Syndrome takes Pause in Melbourne

Syndrome Studio creates the opening titles for the 2014 Pause Fest in Melbourne, Australia. Executive Producer, Monica Blackburn describes the project as “a dream project with full creative freedom” in which “we envisioned the sequence as a journey through a surreal, living art installation piece. Visually representing each aspect of the festival – start-ups, motion, gaming, web and creativity – as physical objects that combine and interlock to form a whole, the open underlines the festival’s theme, “everything is connected”.

The mixture of dated and futuristic technologies, of dusty machinery and glossy interfaces, shape this wonderful homage to the creative process, in which live action and CG merge seamlessly to form a lyrical technological dance.

Music and Sound Design by Echoic.

Bot & Dolly: “Box” Interview and Behind the Scenes

As a follow up to our earlier post regarding the debut of Bot & Dolly’s mind-boggling short, “Box,” (above) we’re sharing an interview with the team as well as a behind the scenes video produced with The Creators Project.

Behind the Scenes


This behind the scenes film contains interviews with GMunk (Bradley G Munkowitz), BOX’s Design Director and Tarik Abdel-Gawad, BOX’s Creative Director together with behind scenes footage from the making of BOX.

Interview with Bot & Dolly’s Tarik Abdel Gawad, Creative and Technical director on “Box”

Can you please confirm for our readers that none of the box visuals were comped in post?

Yes, this is a capture of a physical performance. The visuals are not added in post.

Where did the idea for this project come from? Was it commissioned?

Box is an internal project that grew naturally out the the intersection of art and technology at Bot & Dolly. We have a great interdisciplinary team of designers and engineers that made the project possible.

From the start, the exploration of classical magic fit with our creative process. Magicians have a long history of mixing technology with performance and the categories of classical magic were perfect inspiration for the geometric illusions in Box.

iris

Can you tell us a little more about the robots? What are those robots normally used for?

The spec sheets on the Bot & Dolly website are the best source of information on our robots.

IRIS Spec Sheet
SCOUT Spec Sheet

How did you work out the choreography between the performer and the robots?

Working out the choreography was a process of rehearsal and iteration. For mainly practical reasons it was actually me performing. I had the most experience operating the robots, and since this was an internal project, rehearsals often took place at night. Each robot weighs around one and a half tons so it takes awhile to get comfortable moving around them, and safety is important.

How did you track the movement of the surfaces by the projector? Was it all preprogrammed based on the robots’ movements?

The projectors and robots are all calibrated within the same coordinate frame. Bot & Dolly’s software, BDMove, makes its possible to synchronize graphic content with robotic motion.

What was the design process for this like? Where did you start? And did you need to test and iterate a bit before getting it down?

We would start with a category of classical magic and begin exploring limited narratives made up of only abstract geometric shapes and a single performer. During the animation phase we relied on quick hand drawings and moving blocks around a table to communicate ideas because it was nearly impossible to describe something just with words.

Choosing the right geometry was very important to creating the illusion of depth, and directly affects the robotic motion. The primary illusion is created by transforming the geometry of the physical 4’ by 8’ canvas mounted to the robotic arm, through projection.

In the first section, “Transformation”, we extrude the canvas into a cube. Later on we combine two canvases to form a larger hinging shape, which in return affects the robotic animation. We tried to make each section build upon the last, and we were always learning something based on what was just completed. By the end, we ended up with a very complex environment, the performer is inside of the projected volume, there are holes in the floor and line drawing on the back wall.

What was the most challenging aspect of the job?

The difficult part is that you don’t know exactly how something will turn out until you’ve seen it projected in the space. Even then it changes with the environment’s lighting, which is also synchronized with the graphic content and robotic movement.

Many software applications were used on this project in conjunction with BDMove. It’s a very collaborative process with a lot of creative control, so it takes a lot of time and iteration to get to the point where everyone is happy.

What’s next for you?
I’m not sure. One of the things I love about working at Bot & Dolly is that we tackle a wide range of problems, both on the creative and technical side. There are applications in a variety of fields for the technology demonstrated in box, which makes it hard to predict the next thing.

