[...] (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
[...]