[...]rix 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
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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]
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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)
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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
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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
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#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
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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 o[...]