Posted on Motionographer

Bot & Dolly: Box

“Box,” a new short film/performance from design and engineering studio Bot & Dolly produced in association with The Creators Project, takes projection mapping, well — out of the box.

Just to make sure you understand what you’re seeing: The above video is documentation of a live performance. I’ve been assured there was no compositing in post-production. It’s all live.

Bot & Dolly calls their combination of robotic arms and projection mapping a “kinematic projection platform.”

Tarik Abdel-Gawad, Creative Director at Bot & Dolly explains the setup: “Through large-scale robotics, projection mapping and software engineering, audiences will witness the trompe l’oeil effect pushed to new boundaries.”

For the animated content, Bot & Dolly brought on none other than Bradley G Munkowitz, no stranger to Motionographer. His trademark attention to detail is on full display in every frame of the project.

Update: I neglected to give props to the outstanding work on the music and sound design from Keith Ruggiero/Sounds Red. Without audio, there’d be little motivation for the performance.

Interview coming soon…


Production Company: BOT & DOLLY
Executive Producers: Bill Galusha, Nick Read
Executive Creative Director: Jeff Linnell
Creative & Technical Director: Tarik Abdel-Gawad
Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Jason English Kerr
3D Artists: Scott Pagano, Bradley G Munkowitz, Jason English Kerr, Conor Grebel
2D Artists: Conor Grebel, Ben Hawkins, Pedro Figuera
Director of Photography: Joe Picard
Lighting Designers: Joe Picard, Phil Reyneri
Projection / Touch Designer: Phil Reyneri
Robotics Animation: Tarik Abdel-Gawad, Brandon Kruysman, George Banks, Michael Beardsworth
Robotics Operator: Michael Beardsworth, Brandon Kruysman
Prop Fabrication: Matt Bitterman, Ethan Dale
Script Supervisor: Ian Colon
Sound Engineers: Joe Picard, Michael Beardsworth
PAs: Sean Servis, Dakota Smith, Nico Mizono, Eric Wendel, Patrick Walsh
Editors: Ashley Rodholm, Ian Colon
Music / Sound Design: Keith Ruggiero
Sound Mix: Joel Raabe
Performers: Tarik Abdel-Gawad, Iris, Scout

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Posted on Motionographer

Mill Touch

The Mill NY has crafted quite an elaborate and astonishing way for visitors to their office to engage with their work with Mill Touch. With multiple ways to access projects, the experience appears to encourage frequent tours through their archives. The entire apparatus was built by hand in-house and programmed by the NY Digital team. Nothing short of amazing.

Posted on Motionographer

SIGGRAPH 2011: Technical Papers Fast Forward

Hi Motionographers! We’re at SIGGRAPH 2011, here in beautiful Vancouver. SIGGRAPH is the Association for Computing Machinery’s annual conference on computer graphics, where you can find the most recent academic research and commercial software/hardware developments for computer graphics and interactive technology. This year, upwards of 20,000 artists, research scientists, gaming developers, engineers, filmmakers, and academics have descended on the conference.

Check out our first dispatch on the Technical Papers Fast Forward event here. More Motionographer SIGGRAPH posts to come, including 3D scanning and printing as it relates to motion graphics, all about lenticular displays and building glasses-free 3D displays, and, of course, highlights from the Computer Animation Festival.

Posted on Motionographer

Matthias Hoegg: Thursday


Matthias Hoegg recently joined us to answer some questions about his short film, Thursday. It’s an everyday love story in the not so distant future, where ubiquitous e-access doesn’t necessarily guarantee a connection (and some blackbirds battling technology thrown in too).

Made as his final project at the Royal College of Art, it was recently honored with a BAFTA nomination in the Short Animation category. After a successful festival run, it’s making its full-length online debut here. Huzzah!

Our interview with Matthias after the jump.


The Story

I started out wanting to make a film about everyday life in the future. I thought that a lot of sci-fi and forecasts for the next decades tend to portrait humans as rather cold and anonymous. They always seem to be completely in tune with their super-efficient high tech environment. I wanted to portray a futuristic world and add some friction, some everyday frustration that we experience when we interact with technology today, but also moments that make our mundane lives worthwhile.

