157 research outputs found

    Drawing from motion capture : developing visual languages of animation

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    The work presented in this thesis aims to explore novel approaches of combining motion capture with drawing and 3D animation. As the art form of animation matures, possibilities of hybrid techniques become more feasible, and crosses between traditional and digital media provide new opportunities for artistic expression. 3D computer animation is used for its keyframing and rendering advancements, that result in complex pipelines where different areas of technical and artistic specialists contribute to the end result. Motion capture is mostly used for realistic animation, more often than not for live-action filmmaking, as a visual effect. Realistic animated films depend on retargeting techniques, designed to preserve actors performances with a high degree of accuracy. In this thesis, we investigate alternative production methods that do not depend on retargeting, and provide animators with greater options for experimentation and expressivity. As motion capture data is a great source for naturalistic movements, we aim to combine it with interactive methods such as digital sculpting and 3D drawing. As drawing is predominately used in preproduction, in both the case of realistic animation and visual effects, we embed it instead to alternative production methods, where artists can benefit from improvisation and expression, while emerging in a three-dimensional environment. Additionally, we apply these alternative methods for the visual development of animation, where they become relevant for the creation of specific visual languages that can be used to articulate concrete ideas for storytelling in animation

    The Core Skills of VFX Repository

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    The application of three-dimensional mass-spring structures in the real-time simulation of sheet materials for computer generated imagery

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    Despite the resources devoted to computer graphics technology over the last 40 years, there is still a need to increase the realism with which flexible materials are simulated. However, to date reported methods are restricted in their application by their use of two-dimensional structures and implicit integration methods that lend themselves to modelling cloth-like sheets but not stiffer, thicker materials in which bending moments play a significant role. This thesis presents a real-time, computationally efficient environment for simulations of sheet materials. The approach described differs from other techniques principally through its novel use of multilayer sheet structures. In addition to more accurately modelling bending moment effects, it also allows the effects of increased temperature within the environment to be simulated. Limitations of this approach include the increased difficulties of calibrating a realistic and stable simulation compared to implicit based methods. A series of experiments are conducted to establish the effectiveness of the technique, evaluating the suitability of different integration methods, sheet structures, and simulation parameters, before conducting a Human Computer Interaction (HCI) based evaluation to establish the effectiveness with which the technique can produce credible simulations. These results are also compared against a system that utilises an established method for sheet simulation and a hybrid solution that combines the use of 3D (i.e. multilayer) lattice structures with the recognised sheet simulation approach. The results suggest that the use of a three-dimensional structure does provide a level of enhanced realism when simulating stiff laminar materials although the best overall results were achieved through the use of the hybrid model

    James Ensor, Paul Haesaerts and Cinéma Critique in 'Masques et Visages de James Ensor' (1952) and 'Moi, Ensor' (1972)

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    Late nineteenth-century artist James Ensor proved to be a beloved subject for Belgian filmmakers such as Charles Dekeukeleire, Henri Storck, André Cauvin, and Luc de Heusch, who contributed to a veritable boom of mid-century high-quality experimental art documentaries. Highly aware of the power of modern media himself, Ensor showed a great interest in film as well, and he often got involved in the production of documentaries on his artworks. Notwithstanding the significance of the cinematic explorations of his oeuvre, hitherto the interconnections between Ensor’s artistry and cinema have never been substantially investigated. Aiming to remedy this overlooked intersection of art and film, this article focuses on the representation of Ensor in the oeuvre of leading art historian-cum-filmmaker Paul Haesaerts. Following his concept of cinéma critique, Haesaerts’s exceptional 1952 film Masques et visages de James Ensor is a brilliant piece of art analysis. It self-consciously touches upon the ontological boundaries between Ensor’s visual arts and cinema as it wavers between stillness and movement, and between pictorial surface and cinematic space. Drawing on press articles, original archival research, and textual and film analysis, this article investigates how Haesaerts creates a specific cinematic syntax to analyze the formal elements of Ensor’s paintings. In addition, it takes Masques et visages de James Ensor as a starting point for discussions on broader themes concerning the Ensor scholarship, such as Ensor’s affinities with Belgian cinema; the convergence of Ensor’s pictorial strategies and cinematography; and the impact of experimental art documentaries on the reception of Ensor’s work by both filmmakers and art critics

    Puppets between human, animal and machine: towards the modes of movement contesting the anthropocentric view of life in animation

