Rochester Institute of Technology
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Theses
Thesis/Dissertation Collections
9-2006
Shinies
Seth McCaughey
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Recommended Citation
Shinies
by
Seth McCaughey
Submitted in Partial Fulfillment of the
Requirements
for th
e Degree
MASTER OF FINE ARTS
MF
A Imaging Arts/Computer Animation
SCHOOL OF FILM AND ANIMATION
ROCHESTER INSTITUTE OF TECHNOLOGY
ROCHESTER, NEW YORK
Sept 2006
Marla K. Schweppe
Marla Schweppe, Chair
Professor
School of Design
Stephanie Maxwell
Stephanie Maxwell
Professor
School of
Film and Animation
Johnny Robinson
Johnny Robinso
n
Associate Professor
School of Film and Animation
-Title of Thesis: Shinies
I, Seth McCaughey, hereby grant permission to
the
RIT Library of the Rochester
Institute of Technology to reproduce my thesis in whole or in part. Any reproduction will
not be for commercial use or profit.
Signature
Seth McCaughey
Date:
ID/IZlOb
Table
ofContents
Page
Acknowledgements
3
Pre-production
The Concept
4
The Treatment
5
Storyboarding
7
Production
Character
Design
7
Environment
Design
9
Animation
10
Post-Production
Editing
andCompositing
13
Sound Design
14
Reflections
The
Screening
16
Conclusion
17
Appendix
A18
Appendix
B
21
My
supportive(and patient)
thesis
committee:
Maria Schweppe
(Chair)
Stephanie Maxwell
Johnny
Robinson
My
persistent
family
Sam
McCaughey
Nancy McCaughey
Ethan
McCaughey
My
supportive
andinspirational
classmates,
friends,
professors,
and co-workersSkip
Battaglia
Theodore Bialek
Grant
Chang
Yu-Chen Hsieh
Josh Gramse
Mike
Jiang
Sheng
Jin
Jon Mack
Kevin
McNulty
Orde Stevanoski
Shon Stewart
Jung-Mi Vogt
Chris Winters
Ding
Ye
Keliu Zhu
George Zimmet
Hyunji Zimmet
To
these
and all others whohelped
me gethere,
thank
you.I
couldn'thave done it
without all of you.
Pre-Production
The
Concept
During
my
time
atRIT,
I
cameto
realizethat
my
realinterests
lay
in
characteranimation.
I enjoy
diving
into
acharacter,
seeing
the
worldthrough their
eyes andfinding
all
the
little
psychological
andbehavioral
quirksthat
really
bring
them
to
life. Given
these
inclinations,
then, I decided
that
whatI
really
wantedto
accomplish withmy
thesis
was
to
get a chanceto
do
somefun,
dynamic
physical animation withsomereally
interesting
characters.Admittedly,
this
goal was morethan
alittle
vague,
andI
had
adifficult
time
coming up
with a suitabletale to
tell.
I
consideredusing
anexisting
plot,
perhapsfrom
abook
of short stories or some such.However,
nothing
interesting
really
cameto
mind.Given
the
ratherlimited
time
frame
allottedfor
the
proposalprocess,
spending it
allon aquite
possibly
futile
searchfor
anappealing existing story
(potentially
bringing
withit
issues
ofobtaining
copyrights)
that
had
notalready
seen such adaptationdid
not seemthe
best
course.I
then turned to
old concepts and short storiesI had
writtenfor
various classes.A
number of
them
seemedto
have
somepotential,
but ultimately
they
were eithertoo
ambitious,
being
moresuitablefor
afull half hour
01houi-long
treatment,
orelse reliedtoo
heavily
ondialogue. Since my
goal wasto
geta chanceto
do
some
interesting
physical
action,
I decided I
wantedto
do
astory
that
kept dialogue
to
abare
minimum,
relying
more on gestureand
expressionto tell
its
tale.
