Online Premiere of “Madeline”
December 30th, 2008

Madeline is now available for online viewing. The Blender-animated short film is the result of almost a year of production on home computers and is my first with a female human character.

The idea of animating a film against the setting of a subway platform has always appealed to me – the constant exchange of people and rumble of subway cars seam like the perfect place to nurture dynamic characters. The specific story outlining the struggles of creating anything worth something has also floated in my creative conscious for a while with no surprises pertaining to its origins.

From there, I used the motif of juggling (one common in my previous films) as the end result of the creative possess. Madeline, an introvert whose only contact with other humans is through her creations, juggles on the platform to try to support herself. But the common itself is not worth much, and she realizes that more ingenuity is necessary.

I finished a shell version of the film in April but it was plagued by problems, not the least of which was a poor execution of the plot. My failures with that version of that film are discussed in detail in a previous blog post.

Over the next few months, I reanimated every scene to my liking, made the film longer and easier to follow, and made the action less subtle.

I am anxious to hear what you think of the film, how it compares to my others, and any other comments and criticisms.

Mad About Madeline
November 15th, 2008

Madeline’s failures were twofold: the idea behind the plot was weak, and that plot was poorly executed.

madeline1

The plot follows a girl trying to make money in a metro terminal. Madeline tries to street perform by juggling, gets frustrated by the lack of response cash, and retreats to her postmodern dwelling. She tries a different approach: she designs and builds practical machinery and tries to sell it. This fails as well and the discouragement continues until she decides to build a humanoid robot. Here, she is not concerned with making money and the robot serves no practical purpose. Closure is achieved when she realizes that a robot juggling is much more interesting (and profitable) than a human juggling. As I alluded to in my pre-film plot summary, Madeline gives the robot a telling smile just before credits.

A good plot must be straightforward, involve a strong central conflict, and end with a clear resolution. Madeline did none of these very well.

In fact, the best parts of the film where those which have little to do with the plot. One of my favorites is the extended first scene (which is common in my films), which sets the mood, introduces the setting and silhouetted characters, and plays with camera movement. Another is the abstract visualization of the design process, which was not in my original write-up, but felt appropriate to the mood and was largely a result of Blender experimentation.

Most of the short is plagued by seemingly-random images, which make sense to me but not to my audience. I used filler shots, reused scenes, and did not spend enough energy on scenes that mattered – like Madeline’s epiphany about making a humanoid robot just for herself.

My recent films (notably Eros) are good at setting a mood and conveying a basic theme, but telling stories is the the ultimate goal of any filmmaker. Hopefully my future films will watch more like a well-thought out short story than an improve poem at a poetry jam.

Music & Madeline
January 14th, 2008

The missing piece of my movies is the soundtrack. I make everything except the music, even going so far as not beginning a project until I find the right music. Indeed, Eros was first imagined on an airplane some years ago after simply listing to the music for the first time.

Recently, such a reliance on other people’s music makes me uncomfortable. Copyright, while a good reason in itself to stop using other people’s works, is not even half of it. Music is limiting when making a film — you can’t make a scene happy when the music is somber. I’ve never had any musical training, no instruments, no clue how it works, so I’ve dealt with it the best I could so far.

Over the winter break I spent a lot of time with some friends, breaking down (different from breaking it down to) various songs. Ridin’ Dirty becomes exactly like a Girl Talk song when you remove key tracks, which in turn shares the same basic beat as Madonna’s Like A Prayer. It’s all layers! After getting that, I spent some time working with a real keyboard, learning chords and theory while understanding little of it. But no matter, it’s all layers — pulling up a virtual keyboard and a whole orchestra of instruments on my laptop is all I need.

So I’ve spent the past few days working on this. It’s the opening sequence to my next movie, and is a mere 20 seconds long. Only the first 16 seconds are “finished” — it falls apart after that, but the file can be found here in the hopes that it will inspire comments.

Now, on to the movie itself. I’ve steered it in a much different direction then I originally planned. The movie follows my first human female protagonist, Madeline, deep in a Paris Metro station. The movie still has robots and now has nudism, but the story is robust enough to use both as plot advancers. As ever, it is subject to further change, but I am as excited as ever about this film.

Let’s continue were we left off with Madeline’s development.


Still using the reference image, her nose is taking shape with loops from the noose and mouth.


Without the reference image, it she comes into her own.


Global editing.


Some skin textures and hair modeling created with Blender’s particle simulator. Note the transparency on the ends of the strands.

Eventually Madeline will sport a French beret and a trench coat, but for now her character is ripening for the animation rig.

On Thursday, I will fly to Park City, Utah for my first ever Sundance Film Festival. My excitement exceeds even this movie. No doubt I will return brimming with new podcasts, plots, ski bruises and, most importantly, wisdom.

Facing “Istanbul”
January 3rd, 2008

Early in 2007, I began sculpting a realistic human face. The result can be seen in the two protagonists of “Istanbul”: obviously human but creepy in a less obvious way. The hard-to-identify creepiness came from the concept of the uncanny valley, which states that the more realistic a creation becomes the more unsettling it is to look at (up to a point).

Face modeling in Istanbul.
Blender Face

The long climb to the other side of the uncanny valley is what persuaded me to not focus on realistic character for Eros, despite being a film which focused more on the human condition then my others. But now I am brave enough to climb, and eager to make realistic human caricatures, even if they are secondary to the robots in my next film.

I started with a deeper understanding of mesh modeling — a character in “Istanbul” began his existence as a cube witch was deformed and sub-surfaced into a face. This girl’s face began as a simple, tiny plain on the top of her nose. The focus here is of the facial features, not the shape of the head as a whole.
Picture 7

Notice the Natalie Portman reference image. Below, the nose begins to take shape.
Nose 2

I’m editing the face from two reference images: one from the font, one from the side. All three dimensions are represented.
Picture 3

The action is focused around the nose, mouth and eyes; this gives the loop structure an easier-to-animate quality since most complicated parts of the face contain the most vertexes.
Picture 4

This method is much more intimate since it focuses on curves not cubes.
Picture 5

Notice how most of the faces are squares and not triangles, which cause problems in the animation.
Picture 7

Notice the difference between these lips and the ones from Istanbul.
Picture 10

From the side. It’s smooth!
Side Lips

That is all I have so far for my next, unnamed film. These more realistic humans should provide sufficient contest with the robotic protagonists.

Metro Robots
December 22nd, 2007

My next film project roots it’s inspiration where Eros left off. As satisfied as I was with the picture, I originally intended it to end with a huge orgy of juggling – many statues participating in the exchange of the red balls. While the main an working theme of the movie is love, the balls also represented thoughts or artistic creation which faired better in a communal environment.

This new, untitled movie takes place in a subway station where humans and humanoid robots coexist. The robots occupy the more labor-intensive or repetitive jobs. They clean, they monitor the tracks and pilot the trains, they collect tickets and they monitor the CCTV cameras around the near-future train platform.

The robots, being non-human, operate with a sense of sadness. Signs remind them to stick to their programs and they are largely separate from the humans on the platform. One robot in particular – the one that is monitoring hundreds of CCTV camera monitors – feels isolated enough to show sadness.

That is the setup for this film, and all I will reveal so far as I finalize pre-production. Sufficed to say, there will be juggling.

Here is an early, quick sketch of a robot’s head:
Robot 2

Another early sketch:
Robot 3

Interior of a subway tunnel
Metro 4

Textured interior of a subway tunnel
Metro 2