[...], or the architect. [...] My body lives in as many spaces as the society, the group, or the collectivity have formed: the Euclidean house, the street and its network, the open and closed garden, the church or the enclosed spaces of the sacred, the school and its spatial varieties containing fixed points, and the complex ensemble of flow-charts, those of language, of the factory, of the family, of the political party, and so forth. Consequently my body is not plunged into one space but into the intersection or the junctions of this multiplicity.” (Hermes, pp 44-45) (@Aela)
...................................
(feminist open-source --✕-->?) I am actually coming from a masculinist closed-source culture-thing, that is to say, my background is in masculinist black-boxed concepts of being and beyond, that means i have a different relationship with interference and parasitism
•how and when a concept becomes black-boxed? by which processes?
@Sven: what matters is the input/output, stimulus/response [--> “black-box of the beyond” (#zolmat writing)] --> transfer characteristics, data-flow, the ontology of the “internal working” : “open” exchanges inforamtion about its interactions }--> open-source is part of the tradition of anthropocene system thinking: network synthesis, system engineering, theory of the organism, evolutionary theory, thermodynamics, and world system perspective
...................................
what are the nodes of energy in interdigitalities intra-actions in human-machine relations?
***we are belonging to a set of cultures that regularly believes in the idiom of: organism =/= technology
--> this little ontological dichotomous device is doing serious worldings, making and destroying worlds
technologies of descriptive practices
technology is descriptive practice
technology: anything describable as a technology --> idiom اصطلاح
...................................
[title]
age of stone, and stories for computers
...................................
(#workshop in Stuttgart 11.04.2017 with Femke http://pad.constantvzw.org/p/possiblebodies.rigging)
provisional sketch for a workshop on “Rigging,” notes and nodes
on the notion and practice of Rig in CG
(CG as in “computational gesture”)
[title]
on Rigging and skinning: stories for cultivating creation and creatures of the industrial empire.
a practice in: rhetoric of technical reasoning in inorganic skeletal animacies.
•I begin with the position that believes in the essential ambiguity of technology
•let's look at some terms and notions and the ways they are enacted, practiced, and embodied, and to practice some hermeneutic fluency in phenomenological conditions in what we call character animation
KEYWORDS: soft bodies, skin, skinnig, Rig, Rigging, unwrapping, fold, CG, animation, locomotion, kinectics, skeleton, mechanics, interface, technology,
...................................
Rigs are about:
-ways of arranging space, time and matter : like a sentence, that sticks words sequentially together in a certain way. Rig would be a way those elements are attached to one another in time and space.
[*] --> one-dimenisional skeletal Rigs are generally intereseting for my research, because of the specific sequential order that many forms of culture take. (for example, “tradition” is from that famility of Rigs, a string of things in a particular order and not another. [---> go to totem columns]. “language” is another one.)
◦what are the degrees of flexibilty, stretch and tention between the nodes in a Rig?
◦what a substitution in a string-Rig might change the ways that being is animated, and therefore change the meaning?
-that means: change the Rig, and you will change the ways space and time are arranged
-that means: thinking about Rigs is like thinking about the language, or better: ontological commitments embedded in language. and since we are interested in materiality [that means: material human-technology relations], i would ask: what are the material objects that this language commits us to? to be more exact: what are the material objects that the language-Rig commits the CG-hacker to?
-ontological assumptions embeded in any “device” (English grammar, CG Rigs, architect's tools, a definition in language, etc.)
-Rigs are clever technological provisional constructions, (always) setup for a specific naturalization.
-Rigs articulate animacies, that is to say: they are almost linguistic structures that shape or determine our animations
-Rigs do consequential work
-how elements are arranged together, how they are composed, how they are brought into relation in the space of a field, narrative, text, environment, etc
whenever you give a definition (a metaphor, a concept) and work with it, and find yourself committed to certain findings, tracings and meanings because of that: you are working with a Rig. that is to say: Rigs are definitional structures, not arguments themselves, but their conditions.
then the question would be: when do you know that it is time to dismantle a Rig? how to recognize, learn to reuse or repurpose old Rigs?
in CG the business of Rigging and Rig-making is handed to the engineering talent and point of view, it has made a pure technical problem.
skeletal, it's all about the ‘arm’
http://www.toxik.sk/img/maya2011_ya.jpg
an arm is a spaciotemporal particularity
the organisms that crafted in their bodies the subphylum vertebrata, a terrestrial technology for moving the flesh.
