Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts

Monday, November 26, 2018

A wee bit of ontology


There are those « spot the difference » games, where players, comparing two quite similar images, must notice small variations between them.

What we see here is quite the opposite : the context, the scene, are similar, the obvious difference stands in the rendering, when the first one is a cartoonesque image, and the new one « realistic ».

One could be fooled, thinking it is a photograph when describing a landscape, yet quite puzzled when showing characters, in that case, animals.

Augmented reality, hyper-realism, digital special effects have started to deceive us, although we know, being told so, that it is artificial.

Now, what will happen when technology will be so perfect that it will be impossible to perceive the artifice ?

There enters ontology which allows discerning real from reality.

While robots are elaborated to be closer to life, real people of the public scene, are surgically « improved » tending to some sort of plastic perfection.

All in all, mutatis mutandis for the oxbridgians, we are caught in a salsa of enhanced reality which differs from the real.

With much less effort than landing on Mars, we can conflate a collusion between technologies ending up in a representation of an idealistic imaging of a supposed reality, such as robotic surgery coupled with a 3D sort of Photoshop that will produce neo-canons of supposedly perfect people, incorporated (in the Latin sense) in a perfect environment.

Already, cinemas have become eateries where, secondarily, a film featuring fantasy worlds, is incidentally projected to intensify feeding, just like Beethoven is cast in stables.

George Orwell forecasted a world where saturation was the mod and it becomes hard to thing he was wrong.

The higher we climb...


Texte by Addé









Photos via boredpanda.com



Saturday, October 15, 2016

READY TO CRAWL Hiroshi Sugihara



Designer: Hiroshi Sugihara
Project director: Shunji Yamanaka
Based on the researchof: SatoshinTanigawa
Based on the AM structure research of Keisuke Tanigawa

Thursday, May 5, 2016

Visualizing the invisible

Kung Fu Motion Visualization from Tobias Gremmler.

Regarding technical comments/questions: I used C4D for this production, but also did similar work back in the late 1990s with 3DS, or experimented with real-time environments. However, motion visualizations have been created even in pre-digital times with light, photography or costumes. Visualizing the invisible is always fascinating. > https://vimeo.com/163153865

Thursday, September 12, 2013

Un Petit plat pour l'Homme | Corentin Charron


"This is my third year's short-film, from Supinfocom Arles.
- Assigned topic: "The Kitchen"
- Used softwares: 3ds Max 2012 (scanline only), After Effect, Premiere and Photoshop"

Corentin Charron


onectin.fr

Sunday, January 13, 2013

Animatronic Effects by Gustav Hoegen

Animatronic Effects by Gustav Hoegen





liveleak: http://goo.gl/p4Pfs
http://youtu.be/G1iVJExd5vA



Animatronic Dancing
   
Animatronic Monkey Baby designed and built by Gustav Hoegen. Music and programming by Josh Head. 


 Gustav Hoegen's Animatronic Showreel 2011
 

Wednesday, August 1, 2012

Fabricating Articulated Characters from Skinned Meshes


Given a skinned mesh (a), we estimate (b) a fabricatable articulated character with (c) internal joints of hinge and ball-and-socket
type. (d,e) Final 3D printed characters (transparent material) have durable joints with a frictional design for character posing.







"Articulated deformable characters are widespread in computer animation. Unfortunately, we lack methods for their automatic fabrication using modern additive manufacturing (AM) technologies. We propose a method that takes a skinned mesh as input, then estimates a fabricatable single-material model that approximates the 3D kinematics of the corresponding virtual articulated character in a piecewise linear manner. We first extract a set of potential joint locations. From this set, together with optional, user-specified range constraints, we then estimate mechanical friction joints that satisfy inter-joint non-penetration and other fabrication constraints. To avoid brittle joint designs, we place joint centers on an approximate medial axis representation of the input geometry, and maximize each joint’s minimal cross-sectional area. We provide several demonstrations, manufactured as single, assembled pieces using 3D printers."

Authors; Moritz Bächer, Bernd Bickel, Doug L. James, Hanspeter Pfister.

baecher.info

Links: 
Adding a '3D print' button to animation software
phys.org

Friday, June 3, 2011

Thursday, May 5, 2011