Notes from the Underground Part Five — Escaping Muybridge's Curse (Can We?)
It is as if we lived in a world of floating icebergs and pretended that all of the icebergs were equally visible, be it above or below the water surface.
"Mechanistically speaking," Muybridge's model may be valuable, but perceptually, humanely, artistically, it is extremely limited and limiting, even utterly false ("tic-tac-toe ain't swoosh!").
From a ("my") phenomenological viewpoint, there is more "truth" in a cartoon character "spinning its wheels" on the spot as it is about to take off, than in all the highly technical renderings of a "realistic" running character made with the most up-to-date 3D software and any and all approaches based on this model!
The animation industry (and many independent authors) are aiming at more and more "photo-realism," ruling out ambiguity and confusion, hunting them down with a vengeance, and in doing so, they are progressively editing out of animation, especially out of its visible aspect, all that makes us human, all that makes our experience so unique.
It is obvious to me that as long as we will place the emphasis on the mechanical figure (anatomy, morphology, the figure totally isolated from its context, containing it all in the concept of a world made of solid objects moving about in empty space) and animation as a rendering of the motion of a 3D mechanical figure in a 3D "container," we will be stuck in the same old box, a box of our own making. (Mind you, this equally applies to 2D animation, it really is rooted in and conditioned by the world view of the animator.)
It really does not matter how much more powerful our tools will become. Whether we can animate individual strands of hair, or even, going to the absurd limit of this approach, whether we can animate from individual molecules or even from the atoms up, we are looking at the "problem" the wrong way.
One cannot create a (convincing) whole starting from the parts. One may end up with some smartly put-together puppet, but a puppet deprived of soul, always.
There's got to be more to it than that!
I felt some trepidation when I first saw Bingo. Here was 3D software at its (then) best, which managed to use its power to serve the subjective experience, switching "levels of the credible" as the story dictated, no longer merely operating in the realm of the "habitual."

I find that what has followed has been very disappointing for me; we seem to have gone the way of more "photo-realistic" detailing instead of the way of greater subjective leaps.
























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