the images we make are made in the image of the one-with-arms
mechanical
bipedal
facial
quadrupedal
many arms and legs
spinal
surficial
hair
feather
rain Rig by محمد عبدالله
eqFUnFPcuwg
an Optimus Prime transformation Rig by Eske Yoshinob
VDrAzeNS2pk?t=28
(strictly) possible tranformational arrangements
how a being is Rigged into transformational particularities
in this sense, the question of the Rig is ontoloical, specially in a world populated by devices and techniques, interfaces and folds upon folds, constructions that do things for another constructions, Rigs that translate
kinematic equations, inverse kinematics, the math of it is called the Jacobian inverse technique
https://upload.wikimedia.org/wikipedia/commons/7/76/Arc-welding.jpg
https://upload.wikimedia.org/wikipedia/commons/2/2c/Modele_cinematique_corps_humain.svg
“In robotics, inverse kinematics makes use of the kinematics equations to determine the joint parameters that provide a desired position for each of the robot's end-effectors. Specification of the movement of a robot so that its end-effectors achieve the desired tasks is known as motion planning.”
https://en.wikipedia.org/wiki/Inverse_kinematics
{\frac {\partial p_{i}}{\partial x_{k}}}\approx {\frac {p_{i}(x_{{0,k}}+h)-p_{i}(x_{0})}{h}}
...................................
Maya's interfacial iconograhies
...................................
how do we animate quadrupeds, invertebrates, phyla, rotifera (wheel-animals), and so on; for each a mathematics must be invented in order and terms of digital computationality.
“anatomy” is always “imaginary anatomy” (in CG, comtemporary dance, medicine, love, etc.)
a skin has to deal with:
“Global Stiffness Structural Optimization”
Rig talks to mesh, telling it how to move, how to be.
how we evolved from jelly to skelletal? something tense, intensified in space, some flesh attached to it. how the concrete mineral came back to assert itself in the terms of bones of the organism?
(a mesh is a matrix of points in which the neighboring points only matter to eachother. mesh is the result of the study of topology in mathematical notions of space and structure, with demands of an industry interested in the representation of surface. mesh is interested by creatures that have a skin, and have stakes in tactility?)
Rig is that constructed logic or grammar that allows mesh deformation in one way and not another. made of enfolded layers of code and constraint
story of the bone
the flow of matter and energy, flow of intensification between sortal processes, organisms, and minerals.
this is about how matter is defined, in everyday CG work
how certain kinetic skeletal rigs naturalize the relationships between volume and surface and skeleton --> which is always symbolic
...................................
notes by other participants of the workshop:
http://pad.constantvzw.org/p/possiblebodies.sina.workshop
some post-workshop notes:
questions of:
•causality: how Rig-thinking can help to have a better understanding of causal relationships between the ‘moved’ and ‘mover’?
•control: how can we have a more interesting ontology of constraints that allows more interesting articulations of control---(that one-way flow of influence between the soft and the rigid)?
•process and becoming: how the technological nature of the Rig and its relations with the image of the organism in CG can be Rigged for a different articulation of the lived-body? and to which extend the Rig can be helpfull to think about the becoming of the beings-of-the-CG (that means: hacker + 3D model)?
•identity: How within an industry such as Pixar, deeply invested in what is a feeling and affectious living characher, a whole new set of technologies and ontologies must be made and destroyed, learned and unlearned, for a different question of identity: what is a living thing? how Rig matter in a world that is made of Rigs that make Rigs for beings to articulate themselves in, through, and with them? inventing and being invented by them
•model: animation = life; asking what brings us to life, makes us alive? (what we animate and what animates us)
•reading and space of the text: the practice we did with pop-up-book making, a joint page of a book when opened wide, the meaning and influence of the reading animates itself like a Rig, coming into movement, flow and inflow as the result of the muscular skeletal gesture of a “reader” who has two hands: mechanical animacies of the act of reading set in time and space by the “writer”
•which rigs rig rigs? (with Strathernian rhetorics) ---- Rig-making practices are ontological technological choreographies that (in the case of CG) make mesh matter*-----they are involved in ‘making mesh flesh’
[14.05.2017]
...................................
rig: a higher-level description of the motion of the part (of mesh) it is influencing (--> set of “bones” may not be hierarchical or interconnected)
[a] simplified user interface allowing animators to control often complex algorithms and a huge amount of geometry --> control the deformation of the mesh data (=/= imitate real anatomy or physical processes)
modern rigging = hacking (in 3D softwares)
...................................
