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E-book Animating Unpredictable Effects : Nonlinearity in Hollywood’s R&D Complex
The computer science department at Stanford University offers a course called Computer Graphics: Animation and Simulation. Many departments at other universities have offered a similar course, including the University of North Carolina, University of California, California Polytechnic, and Carnegie Mellon. A title like Animation and Simulation will sound to some like a betrayal of the principles of animation. To many fans, students, and scholars, animation represents an anarchic, unpredictable, representa-tionally unrestricted form of moving image, while simulation represents the rationalizing numerical authority of objectivity and control. This is not just a course where computer science students learn to make tools for ani-mators to use either. Courses such as these are as much about making moving images as they are about making software, and graduates with experience in this domain are as likely to work for visual effects (VFX), animation, or game studios as they are software companies. Indeed, Stanford’s computer science department has a strong connection with special effects studio Industrial Light and Magic. Though this type of ani-mation is easy to dismiss because of its relationship to engineering, this is exactly why we should pay close attention to it. It represents a particular conceptualization of the relationship between engineering and animation production that has been taking shape since the late 1970s. It also pro-vides a window into a paradigm of control shared between contemporary animation and numerous other facets of society that employ simulations of nonlinear systems, which have shaped everything from finance to the way we understand climate change since the 1940s.The weekly classes of Stanford’s Animation and Simulation course include titles like procedural modeling, collision processing, character FX, particle-based fluids, and character animation FX. These types of anima-tions create motion not through the manual control of sequential images but through algorithms that are designed to produce automated unpre-dictable outputs. Studios often use these methods to animate natural phe-nomena: the flow of hair, the splash of water, vortices in smoke, or the behavior of groups of animals. Textbooks on computer graphics and ani-mation create a similar grouping of topics.1 Any map of contemporary animation, VFX, or large-budget video game production workflows also includes such a category as its own branch of production. This grouping of techniques and tools goes by several names like, “procedural,” “dynamic,” “simulated,” or “technical” animation. Sometimes they are simply referred to as “FX.
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