In
the
endI
wentback
to
my
old
standby,
andbegan
dredging
through
old
the
best way
to
start a
film,
it's
the
one
that
has
always workedfor
me.I
considereda
number
of
characters,
but eventually I
settled
onChorakh
the
goblin.Aggressive,
deceitful,
maliciously
playful,
and capable ofonly limited planning
andforethought,
his
feral,
Id-driven personality
andphysically
active nature(accentuated
by
agangly,
awkward
anatomy)
seemed a goodchoice
for
whatI had in
mind,
andhe
was a characterthat
I felt I hadn't
yet made enough use of.The Treatment
Having
settled onChorakh,
it became
a matter offinding
a suitable story.He
wasa rather
simple,
straightforward
type
ofcharacter,
and as such couldfit into variety
ofsettings.
As
afairy
tale creature,
he
carries ahint
of magic andthe supernatural,
but
that
did
notnecessarily
precludehim
from appearing in
a more modern story.At
one pointI
was even
considering
astory
(based
on suggestionsby
one ofmy
committeemembers,
Stephanie
Maxwell)
that
had
him
harassing
alate-staying
NASA
engineer, though
in
the
end
I
felt I didn't have
enoughto
bring
to this
story
to
do it justice.
Ultimately
I
decided
to
stick withChorakh'
s natural
setting,
whichI
felt
to
be
a medievalworld,
deep
in
anancient
forest.
Next
I
neededa suitable antagonist.Chorakh'
s nature meant
that
he
would mostlikely
be
the cause ofany
conflict,
c.oT
needed
a characterlikely
to
fall
victim,to
his
antics.
Starting
from
the
setting,
I
created a medieval peasant.I
madehim
awandering
junk
trader,
his
cart of waresbroken down
while on an old roadthrough the
deep
forest. I
envisioned
him
asa
cowardly Ichabod Crane type, easily frightened
and
intimidated
by
the
grotesque andthreatening
goblin,
which wouldharass him
and
ultimately
attempt
to
With
the
conceptestablished and
givena
treatment,
I began
workon
a storyboard.However,
shortly
afterI had
completed
it,
I
wasin
the
lab
having
a
conversation witha
classmate who was
looking
for
character
design
suggestions
for
somefairy
women,
andI
jokingly
sketched
up
anenormously bug-eyed
hag
dressed in
aburlap
robe.Later,
however,
I found
myselfintrigued
by
this simple,
graphiccharacter,
little
morethan
circles
andsquiggles,
and wonderedif
such atwo-dimensionai
design
couldbe
successfully
modeled
in
three
dimensions. I
took to
modeling her
as akind
ofhobby
in
my
sparetime
during
shifts
in
the
lab,
and was so pleased withthe
resultthat
I
decided
to
redesign
my film
withthe
hag
(whom
I dubbed
Grizella)
asthe
antagonist.This,
ofcourse,
required a completere-writing
ofthe
story.Instead
of aphysically
able
(if
scrawny
andcowardly)
peasantman,
Chorakh
wouldbe
interacting
with anapparently frail
and
senile old woman.Grizella
couldn't participatein
the
chase scenesthat
had been
a pail ofthe
originalstory,
anddirect
physical combatbetween
them
wasnot
really
anoption,
sinceit
wouldbe
agrossly
unfair contest unlessGrizella
revealedher
magic(something
I
wantedto
keep
subtle),
andI
wantedto
keep
the
tone
ofthe
piecefairly
light.
This last issue
was whatdrove
the
introduction
ofthe third
characterin
the
film,
the
squirrel.
As
an
avatar and championof
the
oldhag,
the
squirrel allowed
metc
have
Chorakh
engageher
in
combatindirectly,
as
wellas
remindthe
audience ofhis
somewhat
vicious nature.
For his direct
interactions, however,
I
had Chorakh favor bluster
Storyboarding
Having
reworkedthe story,
I began
again onthe
storyboard.Storyboards
are,
ofcourse,
extremely
valuable
in
animation.
They
allow you work outhow
the
abstractconcepts
in
astory
willtranslate
graphically.
