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Inspiration/Motivation
A variety of factors compelled me to create my short film
Blink. I was in a boutique in San Francisco when I saw
a postcard with a photograph of a bullet piercing an apple.
The photo “Making
Apple Sauce at M.I.T.” was
taken by the brilliant Dr. Harold Edgerton in 1964 using
the stroboscopic technique he invented. The technique allowed
us to see the unseen, freeze time and produce some of the
most beautiful combinations of art and science that we
have today. This was the Matrix before the Matrix. This photo had always amazed me in the past, but this time
I was struck by the untold story contained within the photo. “What
about the worms? They had no idea. They didn’t deserve
that.” Granted, I have always had deep personal issues with anthropomorphism
that sometimes prevents me from functioning like a normal
adult. But this stuck with me a little longer than my normal
guilt of discarding an orphaned sock. I purchased the postcard,
put it in a drawer, and would occasionally let my imagination
revisit the unfortunate, terror besieged family of worms
living inside the apple. After years corporate jobs and slowly watching my creative
soul die I decided I needed to tell this story. I pulled
the postcard out of the drawer, went from full-time to freelance,
and started down the path of creating Blink. Script and Storyboards
While I had been animating and designing for about eight
years, this was my first attempt at creating an animated
short film. It was also my first attempt at character animation.
Needless to say there was a significant learning curve. The basic story and the beats had been running in my head
for sometime. I had the beginning, the end and a handful
of beats in between. But there was still plenty of flushing
out to be done. The first thing I focused on was writing the script. The
film has no dialogue so the script focused on detailing the
actions that would occur with every shot. The script was
as detailed as I could make it and wound up being about 11
pages. Here is a sample of a shot description from the script. Shot 6. Int. livingroom of apple Edgar bolts towards the closet. Flings the door open and
emerges himself in the depths of the closet. Edgar begins
heaving stuff out of the closet frantically searching for
something. (A toy truck, a saw, a large fish hook (worms
size), a sled, a canoe) After a flurry of objects come out of the closet Edgar
Backs out of the closet with swinging a tennis racquet as
if though he is playing a against and imaginary opponent.
At this point he is also wearing a head ban.
Using the script as a guide I proceeded to storyboard every
shot and action in the film. This was probably the most valuable
thing I did. Storyboarding helped flush out story intricacies
and define production details such as lighting, floor plans
and character models. After creating about 130 storyboard
panels I used Final Cut to combined them into an animatic
that gave me a rough idea on the length of the short. Production
I spent sometime doing some preliminary character animation
tests to see if I could actually pull this off. It turned
out that I was able to get the characters to come to life
which was extremely gratifying. In hindsight I probably
should have performed more tests to get a better feel of
the characters. Modeling texturing and lighting was done using ElectricImage
Universe, Photoshop and Painter. This process took a little
over seven months of part time work or so. Because the animation
in the short is very linear and the project files were relatively
complicated, I wanted to have all modeling, texturing and
lighting done before the animation was started. The animation started slowly and moved quicker as I got
more comfortable with the character rigs. Unfortunately I
think my progression shows a little bit in the final film.
When I was firing on all cylinders I could animate three
to four seconds per day. Some shots that involved multiple
character interaction or props would take me a little longer.
The entire animation process took another seven to eight
months while working part time. Wrangling and Rendering took a little over a month to finish.
The film was rendered at 1216x720 which has a Super 16 aspect
ratio (Don’t ask). The shots were rendered with a Z-Depth
pass for depth of field processing in After Effects. The more complicated scenes had about 57 lights (20 casting
shadows), and 1.3 million polys. Frames rendered in about
3 minutes 20 seconds on my Blue and White G3 which was upgraded
to a smoking 500 mhz G3 processor. The same frame on the “render
farm” (my ibook and a PowerMac 7600) would take about
five and nine minutes respectively. Music and Sound
The extremely talented Mark
McCoin of Brave New Audio produced
music and sound. The decision to give the film a classic
cartoon feel to the soundtrack was made since we were sans
dialogue and the characters needed to emote through music.
The music was scored over the period of a few months or
so. To Film
DVFilm in Austin transferred Blink to 35mm directly from
a Quicktime movie. I sent a firewire hard drive and they
returned a 35mm print. It actually took a couple of exchanges
to get the print right, but it was somewhat painless. Film Festivals
I began applying to film festivals in July of 2002 even though
the film wasn’t quite complete. Applying to film
festivals is a job in itself. It takes a lot of time money
and diligence to submit to festivals. You also need to
develop a thick skin for the sheer number of rejections
you will receive. I guess the film festival process could
be an article in itself so... Anyhoo... After a few rejections
Blink was finally selected to screen at the Austin Film
Festival. In 2003 Blink screened in over 25 film festivals globally
including South by Southwest and the Los Angeles Film Festival.
While not a huge award winner, Blink was the “unofficial” winner
at South by South West, but was ruled ineligible at the podium
because it had previously screened at the Austin Film Festival
(Which competes with SXSW) This is was one of the first bittersweet
moments I had on the festival circuit. The others include
learning from programmers from Sundance and the Comedy Arts
festival that Blink was on their very short list, but they
ran out of room. Which was flattering, and heartbreaking. At the LA Film festival I had a brush with Hollywood when
a large studio showed interest in acquiring the film, which
was quite flattering but unfortunately did not pan out. Final Thoughts
I started this project to see if I could successfully tell
an original story. This story happened to involve animation,
which I just so happened to have some of the skills to
do. So it was a good fit. (Currently I do most of my story
telling through sketch comedy and long-form improv) If
I could do it again, I certainly would change a handful
of things about the film, but I am proud of the way Blink
came out and feel I accomplished my goals. One note about the animation and pacing. I like my comedy
and animation dry and understated. This means that the characters
are not popping out of their skin with every action and reaction.
I realize that goes against much of what we are supposed
to do with animated characters, but it is just a choice that
I made. Technical Stuff;
Total Time:
The production of the film took about 2 years of part time
work. Software:
Modeled and Animated with Electric Image Universe
Textures done in Photoshop and Painter
Post Compositing: After Effects (For Depth of Field) Hardware:
Blue and White PowerMac G3 (Upgraded to 500mhz.)/ 768mb of
RAM/400 gigs of HD space. Final Delivery:
35mm Film/DVD/Beta SP/VHS |