Love. Leech. Tomato. by David Maas and BrainPets is a strange
little film with bewildering animation set to a haunting,
fragmented and beat-laced score. Chronicling the interaction
of a leech and a tomato presented in a screen awash in watercolor
effects, the film asks about the titular characters - could
it be love?
The watercolor effect is the result of a lot of hard-core
CG graphics work done by the team at BrainPets, and David
Maas has been asked to talk at length about the process.
Some of his comments follow.
But one thing that stands out about the film is that it
does not appear to be restricted the way many independent
3D films are - the leech stretches beyond the bounds of
his actual body, as you might do it if you were drawing
it by hand - nor does it suffer from the wannabe syndrome
so common to films that attempt to jettison a typical 3D
look symply by passing a Photoshop watercolor filter over
all the frames. The flexible animation and the watercolor
treatment add up to something different, which is what BrainPets
set out to do. The approach adds up to a good match for
the subject matter.

"Up till now, I've mostly talked about production aspects
of the film, or the fantastic cooperation behind the film's
look - a fantastic non-photorealistic renderer (yes, that's
all 3D straight out of the machine) developed by Thomas
Luft and myself with the Filmakademie Badem-Wuertemmberg.
One of the big passions behind the film is the question
of what a traditional look such as aquarell is, and how
this can be respectfully rendered via a cold piece of silicon.
Thomas is a fantastic graphics researcher at the University
of Konstanz who brings a great artistic touch to
his work.
There are a number of aquarell renderers that produce convincing
stills, but the illusion usually falls apart once the frames
start advancing. Thomas has made coherence his topic, and
the results are artistic. There's still a perceptible weirdness
when you watch the film, but it's very interesting weirdness.
Its odd because the 3D nature becomes obvious while the
2D look remains convincing. And this is a great moment.
We're not out to mimic traditional medium; for animation,
this is impossible anyway. There's no reference for what
animated aquarell looks like, at least not with the elements
available to us with 3D.
I'm going into these technical aspects because the passion
in the film's story and design are similarly centered on
these questions: how do you take hints or find forms in
material, when you're working in a materialless environment?
We haven't managed any glorious breakthrough (you can all
sit back down again) but I'm happy with the film as a first
go at these issues. Just as our shader system mixes 2D and
3D information to translate forms and calculate colors,
we tried to approach the designs and animation to break
out of the typical 3D rut.

CLICK
HERE TO VISIT the BRAINPETS WEBSITE
The
first way we tried to break out of this rut is through the
quality of contact. Deforming a finger when it contacts
a hard surface is the first thing an artist does in hand-drawn
animation - before getting a grip on tweens. But technical
limits often keep 3D artists in this hard-edged world, where
geometry either slides or intersects instead of really touching.
We animated using project:messiah,
which has a nice balance of technical power and artistic
accessibility.
The second thing we attempted is closely related: transformation.
Hand-drawn animation allows you to fake frames from one
thing to another, but 3D locks you into form and volume.
Staying on character - keeping the character looking like
his design - can be good, but one of the unique mechanisms
of animation is breaking form, to transmute lines, replace
objects and pinch clay. We haven't gotten this worked out
to the extent we'd like, but we have made some advancements
with this film. The look alone frees the artist up incredibly
in this regard. The viewer is much more willing to accept
that unreal things can and do happen, and much more willing
to overlook technical botch-ups.
The third thing we paid attention to is metaphor. I feel
many artists, particularly 3D artists, surrender their power
as animators when they make character designs into objects.
I think Don Hertzfeldt said something like the problem with
3D is that its all about nouns, when in fact animation should
be about adjectives and adverbs. That's a fantastic observation.
Animation has the unique option of functioning abstractly,
making you feel something beyond the logic of the situation.
And all too often, the first thing we 3D artists do is bind
up our options with logic. We build 3D worlds and 3D characters.
Before having time to think about the feel of any one object,
and the possibilities it embodies to represent something,
we've become slaves to the geometry and these world rules
that have popped up out of nowhere.
|
"Don
Hertzfeldt said something like the problem with 3D
is that its all about nouns, when in fact animation
should be about adjectives and adverbs."
--David
Maas
|
As
for the film... you'll just have to see it. I hope it runs
in a festival near you, and if not, then a festival that
you travel to. If not, I'll be releasing it afterwards.
Hope you enjoy it, and that you don't think about anything
I've mentioned while watching it. Afterwards, you can think
about it all you want.
Some words about the team: I've spoken about Thomas, but
will do so again. He really went all-out on this film, far
beyond software development. He contributed to shading and
rendering, and definitely left his mark on this film creatively.
The producer, Tatjana, rose to the occassion everytime something
got stuck. She's been invaluable creatively as well. Christopher
Lutz animated the last shot, going nuts with scripts and
rigs. Patrizio delivered - I wanted a score that fit the
film: sensual, bizarre, odd, but very human. I love where
we ended up with the sound and it makes the difference.
Check the credits for all the indirect members of the team:
I hope to update the BrainPets
website soon with the full list."
--David
Maas, MAR 2007