They
alsohelp
you work out camera anglesand
gestures
to
avoid
audience-confusing
problems such as poorcomposition,
jump
cuts,
and
180 rulebreaks. Of
course,
they
canalso
be
devilishly
difficult
attimes,
asattempting
to
keep
allthat
in
mind andframe
shots withoutcutting
yourselfofffrom
where you wanted
to take the
sequence sometimes provesdifficult. It
is, however,
worthit,
as a good storyboard allows youto
work outthe
flow
anddirection
of yourfilm before
investing
time
inanimation.For
this piece,
I
tried to
favor dynamic
compositionsincorporating
depth,
withthe
character
reaching
ormoving
towards
oraway from
the camera,
planning
to
work withfairly
wide angle camera settingsto
further
exaggeratethis.
The
goblin'sgangly
body
and
long
nose worked well withthis,
(though the
latter
also caused me afew
headaches later
on when
trying
to
matchthe
storyboard's
composition onfacial
shots)
Production
Character Design
Since I
wascoming from
a character-centricapproach,
basic
character
design
actually
camevery early in
the process,
preceding story development. Chorakh
the
goblin,
in
fact,
precedesthe
startofthe
film
by
several years.He
was created as part
ofan
exercise
in
a2D
computeranimationclass,
intended
to
be
the
toady
of afantasy
style
Terrible). As
such,
I
designed him
to
be
fairly
grotesque,
giving him
large,
bulging
eyeswith
beady
little
pupils,
along,
pointed nose
andears,
aperpetually grinning
mouthfilled
with
big
triangular
teeth,
ahunched
spine,
andlong,
gangly limbs ending in sharp
clawlike
nails.I dressed him only in
aratty
pair of short pantsheld up
by
abit
of rope.As
you can seefrom
appendices
B
and
C,
his design
has
changedlittle
sincethen.
His
eyesbecame
abit
smaller andless
bulging,
andthe
pupilslarger
andless
beady.
His
personality became less intelligent
and moreferal.
However,
for
the
most parthe
remainsas
he
wasfirst designed.
In
translating
Chorakh
to
a3D
model,
I
took
careto
try
to
givehim
ascrawny,
somewhat underfed
look
(though
he
seemsto
eat wellenoughto
maintain some muscle).I
gavehis
skina
sort ofsoft,
mottledtexture
not unlike afrog's.
I
tried
to
add abit
ofrealism
to
his cartoony
eyesby
giving
them
a subtle gray-whiteborder between
black
irises
andblack
pupil, this
inspired
by
the
eyes ofGreat
White
Sharks.
Attempting
to
maintain someof
the
cartoony look
ofhis
eyelids andtheir
border
withthe
eyesocket,
I
constructed
them
separately.This
last, however,
I
now considerabit
of amistake,
andwish
I had
constructedthem
as part ofthe
face.
The
origins ofGrizella
the
hag
I have already
recounted.In
her
adaptationto
3D,
I
tried to
retain and exaggeratehe
most pronouncedfeatures: her
enormouseyes.
Her
eyelids
I
constructedto
close overthem
like stretching dryer
hoses.
Her
noseis
asmall,
almost skeletal nub.
I
textured
her
face
andhands
withliver
spots anddark,
purple
circles under
her
eyes.From her
once-brightred andblue
belt,
nowfaded,
hangs
a
dead
frog. In
generalI
soughtto
bring
outher
grotesquenature, to
evoke
both pity
andcompared
to
her,
he actually
seems attractive.
The
former,
along
withher
limping
walkand
generally
mindless,
wall-eyed
stare,
helps
maintain somesympathy
withthe
audience.
Ultimately,
however,
I
made
her
the
way
she
is because
sheis
afun
paradox ofa character:
ugly
andcute,
cunning
and
senile,
vulnerableand
powerful.As
for
the
supporting
character,
the
Squirrel,
he
wasbased
ona
sketchI
oncedid
of
atap
dancing
squirrel,
another
unusedsuggestion
for
a classmate'sthesis.
For
him I
went with astylized
version of agray
squirrel,
trying
to
match some ofthe
moresubtlecolor
variations
found in
their
fur.
Ultimately
his design
requirements werefairly
limited.
I
made surehe
could wigglehis
nose and snarlconvincingly,
and movehis
tail
fluidly
to
really
pull off"squirrelyness"
(and
also
whip nicely
ashe
sailedthrough the
air)
Overall,
I
tried to
balance my
characterdesign
fairly
evenly between
stylizationand realism.