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    In this PhD thesis, I challenge animation studies’ conventional notion that animation can bring something inanimate to “life”. This emphasis on animation’s capacity to make a figure appear to move on screen has led to the problematic notion that movement has a synonymous relationship with life. Contesting these discourses, I show in this thesis that not every animated figure suggests the impression of life. In order to prove this, I put forward as a critical focus the puppet-as-puppet figure, that is, the figure of a puppet depicted as a puppet per se in the film diegesis, which problematises the impression of life even if appearing to move on screen. A related focus in my thesis is the mode of movement which functions as a visual and physical parameter in order to analyse what an animated (or static) figure is intended to look like, instead of reducing it to a question of life. Through case studies of these puppet-as-puppet figures, which I classify into four groups, I examine the varying ways in which they are depicted as inanimate or sub/nonhuman, even when in human form, in contrast to human or (anthropomorphic) animal figures, both in terms of their mode of movement as well as their appearance. Examining how these depictions demonstrate anthropocentric views of puppets, I consider religio-philosophical, scientific and aesthetic discourses on puppets and human/animal simulacra. Further, I explore a selection of puppet-as-puppet figures as alternatives to these anthropocentric conventions, examining their defamiliarisation of the animating human subject’s mastery over the animated non/subhuman object, and the non-anthropocentric sensations which their movements arouse on screen in the relationship between humanity and materiality

    Seeing the Spell: Baroque, Decadence, and a Cinema of Digital-Animated Liberation

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    This dissertation draws on the artistic traditions of seventeenth-century Baroque and nineteenth-century Decadence in seeking to formulate an analytical vocabulary for the aesthetics of digitally-animated spectacle in contemporary cinema. The dissertation seeks to critique binary antinomies of narrative vs. spectacle, and instead propose a concept of narrativized spectacle whereby digital visual effects have brought about a profound liberation in cinemas capacity to envision narrative story-worlds, and depict their workings. It takes the contemporary Hollywood blockbuster as its chief subject for this inquiry, insofar as this is the filmmaking idiom most given to the embrace and deployment of digitally-liberated spectacle, and one which is frequently assumed to be largely bereft of formal and narrative sophistication. This dissertation argues, on the contrary, that the Hollywood blockbusters spectacular nature in fact bears complex utopian implications, and that the crudities which occasionally mar the form in practice are more the result of not being imaginatively hyperbolic enough, rather than being too much so. The dissertations invocation of Baroque and Decadent aesthetics provides a conceptual apparatus for describing this contemporary cinematic idiom of digitized blockbuster spectacle. It identifies a Baroque aesthetic in such stylistic traits as verticality, profusion, and the sublime, as well as narrative themes of transgression of limits, reverence before imposing scale and grandeur, and refusal to ennoble passivity and martyrdom. Likewise, it identifies Decadent aesthetics in stylistics which privilege the gaze, the enclosed and aestheticized space, and formal ritual, as well as narratives ordered around principles of perversity, self-consciousness, and interconnectedness. The ultimate intervention which this dissertation seeks to make, however, is to demonstrate the centrality rather than marginality of animation to cinema, insofar as cel animation has always possessed the graphic freedom to realize any imaginative vision, which digital effects have only recently extended to live-action cinema. All of the aesthetics of Baroque and Decadent blockbuster spectacle that the dissertation traces could be and, the dissertation seeks to show, were deployed in the animated feature years in advance of the liberation of representation that digital effects would bring to live-action

    Process of stop-motion and motion graphics animation for The Amazing European Bison Journey clip

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    The Amazing European Bison Journey prototype clip shows an extract of the timeline of this species coming back from their near disappearance. It starts in the Białowieża Forest in Poland in 1919, when they went extinct in the wild. And runs up to 2013 in Zuid-Kennemerland in the Nether-lands, where an initial herd of 6 European bison, translocated in 2007 from Poland, had quadrupled to 24 individuals living in the Dutch dunes. The process of production of this animated documentary is de-scribed starting with the ecological research required. Review of literature, contact with specialist scientists and visitation of Poland and the Netherlands are some of the starting points of the process. Subsequently, the preparation for the animation is described. The initial storyboard was constructed out of the preceding ecological research. Afterwards, the development of the script and its respective narration was recorded. The construction of the sets, props and characters is described; specific emphasis is given to the construction of the European bison. Finally, the assemblage of all the elements is explained and the final results of the animation prototype are revealed. This animation forms part of a broader project, which has research into the effectiveness of a set of visual communication formats at its core, and uses rewilding as its ecological platform. A range of animations, infographics and virtual reality pieces will be eventually compared for their effectiveness using several communication research tools
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