With this rather loose idea of the narrative I started doing some experiments for the film’s visual style. In retrospect I also seem to have stumbled upon a lot of the inspiration for the film in one afternoon on my summer holiday visiting my sister in Calgary, Canada. I went up onto a viewing platform in the television tower in the town center and looking through the glass floor, I was struck by the systematic, grid like arrangement of the relatively new North American city. Right after that I went to a museum of the local history and discovered traditional American quilts, which became a big influence on the style as well.

The Look

A lot of these bold graphic quilt patterns seem to suggest three-dimensional geometry. Back home in London I started experimenting with a 3 dimensional interpretation of these patterns using the grid structure that is inherent in 3D. I ended up with these modular designs of the cityscapes that became the setting for Thursday.

I also explored other kinds of patterns that seemed to evoke a sense of everyday environments, like Eduardo Paolozzi’s mosaics on the walls of Tottenham Court Road Underground Station. Paolozzi collaged various patterns and technical plans into what looks like big cross sections of our futuristic lives.

I was also interested in the corporate designs of Transport for London, patterns of tube seats and early adverts for public transport that present the underground as a brave new invention, which just blends into our everyday routines nowadays.

What was the production timeline like? How much time was spent in planning vs. animation? How fluid vs. locked was the edit?

I had all of my final year, from September 2009 to June 2010, at the RCA to work on Thursday. I spent the first three months coming up with designs and experimenting with 3D patterns before putting together an animatic. I did a lot of “test screenings” to get first responses, and probably did five different animatics before I arrived at something that I was happy to lock down. A lot of shots were changed, all the way through to the last minute.

How early on did sound factor into the project?

Sound was a big part of the project and I worked closely with Berlin-based Sound Designer Marian Mentrup, who I had met at the Leipzig Documentary and Animation Festival in 2009 when Thursday was in its early stages.

After seeing my grid-like designs for the cityscape Marian suggested that the soundscape could follow an equally regimented structure. He suggested that we edit the film to a metronome, so that all the shots fit into a sort of time-grid. We wanted to create the impression that the lives of the people in Thursday are organized in a very stubborn way, that they’re going through a strict routine. A lot of people have mentioned that we’ve created a perfect stereotype of a German-German collaboration, but I hope you can take it with a pinch of salt.

Working with this fixed timing reference made it possible to exchange blocks of sound and animation in the process. Often Marian would give me the sound effects for, say, the cleaning vehicle, the alarm clock or the traffic in the city, and I would do the animation based on this time reference.

What were your biggest challenges? Any happy accidents?

One of the biggest challenges was to convince people that the characters were going to work, although they’re pretty sterile and graphic and I think a lot of characterization came through the movement. I also spent a lot of the last few weeks of the project changing the shots at the very end until I came up with something that I was pleased with. I wanted some the narrative to tie up at the end without forcing a conclusion.

A lot of the sound effects were developed by Marian, playing around on his newly bought analog synthesizer. I was a bit skeptical about his improvisations at first, but it turned out to be a really handy way of blocking out the atmosphere for each shot in real time.

What are you personal feelings on cities?

I’d be scared not to live in a big city. If your neighbors don’t know you they’re not going to judge you for staying in your bedroom for two months to finish your graduation film.

In lieu of a celestial viewing room, where would you take someone on a date?

My most recent date with my girlfriend was a long walk through the docklands in East London, past the Thames Flood Barrier, the Tate and Lyle Sugar Factory and a big rusty Recycling Plant, all the places that are normally hidden from view. The biggest benefits was that it looked nothing like the London we see every day. Anywhere to get a bit of perspective, even if it’s not up in space…

Where I didn’t take my girlfriend was the BAFTAs, something I’ll probably be made to regret for a long time. Apparently I have a particular sort of blindness when it comes to spotting celebs, which is no help in a situation like that at all, and she would have been pretty happy to help out. I took Marian instead, which seemed fair, seeing as he made one half of the film.

Why Thursday?

I called it Thursday because I wanted a title that evokes a very mundane, familiar setting. Thursday is approaching the weekend, so you might treat yourself to a little escape from your everyday life, knowing you’ll still have to come back to it the next day. I also considered calling it “Lovebirds”. My last film was called August. The titles seemed to work for the films, although I should really try to snap out of the pattern of using time descriptions next time.

