Reading Droidmaker

I am half way through Droidmaker, the book by Michael Rubin that outlines the beginning of CG, starting in the 50′s with George Lucas’ childhood.

As a child of the 80′s it was fun to be given material that connected the dots for me.

All of the memories of computers, movies and electronics I was exposed to as a very small child had very little relation to each other except for the fact that I look back at them fondly (ahhh… video arcades, how I miss you so!)

I had no idea how all of the technology from the 70′s and 80′s weaved together. I did know that Lucas had a high impact on CG, but had no idea he drove industry research for several decades and that his team made many of the discoveries we recognize as commonplace today (I now think of this book every time I use a Blinn shader).

I have zipped through Marin County several times when traveling (I used to live in Los Angeles and loved visiting the redwoods in Northern California) and always wondered about the mysterious Skywalker Ranch. I guess it’s good I didn’t consider trying to drive by to see the place, in true Star-Wars-fan fashion, because the book mentioned that there are actually several areas that the work on those Lucas’ great works was masterminded and brought to life.

Droidmaker presents the history of computer generated visual effects in such a way that allows the reader to appreciate the beginning of this field with great understanding and appreciate of the current state creating visual effects today.

There are intense similarities in the way that these images were generated thirty years ago compared to how they are created today.

For example, the use of wireframes and polygons to model surfaces was a concept I found odd, until I realized that in the 50’s the first computer to generate images was polygon based, created by mathematical equations as they are today.

In the 70’s, Ed Catmull and his fellow students at the University of Utah were making hands and faces with these wireframe polygons. They were able to manipulate these images so that even flat, polygon surfaces could be curved, as in the case of the teapot, giving us the modeling style we have today.

Rendering still takes a long time, though nowhere near as long as in the 70’s and 80’s. However, I can relate to what the artists on Wrath of Khan must have felt when they rendered the Genesis Effect over Christmas holiday, only to come back and discover that the camera in that shot was moving through the mountains, and that they had to redo the entire sequence. I rendered sequences for my 2D thesis last year on my clunky, 3 year old MacBook, that would take an entire day, and sometimes they had very obvious miscalculations that required fixing and then re-rendering. Most recently, I have rendered an animation for this semester’s pipeline class and then found that I had to fix and re-render the clip because the animation was off, even though it looked good in the pre-render playout.

Today, obviously the computers are more powerful, and so the rendering takes much less time, but sometimes the pre-render plays slow in Maya or I just miss a tiny but important element that I spot in the render (like my character not moving as naturally as I thought he was) and I have to go back and correct it.

Finally, I have come to understand, not only through Droidmaker but through the pipeline class, why there are so many people on the visual effects credits in movies. I always knew that this work was very precise and labor intensive, but I didn’t understand the process through which a team would go from start to finish. Not only has my experience in pipeline helped me to understand this, but also the history of the field, because these departments developed in the timeline of visual effects history to meet a specific need at a specific time in history, like texturing the teapot or compositing the cave in Wrath of Khan.

Animation I: Three Bouncing Balls (Class Assignment)

Most animation students that go through formal training are given the assignment to animate one or several balls, and I am no different.

I had actually done this before the class to practice using the basic tools in Maya. That is one of the tutorials provided when you open the program for the first time.

The difference is that there is no forward motion to the bouncing ball tutorial.

I my class at Tribeca Flashpoint Academy, we had to give the balls forward motion.

My first ball was a bouncy “Happy Fun Ball”. I call it “Happy Fun Ball” to give reference to the SNL commercial parody, which I love, but really has nothing to do with the bounce of this animation. (Although you really shouldn’t taunt my Happy Fun Ball!) ;-)

My second bouncing ball was a bowling ball. I didn’t put much squash/stretch on it or give it much bounce. I was having trouble animating it because I copied the original bouncing ball (the original assignment was to put the three bouncing balls in one file) and didn’t know that it was still connected to the original ball. This was giving me trouble with the bounce and the squash/stretch, and so I didn’t do much with the ball. Still, I’m happy with how this one came out.

My third bouncing ball was a beach ball, which was the biggest challenge of them all.

On my first attempt I used the copy of the first ball again, and so all the rotations and bounce/stretch were very strange and I couldn’t fix it. Here is the incomplete first attempt.

My second attempt was a little different. I can’t remember if I used a new rig or still used the copy of the first ball, but I changed the rotation in a very interesting way as I was working on it and decided that at a windy place like the beach, there are often gusts of wind that hit light objects, like a beach ball, and send them spinning around and changing direction in mid-air. That was the inspiration for the second attempt at a beach ball. My teacher liked the idea but said that wasn’t the assignment, so I made another attempt.

My third attempt at a beach ball. This time I did use a new rig with no animation.

There’s no squash/stretch but at the time when I visualized the bounce of a beach ball, I didn’t recall any squash/stretch unless it had a strong velocity to it when it hit the ground (as if someone was hitting it strongly to the ground). I like this one. There is a bit of wind on it, which my teacher said was ok because I brought it down a lot from my second attempt.

Student Project: Day one of Rigging I

This is from my first day in my rigging class, which was followed immediately by my character animation class.

We were working with creating simple joint systems and learning how to parent them.

I mentioned to a couple classmates that I was going to post this and they were like, “Why would you do that? It’s so basic…” and I replied, “It gives me a baseline. I can only go up from here.”

Visual Effects Projects

I am starting to churn out a lot of VFX projects so created this space to show off my work, and to get feedback.

I find that the best way to keep up with other people’s posts is to subscribe to the RSS feed.