Cleveland
international
Film Festival
New
York Animation
Festival
Shortbuzz
website_ > o o &0>g a._ ^ w 1? u _ -a c a .SP-o _ a O c J3 o O I-i u< aa u o a a a a
-2
o " a S^ <s --o 23 e<-Bt"-3 >->
_ u _
>."
a
5 tj -a
s a _) So" 2 c a
_.OT UJ
u i cd
_ ^
1)
-_
m
1 ' ?j U H 5=
CO oca ca T5-5 o .5 i 3 _5 o u
ii \i rrt -ag r/^ S S "" o C3 |/"i,u O es r a ca oB O c a
1) u rrt
O a o O J3 T o 3 en
.2 S u
C
o
"US
i v-TJ L
Appendix B
Appendix D
The
Marsh
I think the
marshsleeps,
but
with one eye open and a mouththat
curls strangely.
A
snoring
chorus ofinsect things
accompaniesthis
melancholy
slumber.
Dozing
really,
activity may
rouseit into
stifling
all andmaking
silence renewed.Jealous
ofdrier
climes,
the
bog
willdrink
the
high
ground whenit can;
gurgling
swallows echoin its
bubbling
stomach.Straining
the ear,
one canhear
muffledtales
ofcold, unblinking
ancientness creaked out
by
the
corroded mail-links wornby
those
whosleep
underthe
peat.The
bog-stench
speaks oflow
tide,
alligator-backedbut
notropical
mangrove nor
lively
Amazonian lagoon.
Youth,
like
dryness,
is
a concept unknown withinthe
bowels
ofthe
slough.
No
crocodilesbut
rather afancshere,
things
ofthe
bitter
North
that
swish
in
murk.Noses cold,
legs
itching
from
sweat,
lone
travelers
move
warily
through
reed andrut,
stagnant pool andloon-nest.
The
burning
light
ofhome
is
alwaystoo
far
off.Mislead
by
foxfire,
anunholy
hoax,
the
marshbecomes
alaughing
web.
An
eternity
oflonesome
soulshave had
their
footprints
stampedin
andthen
erasedby
the
ooze.An
enormous stone wheel grindsslowly,
turned
only
by
woundededdies,
a currentspilling from
the
last breaths
ofdying
hatchlings.
Travelers
become
transfixed
by
the
still pools.Their
circadian rhythms getsticky,
gummed up.Something
clicksslowly,
deep.
A deliberate
and methodical rhythmlike
clockwork, its
springsfestering
withsquirming
swamp-things.Too
deep
for
the
ear,
the
clicking is
heard
by
the
teeth,
the
bottom
ofthe
skull,
the
innards
catchit
and movein
time.
Looking
beyond
with eyes of purestfog,
ink is
the
waterthat
laps
childlike at your edges.
Cold
fell,
phosphorescent spectresexhaling smoky
coils of mistinto
the
thorn-bush
hair
of aquietly
moaning
nymph.Soaked
to the
bone,
the
reeds whisper at sullen waterfowl.Some
birds
stay too
long
in the marsh;
they
stop moving
and sproutThere
is
a stonein the
marshthat
shrieksdue
to
its proximity
to that
which
is
buried beneath
it.
Hunters
have been
rent asunder andbecome food for
the
tiny
things
when
straying
too
close.The
springs ofGehenna
reachto
our world's surfacein the marsh,
many
nooks ofhell
arehoused
by
it.
With
hair
of snow and eyes wild some returnto the
hearth
after merehours lost
in the
fen.
Secrets,
mysteriesthat
ruinthe
pinkmind, making it
grey
andsodden,
encrusted withbroken
mollusk shells andputrescence;
these things
astumbling lamb
may
receive.The
morassbelches
St. Elmo's
fire,
the
blinking
eye ofmany
asulphurous peat-fleshed
troll,
moss-furred andhungry.
Toothless, they
suck victimsto
adark
and pungent place.Having
crawled out ofthe peat,
hairless
andsun-sensitive;
sotoo
does
one go
to the
peat.Despite
repeatedbathing
in
the
new,
moss growsin
neglectedfissures,
the
"night-parts",
sun-shy
areas of consciousnessthat
gibber withthick
black
tongues
behind
soap-fragrantears,
still squirmin
the
marsh.
Worms
raiseyoung in
one'sbelly, they
murmurin sleepy
tones,
soothing
the
shock ofdecomposition.
Parasites become
beloved
children.Frustrated,
soul-less andsexless,
the
marshhas
nolover
but
is
always pregnant.It births
the
putridby
parthenogenesis.It
seesthe things that
live in its
skin as progeny.It
grins atthe things
breeding
in its pools,
longing
to
nurture andstrangle
them.
Swimming
in
itself,
it
tries
its
hand
atmothering but
its
sympathy
is
acidic;
corrosionis its very breath.
It
cares wickedly.Having
notrue
childrenthe
bog
is
alwayslonging.
It desires
outsidelife,
it is
athing
of snares andtraps.
It
cannothide
its
true
face
completely,
but
willtry.
With
agurgling
voice of mock-sweetnessit
bids
the
traveler,
"Lie in
me
child,
weary
you mustbe.
Motion
is
tiresome.
A
thing-of-foreverin
me you shallbecome.
Though
it
seemsto choke, the
mist shall preserve you.Lie down
child,
lie
It
lies
aboutits
lack
of movement.It
movesinside.
Deep
underit
allthere
is
a space wherethe
roots,
the
rot andthe
wet giveway
to the
deep
orb.It
rotatesway down
andkeeps
the
humming
click synchronized withthe
mosquito'sincessant
buzzing.
It is
a perpetual motion machine powered on quicksand suction andthe
chemicalfermentation
ofdead
matter.Whole
histories
aredown
there,
lost
pack animals and men.Small
bubbles hint
atthings
nibbling
underneath, forgotten
days
whenwith a
belly
full
ofblackberries
and milletthe
shaven adulteress wascast
down
from her
lynch-spot,
swallowedby
greedy
muck she roaredat
her
rolebeneath
adim
sun.She's
stilldown there
andis
kept company
by
cruel wishes andThe
effects ofLife
Space Crisis Intervention
training
onlevels
ofteacherstressandtime-outroom referrals.
Graduate Thesis
Submitted
to theFaculty
Of
theSchool
Psychology
Program
College
ofLiberal
Arts
ROCHESTER
INSTITUTE OF TECHNOLOGY
By
Michele Helfand
In Partial Fulfillment
oftheRequirements
For
theDegree
ofMaster
ofScience
andAdvanced Graduate Certificate
Rochester,
New York
May
15,
2002
Approved
(Committee
Chair)
(Committee
Member)