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Introduction to 3D Animation
3D modelling and Animation in Art
Art and 3D Animation
For the last couple of weeks the lectures have
focused on the fundamentals of 3D modelling &
Animation and its applications in a variety of
industries.
Let’s take a break from the technical component of
the course and see examples of how Artists are
integrating 3D modelling and Animation into their art
practice and discuss how may use the skills we
developed in the course in future work.
Brenna Murphy
http://bmruernpnhay.com
New York based artist and musician
engages with analog, virtual, post-digital methods of creation (VR, games,
3D print, 2D image and animation, etc.)
“Murphy uses computer programs to craft digital forms inspired by her
observations of the physical world. Made using a variety of programs
such as Photoshop, Dreamweaver, and Blender, her complex, abstract
forms find synthesis between different digital disciplines. Murphy
combines her digital prints with found objects, collages, videos, and even
performance work in gallery spaces, seeking to cultivate relationships
between these forms and bring digital work into the realm of the
physical.” Nivhek
“I add and carve until the arrangement is balanced in a way that creates a
perfectly cohesive, vibrating ecosystem,” she says of her process.”
Sabrina Ratte
http://sabrinaratte.com
based in Montreal and Paris
Her interest in early video art led her to work with analog technologies
such as video synthesizers and video feedback. Later on, she integrated
3D animation to her process, which allowed for more complexe imageries
while creating a timeless aesthetic.
From utopian architecture to painterly textures, she investigates the fine
line between the virtual and the physical realm.
Her work includes single-channel videos, installations, sculptures, live
performances and prints.
Radiance III
Snow Yunxue Fu
https://snowyunxuefu.com/home.html
Chinese born Chicago based
“Snow Yunxue Fu’s artwork approaches the subject of the Sublime using
topographical computer rendered animation installations. She examines
and interprets the world around her through digital reality, where she draws
a parallel to the realms of the physical, the virtual, the metaphysical, and
multi-dimensionality.”
She exams and interprets the world around her through digital space and
virtual reality, where she draws a parallel to the realms of multi-
dimensionality, the physical, the virtual, and the metaphysical.
Karst 1 to 3
“Karst is multi-level virtual reality visual and sound experience / artwork that creates liminal spaces in between the representational and the
theatrical, the limited and the multi-dimensional, and the abstract and the real for people to visit and experience. The multiple scenes in
Karst reference a variety of places in our reality that is being limited to be visited because of various reasons, revealing human’s relationship
to the larger world.”
Ed Atkins
Ed Atkins works primarily with High Definition video and text, exploiting and
subverting the conventions of moving image and literature
Atkins’s work draws attention to the way in which we perceive, communicate
and filter information. His videos combine layered images with incomplete
or interrupted excerpts of singing, speech, subtitles and handwriting.
Working with a specialist in computer generated animation, Atkins exploits
the hyperreal surfaces produced by new software systems to create
complex, nightmarish environments populated by virtual characters, avatars
of ambiguous provenance and desires.
He frequently mashes up stock footage with footage of himself performing
as a digital avatar (all purchased from turboquid.com)
He uses motion capture techniques to capture the movement of his face.
Ian Cheng
http://iancheng.com
Creates lives simulations using video game engines
What is a simulation? “It is a private game we devise when the aliveness
of a situation is too complex to really know. It is drafting reality through
an ocean of forking behaviors to find an optimal end.
What is a live simulation? It is playing this game in public and not letting
it end when the game gets good. Darwin said the greatest live simulation
is nature herself, who incessantly tries and fails aloud, never stopping at
perfection. But nature is often too fast, too slow, too big, too small, for
us. We desire a live simulation at scale with human spacetime, but
unending in its variety and blind to our barometers of quality. A live
simulation that we can feel, but does not give a fig for us.”
Refik Anadol
Born in Istanbul, now based in Los Angeles
Generative Art
“He is working in the fields of site-specific public art with parametric data sculpture
approach and live audio/visual performance with immersive installation approach,
particularly his works explore the space among digital and physical entities by creating
a hybrid relationship between architecture and media arts with machine intelligence.”
Engram
“Each work grows out of the artist’s impressive experiments with the advanced
technology tools provided by the Neuroscape Laboratory at the University of California,
San Francisco. Anadol gathers data on the neural mechanisms of cognitive control
from an EEG (electroencephalogram) that measures changes in brain wave activity and
provides evidence of how the brain functions over time. These data sets constitute the
building blocks for the unique algorithms that the artist needs for the multi-dimensional
visual structures on display.”