The
color palettesI kept mostly bright
andcartoony,
but
the
color patternsI
tried
to
base in
nature.Anatomy
variedwidely in
acharacter,
usually
fairly
realisticin
bodies, hands,
andfeet,
but wildly
exaggeratedin
faces.
Environment Design
Because
my focus
was on characters and characteranimation,
environmentaldesign
waskept
fairly
simple.When I
found
myselfbogging
down
whentrying
to
workon
it,
I decided that,
to
start withI
would constructonly
the
mostessential elements
(terrain
and propsthat
characters wouldinteract
with)
andleave decisions
aboutbackground
foliage
andthe
like
until after animation wascompleted.
The basic
setdesign I based
loosely
offoflocations
I knew growing
up.Dry
forest
streambeds
filled
withfallen leaves
andhidden
caves underdead trees, my
favorite
"mysterious"
fields dotted
withbushes became
the
"exposed"area where
he
venturedto
stealthe
hag's
gem.
Chorakh'
s
titular
"shinies",
onthe
otherhand,
arebased mostly
offhistorical
objects.
His
cache
includes
the
hilt
ofan
old Celticsword,
a celtictorq
(neck
ring),
andancient-looking
coins,
as
well asbottle
glass
andhorseshoe
nails.Valuable
orjunk,
it's
allthe
sameto
Chorakh
aslong
asit's
shiny.
I had originally intended
to
have
moredetailed
environments; to
add undergrowthand
brambles
to the
forest,
andgrass
and other plantsto the
field.
However,
in
the
endI
decided
to
keep
the
environmentsminimalistic,
doing
as much as possible withtextures,
and
thereby
allow as muchtime
as possiblefor
animation.Additionally,
this
helped
withrender
times,
which wasgood,
as
I did
nothave
accessto
a renderfarm
whenthe time
cameto
begin
rendering.Animation
Animation,
being
my primary
interest,
naturally
comprised a significantmajority
of
the
productiontime.
While
working,
I
stroveto
getinside
the
charactersheads,
to
seethe
worldas
they
sawit,
andto
keep
in
mind whatthey
wereup to,
evenif
they
weren'tcurrently
on screen.With
Chorakh, I
tried to
emphasizehis
feral
nature
While
he
tends
towards
fluid,
almost graceful movements when
stalking,
I
alsotired
to
givehim
more animalistictraits
as
well,
such as cat-like eartwitches
whenlistening
to something,
and alizard-like
momentof
tasting
the
air.Similarly,
his
large,
floppy
ears shiftaccording
to
his
mood.In
generalI
kept his
movementsbroad
anddynamic,
playing
off
his gangly
physique.
In
contrast,
Grizella'
s movements are
mostly
twitchy
andawkward,
as
least
untilshe
drops her facade. At
an excellentbit
of advice
from
Johnny
Robinson,
I
gaveher
walk a pronounced
limp,
whichnicely
complements
her
appearance.
Mostly
shefavors
awall-eyed
stare,
though
whenshe
wishes,
she canlook
atthings
normally
withher
righteye.
Her
left, however,
mostly
twitches
and
drifts aimlessly
anddoes
notusually
appearto
be
underher
control.Working
on
this
project
really drove home
a number of animation principlesfor
me.
For
those
who areinterested,
I
will expand on afew
ofthe
onesI
found
particularly
important
(and
pleasebear
with meif I drift
abit
towards the technical).
First
and mostbasic,
keep
your work organized and clean.This
applies at alllevels
and goes along
way
towards
helping
youkeep
a projectundercontrol.Keep
yourfile
names clear andeasily
organized.(Numbering
them
by
sequence and shot workedbest
for
me: e.g.Seq03_Scnl5) Keep
yourfiles free
ofclutter;
delete unnecessary
objects,
andgroup
related objects such as a character's skinnedgeometry
together.
I
highly
recommendreferencing
your characters and environmentsinto
your animationscenes so
that
fixes
to
problems withthem
needonly
be done
once.This
also
appliesto the
process of animationitself. Block
shotsfirst,
then
goback
anr! refine
the
animationIt's far
easierto
adjusttiming
before the
motion
becomes
complicated.
Add
secondary
animationonly
after you'rereasonably
certainthe
primary
motion
is
complete andtimed
correctly.Rather
than
setting keys
all overthe
place atrandom,
I
usually
recommendkeying
the
entire character'sbody
atkey
poses, then
going
back
andoffsetting keys
to
createfollowthrough
oradding
extrakeys
to
accentuate
actions.
This keeps
mostkeys
arrangedinto discrete
groups,
making
adjustment
easier.
and
prevents accidental alterationof animportant
posedue
to
changes
ofkeys
earlier orlater because
youneveractually keyed it
atthat
moment.
Second,
give yourcharacters character.
Never have
your characters performanaction
the
simplest
way.This is
boring
and a
waste of a goodopportunity
to
givethem
life
and personality.Make
them
hesitate,
twitch,
or glance about.Add
in
glancesto
check
footing,
shifttheir
grip
onheld
objects,
andhave
them
look
atinteresting
things
they
passby. Shuffle
their
feet
as
they
stand around.Whatever is
appropriateto the
character and scene.
Don't be
afraid
to
leap
onthose
little
things
that
occurto
you onceyou'vegot a character
in
a situation.Some
ofmy favorite
momentsin
Shinies,
suchasthe
pinnedsquirreldefiantly
clawing
atChorakh'
s
arm,
orthe
sleeping Grizella rolling
aneye
through
apartly
openlid,
werecompletely
unplanned,
spur-of-the-momentelementsthat
woundup changing
the
entiretone
of a scene.Third,
secondary
animationis
yourfriend. Good
secondary both
accentuates acharacter's movement and adds a sense of real
physicality
to them.
Even
afairly
awkward
bit
of animationbecomes
much moreconvincing if
the
secondary
motion reactsappropriately.
While
they
do
add extrawork,
I've
alwaysfound
that
having
someprop
orappendage
to
getsecondary
motion on a character enhancesthat
character' s motion
far
bevnnd
the
effortrequiredfo
animateit.
Finally,
and mostimportantly,
talk to
yourcolleagues andclassmate,
andlearn
from
them.
Get feedback
on yourwork,
andpay
attentionto
whatit
tells
you.This
doesn't
meanthat
youhave
to
follow
every
suggestiongiven,
ordesign
yourfilm
"by
committee,"
but
if
you areconsistently seeing
people confusedby
something
orlosing
interest
at a givenpoint,
its probably
a signthat
youshould re-evaluate
yourdecisions
and
seeif
there
is
abetter way
to
handle it.
Post-Production
Editing
and
Compositing
Editing
was anongoing
processthroughout the
film. Each
time
I
finished
ashot,
I
would produce ascreen-captured
"playblast"animation,
and
addit
to the
AfterEffects
file in
whichI
wasassembling
the
film. This
continuousprocess
allowed meto
better
judge
a shot's role withinthe
pieceand
spotincongruities
andjarring
transitions.
Additionally,
it laid
the
groundwork
for final
compositing.
Structurally,
I
stuckmostly
to
fairly
standardediting
rules,
trying
to
get a goodvariety
of shots and avoid 180degree breaks
andjump
cuts as much as possible.Mindful
ofthe
tendency
to
do
overblown camera movesin 3D
films,
I favored locked
shots,
using
pansonly
wheredramatically
ormechanically
necessary.I
did, however, try
abit
of an experiment atthe
end ofthe
4l sequence.When
boarding
outthe
final stealing
ofthe gem,
I
found
that
whileI
washaving
some
successbuilding
tension
in
the
lead up
to the
theft,
I
couldn'tcomeup
with away
to
actually
show
the theft
and escapethat
didn't
seemanticlimactic.Ultimately, I decided
to
try
to
build up
and exaggerate ihetension,
drawing
outthe
final
reachfor
ihe gem,
umii,
in
the
moment
just before Chorakh
cameinto
contact withit,
I
cutto
black,
hopefully
startling
and
disorienting
the
audience andleaving
them
in
abit
of suspense asto the
outcomeof
the
theft, before revealing
the
successful goblinracing
back
through the
woods.When rendering
andcompositing
time came,
I
choseto
have
eachelement
renderedout as
its
ownpass,
atechnique that
had had its
usefulnessimpressed
uponme
during
my
time
atRed Eye Studios. This had
a
number ofbenefits.
First,
It
allowed memore
precise control whenmaking
changes
in
post.Each
element
couldbe
coloradjusted
orotherwise modified
independent
ofthe rest,
which came
in particularly
handy
when
I determined
atthe
last
minute
that the
green
bottle
glass
wastoo
similarto
the
green
gem,
and needed
to
be
madeblue instead.
Second,
if
an elementhad
lighting
orother
rendering
issues,
only it
neededto
be
re-rendered,
saving
considerabletime
that
would otherwise
have been
wastedrendering
objects which needed no changes.Third,
separating
the
variousobjects
into different
renders reducedthe
complexity
of eachfile
considerably,
which was of particularbenefit in
the
field
scenes,
wherethe
sheer amountof alpha
in
the textures
of allthe
bushes
on screen at once would often crashmy
machinewhen
I
attemptedto
renderthem
as one pass.This
also
had
an additionalbenefit.
As
I
mentionedearlier,
I
tended to
favor
locked
camera shots.This
meantthat
most ofthe
time,
the
sky,
forest
canopy,
andmany
background
objects(including
the
very
render-intensivebushes)
did
not change at allover
the
course of ashot,
and so couldbe
rendered as a stillframe
anddropped
in
attheir
appropriate
depth in
the
composition,
saving
vastamounts of rendertime.
Sound Design
Somewhat unusually
for
animation,all
ofthe
sound
design,
including
the
voiceeffects
for
characters,
wasdone
asthe
last
step.Mostly
this
wasbecause I had
not madeup my
mind whetherI
wishedto
usemostly
music or sound effects.In
the end,
however,
I decided
notto
have any
musicand
stickstrictly
to
sound effects.After showing
somemy film
(sans sound)
to
a number of committeemembers,
friends,
and
co-workers,
I determined
that there
were a number of areas where peoplewere
confused,
either
because
something
was notadequately
shown,
orbecause
it
wasshown,
but
notsufficiently
emphasized.
Therefore,
my primary
goalfor
the
soundtrack
was
to
clearup
these
ambiguities.
One way I
approached
this
was
withthe
voice effects.When
foleying
in
the
character
voices,
I
tried to
draw
attention
to
certainactions
madeby
the
characters.For
instance,
after
her interaction
withthe squirrel,
Grizella
standsup
and glancesback
down
the
pathat
the
goblin
before
turning
andwalking down
the
path.Unfortunately
mostpeople
didn't
catchthis
subtle cluethat
she was moreaware
than
shelet
on.When
performing her
voice,
therefore, I
tried to
play
this up,
giving
her
aninterested
murmurduring
the glance,
andthen
abruptly shifting
to
anexaggeratedly innocent hum
as sheturns
away.Similarly,
during
her early
scenes,
shestops
singing
almostimmediately
afterthe
goblin revealshimself,
an even subtlerforeshadowing
that
his
presencedoes
not gounnoticed.
Another
way I
addressedthese
issues
wasby
adding
additional environmentalsound effects.
Some
ofthese,
such asthe
singing
that
lures Chorakh from his
lair,
orGrizella'
s
footsteps heard
through the
bush
to
whichChorakh listens
to time
his
jump,
were planned
from
the
beginning.
However,
one major area ofconfusion,
Grizella'
s use
of
magic:
benefited from
atleast limited
additions.I had
always
intended
her
magicto he
subtle and
understated,
ratherthan
flashy
withlots
ofglitzy
pyrotechnics.Therefore I
settled on a sort of
creepy
windeffectto
subtly
highlight
most ofher
supernatural
tricks.
Almost
natural,
but
outof placein
the
largely
windlessbackground
noises,
I
still
tried to
keep
it from
being
too
obvious untilthe end,
whereshe
revealsher
true
nature
to the
goblin.