What are you up to next?

At the moment I’m directing two spring-themed sequences for Cbeebies, the Pre-School Kids’ branch of the BBC. It’s character based, 2D and quite snappy, cutesy and colorful stuff and very fun and refreshing to work on.

I’ve also been experimenting with Raster or Picket Fence Animation, the process where you merge several frames of animation into a single still image which animates by dragging a grid across it. I’d like to develop this into a sort of Animation/Graphic Novel hybrid.

I’d definitely like to make another Short Film a little further down the line, which will be a lot more open in terms of technique and will probably involve camera and object tracking and more loose, graphic imagery.

Right now my emphasis is more on commissioned work though and when I’m not directing at Beakus I’m freelancing at different places in London, from more traditional animation studios through to branding and motion graphics. I’m really happy to live in London, where it’s possible to jump between companies and keep developing your work in different contexts.

If you’re lucky enough to be in one of the following cities, Thursday (and some other great shorts) will be on the big screen at these upcoming festivals:

April 12 – 17: Filmfest Dresden, Germany
April 26 – May 1: AniFest 2011, Prague, Czech Republic, in competition
May 3 – 8: 18 Internationales Trickfilm Festival Stuttgart (ITFS), Stuttgart, Germany, in Student Film Competition
May 3 – 8: Animayo, Las Palmas de Gran Canaria, Spain
June 6 – 11: Annecy International Animation Festival, Annecy, France

Credits
Sound Design and Music by Marian Mentrup
“Thursday’s Space Waltz” written and performed by Marian Mentrup
Published by Kobrow Musikverlag
Additional Animation by Aaron Lampert
Additional Modeling by Mattias Bjurström
Foley Artist Günther Röhn
Mixed at Talking Animals Studio Berlin

Thank You:
RCA Animation 2010, Lauri Warsta, Kristian Andrews, Sylvie Bringas, Sergio Cameira, Tony Fish, Tim Webb, Deborah Levy, Jenny Bull, Steve Smith, Rotor Film Berlin, Passion Pictures, Anette Jung

© Royal College of Art and Matthias Hoegg
2010

Posted on Motionographer

A Look Inside The New General Motors with Noah Conopask.

Click here to view the embedded video.

Did you know General Motors has this top-secret facility for all things awesome? In the current brand film on GM’s revitalized company website, Shilo’s director Noah Conopask gets a hall pass to document the going-ons in the Technical Center in Warren, Michigan. Catch the interview with Mr. Conopask below for some anecdotal references to GM’s sci-fi and sexy like facility.

Sheina: Hey Noah. I just wanted to start off and say great job! I really liked this piece.

Noah: Thank you, thank you.

Sheina: Seeing it on the GM website with “the new General Motors,” as the encompassing motto of the company and the film as the centerpiece, how do you think the piece compliments that statement?

Noah: It all starts with the people at GM. The employees are a myriad of multicultural individuals who bring different perspectives to the table. GM use to be seen as a traditional establishment, so they needed to communicate that that’s no longer the case. My job was to bring an artful perspective, to show the fusion of design, art, science and engineering in this revived company.

Sheina: And this particular project is different than a broadcast commercial, it’s a brand film on the web.

Noah: Right, the new media frontier for today is online. It has allowed us (Shilo) to make more cinematic commercial content and it has allowed commercial directors to break away from the confines of the broadcast format. As for the brand film part, the piece needs to captures the spirit, ethos and the guiding principle of the brand. That principal for the new GM is innovation. They have to innovate and be a force to reckon with in bringing in new ideas and turning them into fruition. So, in terms of the structure of the piece it made sense to move in a singular thread: the inception, the idea, construction, testing and realization of product innovation.

Sheina: Sometimes in these brand films the direction of the piece would include interviews with lets say, the VP of the company, a message coming directly from the horse’s mouth which can feel forced. But with this it felt more insightful.

