Prediction: we’ll see lots more innovation in future mixing code-based, digital artwork and physical media. And since that’ll take some time, and we, uh, missed doing an installment of Weekend Inspiration, you’ve now got a head start on it this week!
Hurrah, stop motion fans — it’s time for the Stop Motion Eye Candy of the Day!
This time, it’s artist PES, translating classic arcade scenes into stop motion, real world objects. It’s utterly brilliant — and a reminder that, stripped of more advanced code and graphics, early arcade games were reduced to strangely iconic designs. That’s food for thought when thinking about digital motion in general.
There’s more of this stuff, too — here’s a complete round-up from “counter-culture” mag Hi-Fructose:
Our friend Richard Lainhart sends this lovely "swirly thing" (to use technical terms). His description:
An abstract HD film animated in After Effects. The soundtrack, "The Beautiful Blue Sky", is a realtime electronic synthesizer improvisation for Buchla 200e and Haken Continuum.
My description:
Mmmm…
Oh, sorry. Forgot what I was saying: staring into swirly thing. Hey, it’s the weekend. Enjoy!
How do you make a computer-animated sequence of 3D wireframe visuals of fancy, Empire-built battle stations — in 1977? Very, very slowly. Our friend James at Retro Thing, aside from being a electronic-sonic inventor, is a fan of vintage visuals and was already teaching the history of computer animation in the mid 80s. (Hint: prepping that class didn’t take quite as long then as it would now.)
James explains the origins of the famous Death Star briefing room sequence:
The wizard behind the early Star Wars CG was Larry Cuba, who worked out of the Electronic Visualization Lab (EVL) at the University of Illinois. Legend has it that he was pushing the hardware so hard to create the simple wireframe images that he constantly had to adjust the air conditioning in the computer room to avoid system crashes. Cuba used a vector graphics scripting language called GRASS (GRAphics Symbiosis System), written by Tom DeFanti at Ohio State in 1974. The system he used incorporated a Vector General CRT, DEC PDP-11 minicomputer, along with various cameras and recorders.
I have a special place in my heart for the original film Star Wars because — James will appreciate this — I initially experienced it as a kid only on sound Super 8 film, cut down to a svelte 17 minutes. (My understanding of narrative was never quite the same.)
But to me, these graphics don’t look primitive; they look elemental, much in the same way that you don’t get tired of ancient Egyptian art. (And in the timeline of computer graphics, it wouldn’t be a stretch to imagine thousands of years of art history happening in a few decades.)
The real star, though, is the film Cuba used to pitch computer graphics to George Lucas, Arabesque, made with John Whitney. If this 1975 film doesn’t inspire you as a visualist, nothing will. Correction: Evidently it wasn’t Arabesque, but the movie First Fig. Larry Cuba himself writes in comments:
Thank you for the appreciation of “Arabesque.” The film I screened for Lucas was actually my first CG film, “First Fig.”
(And you can connect the historical dots here, too: without Arabesque First Fig, no CG in Star Wars, no ILM CG, no Pixar.)
Well, George Lucas may or may not have seen Arabesque, but you can, below, and it’s still inspiring:
And for another Larry Cuba film, here’s the 1985 Calculated Movements:
We asked earlier this month if you’d be using Flickr for videos? Here’s one answer — and in this case, it seems perfectly-suited to the medium. Accent Creative used a short video spot — tweaked to Flickr’s microformat length constraints — as a way of promoting an upcoming event. That works nicely, as lots of people already use Flickr streams to store photos promoting events and the like.
And, of course, the Create Digital Music side of our heart loves the sound-making box that shows up in there.
Here’s another example, in this case using a short video as a kind of micro-showreel:
Via the CDMo Flickr Pool - thanks to everyone for all the eye candy you’ve been sending! Why blog when I can just watch the lovely stuff you’re doing?
This really illustrates what could start to happen with media on the Web: rather than littering everything everywhere, and rather than seemingly-redundant sites interfering with one another (Flickr for video?, asked users), we get content tailored for the venue. In fact, vids like this really don’t necessarily belong on Vimeo — and likewise, I’ve come up with short snapshot videos I wouldn’t want as part of my video pool.
Promising stuff. And as video proliferates, the visualist and motion graphics artist become king. Get ready.
Bjork lays on the spectacle in a new music video for “Wanderlust,” and the results are quite gorgeous, even in advance of a promised 3D version. If you had the misfortune of trying to watch it in Yahoo’s world-premiere, horribly-overcompressed video early this week, give it another go. (I’m glad I waited to post this rather than have to show that! Yikes!)