The
attention givento
the
sound was notlimited
to
reinforcing
plotpoints,
however.
When
establishing
the
audio
for
the
film,
I
set outto
create a number ofdistinct
sound-spacesto
help
setthe tone
for
each ofthe
areas
in
the
film. The
forest,
ofcourse,
had
abaseline
of softrustling
leaves,
to
whichI
added asinging bird
and awoodpecker.
Near
Chorakh'
s
lair I
envisioned
it
asbeing
swampier,
soI
atthat
location
added
in
acroaking frog.
I
also
added aratherdiscordant
wind chimeto
representhis
hanging
nails.This last
elementalso
served as a symbol ofhome
andsafety for
Chorakh,
and was
deliberately
faded
outduring
the
shots wherehe
wasparticularly
menacedby
Grizella
nearthe
end ofthe
film. The
field,
by
contrast,
wasfilled
withbuzzing
insects
and
singing
birds,
as well as a number of crickets.To
this, I
occasionally
addedthe
cry
ofa
distant
hawk,
whichpartly
servedto
representChorakh
"on
the
hunt."In
the end,
I feel
that the
attention paidto
the
sound wasdefinitely
worthit,
asit
really
pullsthe
piecetogether
for
me.What I
had felt
as abit
of anoverlong, rambling,
and
slightly confusing
workbecame
acomplete,
integrated
film,
which, to
my
surprise,
I
really
enjoyed,
despite
having
workedsolong
onit.
Reflections
The
Screening
In
spiteofmy
newfound enjoyment ofmy
film,
I
was stillpainfully
aware ofits
shortcomings.
The
environments werefar
sparserand morecrudely
constructedthan
I
would
have
liked,
andI
had
notbeen
ableto
devote
as muchtime
to
tweaking
the
lighting
as
I
felt it
really
needed.Overall,
whileI
felt it
was a goodeffort,
I
felt it didn't
quitelive
up
to the
standardsI
setfor
myself.Therefore,
I
was surprised andextremely
pleasedwith
how
wellit
was received.Despite
somelegitimate
criticismof somepoorly
thought
out
colorpalette choices and abad
guess asto the
best
saturationlevel
for
projection, the
response was
overwhelmingly
positive.People
seemedto
appreciatethe
effort putinto
the
animation and sounddesign,
and agree withthe
wisdom offocusing
my energy
onthe
aspects of production
that
mostinterested
me.
ratherthan
trying
to
give equaltime
to
everything
and
spreading my
worktoo thin.
Conclusion
Looking
back
atShinies
nowthat
its
finished,
I'd say that,
despite
alldifficulties
and
interruptions,
I feel
that
I've
madesomething
I
canbe
legitimately
proudof,
in
spiteof
any flaws it
mighthave. It has been
aninvaluable
learning
experience,
as well as achance
for
personalgrowth,
and,
I
think,
afitting
capstonefor
some ofthe
happiest
andmost
interesting
yearsin
my
life. I
wantto take this
opportunity
to
onceagainthank
my
ever-patientcommittee
members,
andmy
family
andfriends
whopushed meto
getback
to
work andfinish in
spitefeeling
disheartened
andintimidated. Without
youall,
I
wouldnever
have
gottenhere.
Proposal
for
anMFA Thesis Project
Untitled
by
Seth
McCaughey
MFA
Imaging
Arts/Computer Animation
SCHOOL OF FILM AND ANIMATION
ROCHESTER INSTITUTE OF TECHNOLOGY
ROCHESTER,
NEW
YORK
May,
2001
Maria
Schweppe,
Chair
Animation
Chair
School
ofFilm
andAnimation
Stephanie Maxwell
Associate
Professor
School
ofFilm
andAnimation
Johnny
Robinson
Assistant
Professor
School
ofFilm
andAnimation
Seth
McCaughey
Revised
treatmentIn
the
oldforest,
notfar
offthe
old abandonedroad,
among
the
gnarled roots of along
dead
tree stump,
lives
Chorakh
the
goblin.One
day,
whileresting in his
home,
he hears
a strangeclanking
sound.Curious,
he decides
to
investigate. He
scrambles overthe
bank
and peeks out ontothe
road.Down
the
ancient wheel-ruts stumbles ascrawny,
bedraggled
peasantman,
pulling
his
handcart loaded high
with goodsbehind him. As he draws
even withChorakh,
he
encountersamuddy
area.The
peasant strugglesthrough, but his
cartbecomes
stuck.Stubbornly,
he
tries to
keep
going,
but
succeedsonly in
dislodging
part ofthe
load. He
straightensup
andlooks
about asif noticing his
surroundingsfor
the
first
time.
He
shiversnervously
abit,
andquickly
goes aboutpicking up
the
fallen items. Chorakh
eyesthe cart, then
rubshis
chin,
andthe
beginning
ofa sadistic grintugs
atthe
corners ofhis
mouth.Stealthily
he begins
to
movetowards the
cart.The
peasant continuesgathering his fallen
wares.Behind
him,
Chorakh leaps
ontothe
cart,snatches an
item,
and runsback
to the
cover ofthe
ferns
lining
the
road.Hearing
the
soundscoming from behind
him,
the
peasantturns
aroundin
surprise,
but finds nothing
there.
Back
in
the
ferns,
Chorakh
grins withferal
glee and examinesthe
item he has
taken.
After
amoment,
however,
his
smilefades,
ashe
realizesthe
item is
worthless.He
throws
it down in
disgust,
andsneaks
back
out ontothe
road.The
peasant continuesgathering items. Behind
him,
Chorakh
stealthily
searchesthe
cart.Finding
a smallsack,
he quickly flees back
out of sight.Once
again,
the
peasanthears him but
turns too
late.
Grinning
in
anticipation,
he
reachesinto
the sack,
but
pullsoutonly
aloaf
ofbread
and a wedgeofcheese.Even
morefrustrated,
he
eyesthem
for
amoment, then
savagely
takes
abite
out ofthe
bread
and ventures out again.Spotting
afew items
that
fell
offfurther
back,
the
peasant goesto
retrievethem
as well.Meanwhile,
Chorakh
climbs aroundfrom
the
far
side ofthe
cart.Taking
anotherbite
ofthe
bread,
he
resumeshis
searching.After
amoment,
he draws
out alocket
on a chain.With
a grinhe
eyesthe
locket appreciatively
andlets
out a gleeful cackle.Hearing
this,
the
peasantfreezes,
dropping
mostofthe
items he has
gathered onthis side,
but
managing
to
cling
to the
last item he
pickedup,
a small woodsman's axe.He
stands,
frozen,
for
amoment,
then
quickly
turns
around.There,
perchedontop
ofthe cart,
stilleyeing
the
locket,
is Chorakh.
Suddenly,
Chorakh
noticesthe
peasantstaring
athim.
They
eyeeach otherfor
a moment.Then
Chorakh
grins and glances atthe
locket.
The
peasanttrembles
in
fear,
then
stops ashe
noticesthe
locket. His hands
tighten
onthe
axe
handle.
He
raisesit
abovehis
head,
and with abellow,
chargesthe
goblin.Startled,
Chorakh
jumps
backwards,
easily avoiding
the
clumsy
blow.
The
peasant swings athim
again,
and windsup pursuing
the
gleefully cackling
goblin aroundhis
cartand offinto
the
forest. Chorakh ducks
through
roots and aroundtrees,
easily
avoiding
the
peasant.As
he
runs,
Chorakh looks back
andlaughc mockinglv.
only
to
runheadlong
into
aparticularly
low-hanging
tree
branch
knocking
himself
unconscious.Chorakh
regains consciousnessto
find himself bound
andhitched up
to the
peasant's cart.He
strugglesto
free himself
andsnarlsin frustration. Behind
him,
the
peasant grins andlaughs.
Chorakh
strugglesharder,
but eventually
gives up.Then
the
peasantuses a switchto
goadthe
goblin.
Eventually
Chorakh
comesup
withaplanto
outwitthe
peasantand escape;>.managing
to
snag
abit
of"treasure"
in
the
process.Appendix B
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