111210_GM_SHORT_1280x720

Noah: Working with Eric Dean and Manny Bernandez, the Creative Directors at the agency Digitas, they really wanted to make something special. Eric created this vision and is really passionate about cars. Manny’s drive was to make this as cinematic as possible and the collaboration we had was great. With their enthusiasm for the piece,  I wanted to make a more visceral work versus saying something directly. To make something sensitive, confidant and considered in this stylized documentary. To have a subtle dialogue with the viewer so that they can walk away with their own thoughts about it. I think commercial work is so much more powerful when you don’t have to explain to the viewer about what they’re seeing. Doing it this way is much more memorable and everything has to be purposeful enough to do that.

Sheina: Sounds like you gave yourself a tall order.

Noah: Well, this particular film incorporates so many things that Im drawn to and love, so it was a great job to work on. From the artistic aspect thats close to me in my everyday, my love for exciting technologies, and the techy machinery with it’s own integral design features. Also, given the opportunity to create these portraits of real people was incredibly interesting. There’s something special about shooting real talented individuals in their natural stage.

Sheina: So, did you stroll into the GM building and shoot?

Noah: No not at all. The GM campus is a top secret facility where you don’t just walk in and out of. The logistics of getting into their inner belly was really difficult. We had to move as one group with an escort, they tape over our cell phones and no cameras were allowed. So I couldn’t shoot my own photography which is something I usually like to do to block scenes when I scout. I had to have someone else shoot for me and approve the shots. And at one point when we passed by the garage, they had a fully realized clay model of a new vehicle which wasn’t permitted to be seen, so their team ran over and shut the doors immediately.

Sheina: Car manufacturing is no joke! Speaking of clay, one of my favorite parts in the film is seeing that giamongous block of clay-dough.

Noah: That was one of my favorite parts of the shoot as well. Roman the artist, was the coolest. Watching him work the clay was almost sensual in the way he manipulated the material and how in tune he was with it. I mean he was really into it! He was so passionate about the art form and was excited to talk about it. During that long shot of him pulling the tool down the side of the sculpture, the entire crew was mesmerized and everyone on set was silent . All eyes were glued to Roman, it was amazing. I feel like it was one of the most beautiful things I’ve ever shot.

GM_Short_04_A

Sheina: Wow, who knew clay was so sexy?! Well, I guess Demi and Patrick knew that from the get go in Ghost. But besides the seductive factor of dirt and water, there’s also a lot of cool imagery of exciting technology in the facility.

Noah: Yeah, I was psyched to get access and I requested to see things that were out of the ordinary. But it was funny, because when you talked to the people at GM, they definitely took for granted the work and technology they were so use to seeing everyday. There was this fabrication machine that would create these beautiful crystalized structures, which we dubbed the Fortress of Solitude. In front of this machine was a vat of liquid plastic where a lazer would shoot into it to fuze together and formulate a beautiful piece of lattice. As soon as I saw this I wanted to shoot it. I mean come on, how could I not?

Sheina: Oh, and that windtunnel?!

Noah: That was the crown jewel of spaces to be in, the Aerodynamics Lab. It was like walking into the Deathstar. It is so massive and so cool. You just heard this constant hum from the wind and the fan looks like a missile. It felt James Bond like.

Sheina: The last thing I want to touch up on is the time lapse. I thought that was a nice touch.

Noah: I wanted it to feel like a day in the life at GM. We chose that magic hour of the sun rising up over the entrance, representing this bright hope and promise, a day of innovation.

111210_GM_SHORT_1280x720_2

Going Nitro

dpv

Last week, you may have noticed some downtime here at Motionographer. I’m glad to say that those times are behind us, and we are now running on Media Temple’s drool-worthy Nitro server.

Yes, I’m giddy. Giddy like a schoolgirl.

So what happened?

Ever since we killed Tween and launched Motionographer back in early 2006, our traffic has been steadily climbing. Last week, we hit 75,000 pageviews in a single day. That’s pretty incredible.

Unfortunately, it pushed our server to its limits. In addition to running waaaaay too many WordPress plugins (I lost count after 20), I’d made some earlier customizations to the server’s configuration that finally caught up with us.

(mt) to the rescue

Given this scenario, most hosts would simply shrug their shoulders and say, “Hey, it’s your problem. Deal with it.” But once again, Media Temple swooped in to save the day. Over the phone and via email, they worked through every detail with me to make sure everything was running smoothly.

And they’re still on the case, monitoring the server, watching for rogue scripts to rear their ugly heads and keeping in touch with me at every turn. My sincerest props to Ryan Afdahl and his crew for their help. They’ve been amazing.

Posted on Motionographer

Tintori and NABIL: Breaking your internets

tintori-chairlift

It’s happened to you at least once — a color explosion on your screen created by an ill-fated download or a codec mismatch. A compression algorithm slip-up can introduce surprising colors and patterns but retain strange motion memories of the original video.

A little over a week ago, Ray Tintori premiered his music video for Chairlift’s “Evident Utensil”, which wrangles the technique, “data moshing,” into a fun, effortless, mind-bending trip with the members of Chairlift. Every time you start to wrap your head around whats happening, the band breaks through the frame, tearing the pixels with them.

A couple days ago, another data moshing video was released — much to the debate of the internet echo chamber. Directed by NABIL, Kanye West’s “Welcome to Heartbreak” has a grittier take on the datamoshing technique. Ghost Town Media contributed the post effects and look like they had a really good time dragging the footage through the digital wringer.

Both parties acknowledge Takeshi Murata as a key influence. In Monster Movie and Untitled (Pink Dot), Murata used 80s movies Caveman and Rambo: First Blood as moshing fodder. The only video documentation I’ve been able to find is on YouTube — it’s quite impressive, though it’s hard to tell which compression artifacting is from the original and which is added on for extra YouTube flavor. Murata is still making artwork and gave a screening/talk last Tuesday in New York that I’m sad I missed.

Other artists who have explored datamoshing include PaperRad, David O’Reilly, Owi Mahn & Laura Baginski, Kris Moyes, and Sven König. The technique also brings to mind more painterly pixel-bleeding artists such as Robert Seidel and Takagi Masakatsu, who I’m not sure used the same process, but give a similar feeling, especially Masakatsu’s Bloomy Girls.

As with any technique, there’s probably more people than the ones mentioned who have tinkered but we’ve tried to link to many of the pixel explorers — please fill in any blanks in the comments.

nabil-heartbreak

We were fortunate enough to get a thorough overview of the process behind the Kanye “Welcome to Heartbreak” music video from Ghost Town Media. A special thanks to Matt Primm and everyone at Ghost Town for taking the time to share their pixel-tripping story…

nabil-heartbreak2

Moshing with Kanye from Ghost Town Media

Background

We started our foray into the data mosh with a video we did with Ray Tintori for the band MGMT. He and we had seen a lot of artists, such as Takeshi Murata and Ben Hernstrom, as well as others trying out a lot of different really cool compression hacking videos. We worked with him to come up with a way of using what they had pioneered to bring it into the pop cultural realm.

During this process we actually were in contact with folks like Bob Weisz who were tinkering with the process as well and we were bouncing ideas back and forth during the post process on MGMT – Electric Feel when we were trying to incorporate this mosh technique into the video. Another resource we had found when the whole process started was aPpRoPiRaTe! which had some great information to help create the building blocks of the process.

When we showed a final version of the video, MGMT and the Executives didn’t like the effect so the only version of that video exists on our website and doesn’t feature all that much data moshing. After a couple of months some other directors took notice of some of the tests we had done for MGMT – Electric Feel and showed some interest in trying to more heavily incorporate the technique into a future project.

We tried for a long time to get it into videos with different artists but no one wanted to take the chance. After some time had passed, Nabil was able to contact Kanye which kicked off the whole process. Kanye loved the idea and he felt the digital nature of the technique worked with his new album, which had a great deal of distortion and digital effects on it.

Shooting and Editing: Anticipating the Mosh

We talked at length with Nabil and thought through as many elements to film as we could that we initially thought might work well with how we understood the mosh process working. Nabil wanted to choreograph the movements of Kanye and Cudi in a way that would give us the most leeway with how the mosh effect works.

The shoot was completely green screen because everyone wanted to be able to control all parts of the performance and content because when the footage was compiled, it gave us the most freedom to do more than the mosh itself, but also allowed us to bring in other software and vfx styles to complement and accentuate what the broken footage was doing.