Disney --> body-ege: feeling good about oneself
(via) the playful mastery over anthropomorphized machines
(Rickels > Hanns Sachs:) the last time machines were used for play and not work was during the time of the Greeks and Romans : culture's value of the human body ==> machine used for amusement
**narcissistic investment (of interest) in the body protects against submission to the machine** --> conceived no longer as plaything but as his own prosthetic extension
movement of fantasmatization
to fantasize aggression = to turn it around upon oneself
guild: the currency of the father function
both genders (at the beginning) are phallically aggressive when it comes to mother
Kafka and de Sade despised the body for its limitations and boundaries
body (which is always also the maternal body) comes only to its mutilation [~ skinning], rebuilding, and reanimation [rig]
body has been left behind in the wake of its media-technical range --> it can no longer be plugged back into any so-called *sensorium* or *corpus*
media --> (from the point of view of) identification with the dead [#rig #nonhuman]--> every medium acquires its only prosthetic aim on a target range of *projection* and *haunting*
media-technical innovation
3D animation industry --> new modes of disposal of the dead
-not on the side of life
phantasm of the missing child
(retrofashion and charge of child abuse)
modern military + *techno-mediatic expansion*
memory pictures
tableaux vivants
technologization
massification
teenagerization --> totally SM, friendly, cool, into being popular
...................................
the spaces between decent bodies
#waiting for render: relations between hacker as organism and the computing beast
what is being processed? intra-actions of both CPU and gut.
*waiting for a slow render to finish, i used to enjoy the process. unfinished renders, slow computers, lag, and queer forms of waiting
[title]
/waiting bodies and slow computing
/differentiated constitutions of the waiting body and the nunhuman computational labor
compositional waiting --> Stewart's attunement
the labor of the CPU, the graphical interfance, and the waiting body of the hacker are in an orientation (--> what am i asking here?)
(Alberti: among the Matis) the practice of ‘curare watching’ (the hours spent observing the process in excess of practical necessity) ["waiting,” looking at unfinished render...] is fundamental to the efficacy of the poison --> the physical and mental experience of making something has an impact on its ultimate properties
...................................
#a comparative software study: principles of worlding in Maya/Blener, Softimage, Houdini
which definitions are postponed?
•objective: that which is instantly defined
•subjective: that which its definition is postponed
change--{time, space, matter}-->
touch--{time, space, matter}--> data flow
in Maya
representation is postponed --> subjective mode of Maya --> an sculpturalist ontology?
in Softimage
the distinction between spatiotemporal modifiers is postponed --> dynamics paradigm?
(the viewport partial renderer in Softimage is part of the phenomenological experience of enacted interface =/= Maya's renderer pops up in another window) 4697942
in Houdini
the definition of the onject is postponed
*which differences are delayed in different 3D software applications?
(the difficulties of clean translation between them)
(when I was working as a 3D generalist I always reworked the default scence, setting up rigs to begin with...)
begining with:
•void
•camera
•light
•chaos
•soup
•turtle's back
•absolute geometry
•ornament
•
how the Latin language in software interfaces dominates the mode of thinking and conditions synthesis?
•how, for example, a Farsi inhabiter might craft a different spatial synthesis in terms of a different linguistic ontology?
[b + a = ba] =/= [آ + ب ~=> با] {a different effect}
•interface question
•phenomenological question
•in Farsi the joint attachments undergo transfiguration, different viscous relational property, adhesion refigured
what would be an interesting interface question posed to each of the 3D softwares?
one language ---{Bauhaus? De Stijl? nasta'ligh نستعلیق?}--to--> another language
...................................
painfully queer
*questions for my ajayeb's Rigs and pop-up book:
my rigs and pop-up book are descriptive concepts, that means: they obtain their meaning by reference to a particular physical apparatus ==>? a constructed cut between the object and the agencies of observation
•pop-up book: an instrument with fixed parts ==> concept of “position”
•Rigs on the other hand tries not to exclude other concepts such as “momentum” from having meaning
--> ajayeb's variables require an instrument with moveable parts for their definition (?)
*exclusions (= physical & conceptual constraints) are co-constitutive*
*objectivity (= possibility of unambiguous communication, boundry articulations) --> reference must be made to bodies in order for concepts to have meaning (?)*
•my Rigs and books are about how discursive practices are related to material phenomena
(*)reading: “text” is the interface between the matrialization of “reality” and subjectivation of “reader” --> inseparability of language and reality in ajayeb
(“We are suspended in language in such a way that we cannot say what is up and what is down, T[...]