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Datt2501 12

  • 1. Introduction to 3D Animation 3D modelling and Animation in Art
  • 2. Art and 3D Animation For the last couple of weeks the lectures have focused on the fundamentals of 3D modelling & Animation and its applications in a variety of industries. Let’s take a break from the technical component of the course and see examples of how Artists are integrating 3D modelling and Animation into their art practice and discuss how may use the skills we developed in the course in future work.
  • 3. Brenna Murphy http://bmruernpnhay.com New York based artist and musician engages with analog, virtual, post-digital methods of creation (VR, games, 3D print, 2D image and animation, etc.) “Murphy uses computer programs to craft digital forms inspired by her observations of the physical world. Made using a variety of programs such as Photoshop, Dreamweaver, and Blender, her complex, abstract forms find synthesis between different digital disciplines. Murphy combines her digital prints with found objects, collages, videos, and even performance work in gallery spaces, seeking to cultivate relationships between these forms and bring digital work into the realm of the physical.” Nivhek
  • 4. “I add and carve until the arrangement is balanced in a way that creates a perfectly cohesive, vibrating ecosystem,” she says of her process.”
  • 5. Sabrina Ratte http://sabrinaratte.com based in Montreal and Paris Her interest in early video art led her to work with analog technologies such as video synthesizers and video feedback. Later on, she integrated 3D animation to her process, which allowed for more complexe imageries while creating a timeless aesthetic. From utopian architecture to painterly textures, she investigates the fine line between the virtual and the physical realm. Her work includes single-channel videos, installations, sculptures, live performances and prints. Radiance III
  • 6.
  • 7. Snow Yunxue Fu https://snowyunxuefu.com/home.html Chinese born Chicago based “Snow Yunxue Fu’s artwork approaches the subject of the Sublime using topographical computer rendered animation installations. She examines and interprets the world around her through digital reality, where she draws a parallel to the realms of the physical, the virtual, the metaphysical, and multi-dimensionality.” She exams and interprets the world around her through digital space and virtual reality, where she draws a parallel to the realms of multi- dimensionality, the physical, the virtual, and the metaphysical. Karst 1 to 3
  • 8. “Karst is multi-level virtual reality visual and sound experience / artwork that creates liminal spaces in between the representational and the theatrical, the limited and the multi-dimensional, and the abstract and the real for people to visit and experience. The multiple scenes in Karst reference a variety of places in our reality that is being limited to be visited because of various reasons, revealing human’s relationship to the larger world.”
  • 9. Ed Atkins Ed Atkins works primarily with High Definition video and text, exploiting and subverting the conventions of moving image and literature Atkins’s work draws attention to the way in which we perceive, communicate and filter information. His videos combine layered images with incomplete or interrupted excerpts of singing, speech, subtitles and handwriting. Working with a specialist in computer generated animation, Atkins exploits the hyperreal surfaces produced by new software systems to create complex, nightmarish environments populated by virtual characters, avatars of ambiguous provenance and desires. He frequently mashes up stock footage with footage of himself performing as a digital avatar (all purchased from turboquid.com) He uses motion capture techniques to capture the movement of his face.
  • 10.
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  • 12. Ian Cheng http://iancheng.com Creates lives simulations using video game engines What is a simulation? “It is a private game we devise when the aliveness of a situation is too complex to really know. It is drafting reality through an ocean of forking behaviors to find an optimal end. What is a live simulation? It is playing this game in public and not letting it end when the game gets good. Darwin said the greatest live simulation is nature herself, who incessantly tries and fails aloud, never stopping at perfection. But nature is often too fast, too slow, too big, too small, for us. We desire a live simulation at scale with human spacetime, but unending in its variety and blind to our barometers of quality. A live simulation that we can feel, but does not give a fig for us.”
  • 13.
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  • 15. Refik Anadol Born in Istanbul, now based in Los Angeles Generative Art “He is working in the fields of site-specific public art with parametric data sculpture approach and live audio/visual performance with immersive installation approach, particularly his works explore the space among digital and physical entities by creating a hybrid relationship between architecture and media arts with machine intelligence.” Engram “Each work grows out of the artist’s impressive experiments with the advanced technology tools provided by the Neuroscape Laboratory at the University of California, San Francisco. Anadol gathers data on the neural mechanisms of cognitive control from an EEG (electroencephalogram) that measures changes in brain wave activity and provides evidence of how the brain functions over time. These data sets constitute the building blocks for the unique algorithms that the artist needs for the multi-dimensional visual structures on display.”