Motionographer Edit: Here’s some new input direct from Nabil on the shoot:
That video is definitely revolved more around that technique as a whole in its simplest form. I wanted to use it more of strategic way, using calculated moshes, colors and textures to compliment the effect. Different parts of the songs represented different feelings and I wanted to come with a visual representation of the flow and textures that are I feel are very important in this song. I shot different things in super slow motion with the Phantom just for transitional movement and textures. For example at 1:05 that is a balloon filled with red glitter and flour exploding that creates the mosh that breaks through…and at 2:11 that is really a rock breaking through a big sheet of glass a few feet in front of the camera. I had 2 pieces of glass and Eric the production designer had 2 chances to throw it right, and he did. At 2:32 those balls of light that are wiping Kanye are sparks from a grinder I shot hitting a pieces of metal, and aimed the sparks right at the lens. Ghosttown and i sat down and experimented with how each explosion, flare and wipe could be most dynamic in the video.

Once we got the footage in, we edited the video with the concepts of mosh in mind and the fact that we knew things were going to change. When I say that we edited with the concepts of mosh in mind, I mean that we knew somewhat of what the mosh would do based on the shots interacting with one another (relative screen position, movement of shots etc.).

We had some idea that some shots would lend themselves to crazier more distorted changes while others would be more subtle. Once we got through the edit, even though we knew we’d be changing it, we prepped it as though it were the final cut. This would serve as the basis for the rest of the video. It was an edit that went through the entire video.

The way we prepped it (a process that will be discussed further) is basically adding a frame to the beginning of every cut or every mosh that we knew we’d do. So some of the edits were in what would become a seamless shot later. If a long shot had a beat that we wanted to hit with a mosh we’d cut it at the beat and add a frame. Once we were done with that, we prepped it for vfx and from then on we’d have to go through an entire 24 hour process of what I’m about to discuss before we could hear it in sync.

nabil-heartbreak3

From Flying Blind in VFX land to Following the Rabbit

Once it went to vfx, it became really interesting. Basically, we went shot by shot through the video adding and trying different effects to enhance the mosh and enhance the movement of the video. We were using vfx to tell the narrative of the video.

We knew right away that we wanted the video to be dark and industrial and have a great amount of throwback video effects. So that is the basis that we started from. It felt right because the music was so digital and dark. We jumped in head first and started doing some tests with the beginning of the video.

Initially, we were flying blind in VFX land. Usually, when we’re done with vfx and color you know what the final product will be, but in this case vfx was step 2 in a 5 step process. The only thing we knew would stay would be the color palette and general motion we were animating. It took us several versions of the video to really be in a place where we could accurately predict what the mosh would do. This, in turn, affected the edit substantially so we tweaked where we needed to and then got grinding from there.

It was really important for us that this wasn’t just a video based on the pixel-bending technique, if so there really would be no need to make this, we feel like we needed to bring something new to this genre. The video quickly became more about breakage and failure in that we wanted to find different areas in which the failures in technology are quite beautiful. We approached this less as a vfx piece and more of graphic design project as the compositions would be paramount in sustaining the video.

Kanye himself kind of becomes a white rabbit as the viewer is almost playing a game of trying to guess where Kanye might pop out of next. The overall process was much more fluid than post usually is and while it certainly had some frustrating points where something didn’t mosh the way you wanted it to, but there were also so many moments where it just blew us away unexpectedly.

The moshing process essentially became an extra active member in the project as no two renders were ever identical, each one breaking in its own unique way, it felt at time more of a lab experiment than anything else, which was fun.

nabil-heartbreak5

The Nitty Gritty: I Frames and Delta Frames

Now we will go into the process. Once they rendered the first tests we went head first into the data mosh. Basically, the way we did it is we made the test with no compression and no audio. As we were testing, the audio screwed up the compression so it wouldn’t come out correctly. So we made the no compression quicktime and then we took it into a program that upped the data rate significantly and compressed it into an avi codec. What happens at this step is that it enunciates each cut to be an I frame.

