Friday, March 30, 2012

Garden music (early itteration)

So, I just talked with Ale and he loves the test video I gave him.  He also has a song he's working on that he thinks this would be perfect for.  I think it sounds great and even gave me a few ideas.

Implosion of Light: The Garden (start)

Well, I still have one more song by Ale (aka Languis) to create some visuals to, but after a couple of these animations where the visuals were strongly synchronized to the music I decided that I wanted to go in a little different direction.

I'm not sure where it came from, but I started to have visions of a growing garden made of cubes, spheres and cones.  I'm in the process of designing and planning, but I made a quick and simple style of what I'm thinking.






The design, animation and everything is extremely simple, but this was just a test.  I was having trouble in the rigging process.  Basically I didn't want to have to animate each little cube on it's own and I wanted to have something else simple driving the cubes into growing.  That way when I actually animate it's quite simple even though it looks complex.  It's still time consuming, but if I was going to animate every single cube individually I probably would completely nix the idea.

I've sent an email to Ale to see what he thinks of letting me take the lead on this and I'm waiting to hear from him.  I'm sure he'll like it, but he's also a super busy guy.  I asked him if he wanted to do his own version of the first prototype piece (the one I animated to the music by Eric Satie) and he thought it was a great idea, but work and kids have gotten his hands full.  Still once he gets to it I think it'll be amazing!

I'll post designs soon!

Implosion of Light 1 & II

After I returned from Italy I met with Alejandro Cohen of Languis (the sonic component of Parallel) because I enjoyed working with his music and I wanted to continue the collaboration.  He loved the idea and quickly came up with three sonic pieces, which I slowly slowly animated to.

I am very grateful to him for his patience.  It showed around a few times at the Punto y Raya Film Festival in Madrid, Dublab's labrat Matinee here in LA and a couple other places.

You can see the first one below, but the second one just completed in March of this year and will be making the rounds to festivals.  If you would like to see it please ask for it!





UPDATE: Ale is going to post Implosion II on the Dublab blog. So, I might as well post it here too.

Implosion of Light 0

So, I've been working on this series for a couple years now.  I'm calling it "The Implosion of Light an Sound".  I thought of that title while I was on a minor shoomie trip a couple years ago and had a crazy vision of CG cube based pixelated images.

I had a residency in Florence Italy and was very moved by these mosaics there.  Particularly the one's in Revenna on the East Coast below Venice.  It contains some of the oldest and "most perfect" mosaics (according to some historians) and rightfully so.



I was particularly moved by the abstract ones and after some weeks of contemplation I decided that I wanted to take that idea and use my skills as an animator and a 3D artist to create a new type of mosaic.





At first I just wanted to make a simple animation using just cubes and animating to music (because I feel more free to be abstract, but audiences will accept it).  I knew I needed to start off with on my own cause it would be a little difficult to explain to someone without an actual example AND it was extremely important to get a "pipeline" (or workflow) working because it would be pretty intense and I wanted to make it as easy as possible.

I was also pretty passionate about making it, what I'm calling, a "Virtual Sculpture".  I started looking into holographic technology to see if I could create animated holograms.  At the moment that technology is not quite ready for complicated animation.  So, I decided to go with making phantograms.

A Phantogram is basically a hologram, but it can only be viewed from a specific angle.  It needs to be stereoscopic 3D (so usually wearing glasses) and it's a forced perspective image meaning you need to look at it at a 45 degree angle to see it in a proper form.  So, if you create a phantogram it appears that the image is popping out of the monitor, table or floor.

It took some time, but I finally organized a pipeline and then I spent the next two months or so animating and creating my "prototype".  And this is what I came up with.