Animation, Character Essences, Coding & Inventing, Research & Play

Character Essences Begins

After a few years of improv theatre, animation research and coding I think it’s time to begin my dream project. Character Essences will combine theatre techniques of character creation with traditional and procedural animation. Drawing on character archetypes from Commedia dell’arte and the physical theatre methods of Jacque le Coque and Rudolf Laban, the main focus is to find movement parameters (constants and variables) that define well established characters.

Once the parameters of movement have been identified, they can be manipulated to create a large variety of characters procedurally. The uses include video game automated character generation, extra characters in films and autonomous robot movements. One of the goals is also to simplify movement patterns without the need for large data sets like in machine learning. My belief is that by focusing on the intrinsics, rather than the extrinsics of character movement one can better identify the corresponding building blocks.

Characters can range from simple primitive models to animals and humans. Early experiments included Expressing Emotions Through Mathematical Functions (see Research page) for primitive models. I found that combinations of fast, sinusoidal movements can create the illusion of joy in spheres and cubes, for example. These observations are linked more to psychology and to the Heider-Simmel experiment. If human emotion can be identified in such simple entities, surely adding a recognizable shape to the character (eg. biped, quadruped) will produce more relatable experiences with the observer. Let the adventure begin!

Keywords: Archetypes, procedural animation, psychology, biomechanics, equations, theatre, characters

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Acting & Improv, Coding & Inventing, Research & Play

World Problems: Ep.1 – Global Warming and the Magic Box Designs

“Scientists have recently determined that it takes approximately 400 repetitions to create a new synapse in the brain – unless it is done with play, in which case, it takes between 10 – 20 repetitions.” (Dr Karin Purvis)

Motivation of World Problems Series

I’m starting Ana’s Research and Play with Episode 1 of the World Problems (WP) series. WP will have longer episodes (~15 mins) that combine ideation, design, prototyping and testing of sometimes crazy inventions. It is intended to experiment with possible solutions to help “save” the world. The approach is a playful one, rather than a worried and tense one. The reasoning is my belief that people achieve their best when fear of failure is out of the way.

The inventions that result from this series might or might not be viable. In this sense, WP presents a humble method to saving the world. My ambition is not to come up with precise inventions that will give accurate results (although they are very welcome). In my experience, having such pressures, under the constraint of limited time, leads to mediocre solutions and headaches. What I am trying to do is follow my curiosity and allowing myself to both innovate and fail (first attempt at learning).     

In the best case scenario, the world will benefit from an invention. Worse case scenario, I will have brainstormed some ideas that fill people with such indignation at my nerve, that they’ll just go and make their own creations. Empathy also motivates me and it is necessary to prevent an attitude of carelessness and lack of responsibility. It is important, however, to use empathy as a driving energy rather than an energy draining one. We should all make a contribution to saving the world we live in, but it mustn’t destroy us in the process – unless it’s a sacrifice of love, but that’s a different story. Let’s begin!  

Episode 1 Summary

In this episode I come up with a few crazy designs to help save the world from global warming, by using random household items. It all starts with choosing the problem out of a list of possible world problems. I then have a warm up (of my mind, not the world) by finding different uses for household items via lateral thinking.

The Magic Box, which is often seen in clowning exercises comes into play. This leads to shotfire brainstorms from Experimental Ana, who gives up grammar for creativity. It all ends with a set of crazy invention designs (see below). One of them or a combination of up to three of them could be prototyped in the future.

The Research

Episode 1 is linked more to brainstorming ideas, but research elements also find their way through. Please see the video description for the references used. Here are some research inspired elements from the video.

  • Choosing the problem
  • Motivation of play based approach
  • Review of a few accidental discoveries
  • Background on Lateral Thinking
  • Ideation of designs
  • Designing possible prototypes

The Play

The structure of Episode 1 is linked to an improv game called Fix it MacGyver! In this game, a character called MacGyver is given a problem and three random items. He or she has to come up with a solution to fix the problem by utilizing the given items.

For example, let’s say someone’s house is on fire. MacGyver has a cat, a sandwich and a chainsaw. One solution is of course to use the cat as a scout to check if there are any survivors. The chainsaw can be used to cut through the fallen parts of the house, so that the trapped victims can be reached. Once they are out, a sandwich is provided for nutrition, while waiting for the firemen.

The idea of the game is not to “get it right”, since there are “no mistakes, just opportunities in improv” (Tina Fey). Letting your thoughts imagine the wildest solutions is very liberating because it cuts out inner criticism. What improvisers experience with this game is also linked to Julia Cameron’s theory, described in her book The Artist’s Way. She recommends evading the inner critic by free writing three pages of whatever comes to mind every morning.

My Experimental Ana from the video uses this technique of free and spontaneous thought. Censoring of ideas is kept to a minimum, giving priority to the joy of discovering where my own thoughts take me. In the paraphrased words of Keith Johnstone, one of the pillars of improv, “You must trust that your mind, God or the giant moose will tell you what to say.”

The elements of play in Episode 1 are the following:

  • Defining the game guidelines (box of objects + find different uses for them)
  • Magic box game linked to clowning exercise
  • Lateral thinking solutions to a problem breaks patterns of thinking
  • Experimental Ana uses free and spontaneous thought
  • Experimental Ana uses jump and justify improv technique (say the word first and then justify its meaning)
  • Creating designs with commitment

Designs

After the research and play collaboration, seven designs emerged. These are not necessarily viable designs, but they open up a world of possibilities! Please have a look and tell me which of these designs you would like prototyped in the future!

MinivacuumShoesFlowerShapedFlowerpotBadAirSmasherSmartRopeEDangeredSnifferFreshLifeBalancerBoaCleaner

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