An I frame or key frame is a frame that holds all the information for color and structure for a series of other frames called delta frames. Basically, the I frame happens at the beginning of a cut and after that there are delta frames that move the key frame through time. Imagine a video of a man who raises his hand. The key frame would be the first frame and its like a picture of the man. All the frames after that would just be the color information and structure of the actual hand being raised.

That is how you can compress videos to such small sizes. It does not have all the information for each frame it just deals with the changes that occur from that frame to the next key frame. whhooohh. thats a mouthful.

Motionographer Note: Sven König, who made the aforementioned aPpRoPiRaTe!, has a really great tool for exploring delta frames here, where you can step through a sample clip to see the pixels codecs come up with in order to save bandwidth while (hopefully) maintaining image quality.

Anyway, once we had our avi compressed version of the video it went from about 7 or 8GB in no compression to about 125MB in its compressed form. Then we’d take this compressed avi and bring it into another program that would illustrate for us all of the key frames. Then it was as simple as going through the entire video and finding all of the key frames and simply deleting them.

It was a bit harder than this though because of the fact that many of the shots that were continuous shots didn’t always have key frames even though we had made cuts so we really had to be precise with which frames we took out or else we’d constantly be going in and out of sync and taking content out that we wanted and other such mishaps. Suffice it to say there were many times when this terribly tedious process had to be redone.

After we had our perfect mosh we’d bring it back into Final Cut and Final Cut did not like this so we’d have to render out the entire video still before we could see it. Final Cut on a nice new machine took about six hours to fully render the video back out to uncompressed quicktime. That is when we could get some sleep during the 24 hour process. Once we were done rendering, we could see all of our mistakes but also everything that looked so amazing. Then we’d get happy accidents and sad redos but with each time we got better and better with fixing and estimating what would happen.

After we’d get through with a full version, we’d bring it back into After Effects and use our green screen footage and digital effects to clean certain parts that Nabil and Kanye felt were too much. Also, we’d be able to throw in more data moshes or enhance a scene even more. In all, we went through about 45-50 different versions of the video. Each one getting a little closer to the goal.

Technique vs. Idea

In regards to the simultaneous release, we believe it was simply coincidence. Any other communication that may have come out about the project before it was released is simply beyond us. We have spent months working on this video (starting somewhere around October when the concept and opportunity came into play with Nabil) and after having the video largely complete in early January we spent from then til now finalizing and perfecting the video.

In the end, this video features a fun new technique. The term technique is specifically used instead of idea, an idea is a concept, a story, a sequence. We don’t claim to be the first to have done this, we’d be deluded to say that. As always we stand on the shoulders of giants like Moyes and Murata all we can hope is that we have added another semi successful example of this process.

We’re kind of a strange hybrid of gearheads and artist over here, we felt this technique was a great opportunity to play with both sides of our interests. We don’t covet the process, actually quite the opposite, we hope that people keep doing this, we kind of want to see what’s next. We’d be thrilled if we see a new slew of videos with this effect on there. Nothing is sacred in this industry, certainly not techniques, it all comes down to just doing it, if it’s good, people will see it and people will like it. Love it or hate it we just hope it makes an impression.

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Welcome to Heartbreak Credits

Artist: Kanye West
Track: Welcome to Heartbreak
Label: Island / Def Jam
Director: NABIL
Executive Producer: Jeff Pantaleo
Producer: Kathleen Heffernan, Kelley Gould
Production Company: Partizan
DP: Josh Reis
Production Designer: Eric Archer
Stylist: Theodore Gilliam
Editor and Compression Effects: Ryan Treese Bartley
Visual Effects and Design: Jeff Lichtfuss and Brandon Parvini
Post: Ghost Town Media

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Evident Utensil Credits

Artist: Chairlift
Track: Evident Utensil
Label: Columbia
Director: Ray Tintori
Producer/Editor: Bob Weisz
Production Company: Court 13 Omnimedia
DP: Robert Leitzell
Visual Effects: Robert Leitzell and Jordan Fish
Styling: Lizzy Owens and Willow Mayer

Note: Credits for both videos gathered from a couple different sources, including Video Static and Chairlift’s MySpace. Please email if you have any modifications.

Posted on Motionographer

Tintori and NABIL: Breaking your internets