The results are a real multimedia extravaganza. The painterly wonderland in the surrounding world is clever digital graphics and computer 3D, though made to look organic, while foreground beasties, costumes, and prosthetics are all real-for-real. Here’s the timelapse of it all coming together:
Directors Encyclopedia Pictura (Isaiah Saxon and Sean Hellfritsch), who got the music vid world buzzing earlier with their video “Knife” for Grizzly Bear; see further commentary from blog Shots Ring Out
NYC motion graphics firm UVPHACTORY, seen before working on My Chemical Romance’s “I Don’t Love You.”
Damijan Saccio led the CG team from UVPHACTORY. I don’t know who he is, not that that means much. Damijan, say hi if you’re out there…
John Weissberger and Vanessa Waring did the puppetry; Circus Minimus member Jessica Scott was lead pupeteer
Chris Elam, whom I do happen to know personally, was choreographer
… to say nothing of the stereography work which we’ll be seeing soon.
Now, the odds of any of us ascending to Bjork-like budgets tend on the slim side, but I do like the convergence of the pro digital motion scene with the artsy puppetry - making physical stuff crowd. I know at least a couple of the people on the dance/puppetry side of this project, and I also know making that convergence work is a tremendous challenge, artistically and technically. The challenge remains making it come together in lower-budget projects and with the often more-challenging realm of live performance.
Want to learn how to pull off graphics? Make it work with optical and real for real first. Tron may have been a pioneering moment in computer graphics, but a lot of its unique look came from unique optical effects on a scale not seen before or after. The glowing screen was an actual lighting effect, which is why CG artists have taken such a liking to the film’s aesthetic, even if it was ultimately too labor-intensive to apply to the whole movie. There’s even an analog in the music: Wendy Carlos’ adept blend of big orchestral, choral, and organ textures with synths.
Of course, the makers of Tron didn’t leave out computer graphics entirely. And that makes this fan remake — no CG, and no optical effects trickery, either — adorable and inspiring.
You’re also aware of just how much of this sequence is sound and editing. Erm, not that motion isn’t important — if I were to say that, I should say it on, you know, the other blog. Think synthesis of the two.
We’ve seen visual vinyl, via the video stylings of Serato’s VIDEO-SL plug-in. But here’s a more literal approach: stick the camera on the turntable. Via a multi-camera setup, Cut Chemist and DJ Shadow are doing that with their honest-to-goodness, scratching turntablist sets. I especially like the camera up close on the turntable itself — something instrumentalists might try, too. (Well, maybe you want to stop somewhere … no endoscopies during your performance, please, unless you’re an avant-garde performance artist or something.)
More on this sort of thing soon, but there’s something to get the thought process going. Thanks, Jaymis!
The Digital Worlds blog, an Open University blog, has an excellent look back at the artistry of early video tubes entitled “Oscilloscopy.”
There’s John Whitney’s “showreel” from 1961, which shows off the ground-breaking (1961, folks!) possibilities of his “mechanical analog computer,” as appropriated from an antiaircraft gun director. Wait … say that again? Yep, Whitney actually used a mechanical contrivance to rotate layers of graphics. When that technique met up with the power of It’s an idea that’s just waiting for today’s DIYers to tackle, perhaps mixing modern digital techniques with mechanical ones.
Next, also from the above blog post, witness the gorgeous oscilloscope graphics and mechanical control pads of Tennis for Two, an early (thought to be the second-ever, though you never know with these things) video game made by William Higinbotham at the Brookhaven National Laboratory. Again, DIY project? Mechanical controllers, but this time coupled with 3D graphics? It is the 50th anniversary year of the title. (People under 35, remember that the next time your parents start talking about “back in their day” before video games. Tell them it’s not your fault they never dropped by the Brookhaven National Laboratory.)
Heck, I wish even oscilloscopes looked that pretty now.
There’s something really inspiring and elemental about these works — amplified by mechanical elements used in their creation and control. It’s something I think is possible in code; maybe it’s just challenging in a different way. (And maybe when you have that feeling of magic, you know you’re in the right place.)
This certainly gives me a different source of inspiration as I work with generative techniques in Java/Processing and the like. If this inspires any of your work, send us photos / video links — we’d love to see it! And motion graphics history buffs, happy to know more about these — and other — pioneers.
Whether in three-dimensional videos or paper sculptures, artist Martin Böttger manipulates organic, fluid geometry like a child with blocks. An artist working with Maya, vvvv, and Processing, his work demonstrates that even simple elements can yield a variety of creative products.
“Transformer” is an intentional nod to the robots and movie — with good reason; Martin seems like the type who could design you a robot that changes into a truck: