Form or function.

A couple of weeks ago I was talking to Ross Hogg about the BAFTAs which Monkey Love Experiments had just lost. The conversation steered towards what is in essence the same discussion that architects and furniture designers often debate: whether form should religiously follow function or material attributes. Talking about a film the discussion becomes whether the technique chosen should complement the narrative (or the narrative influence the technique), or whether – as an animator – you just use your technique to tell any given story.

Ross’ work is very textural, and his approach is to start with a story, and then find the textures and techniques which will work to help the story to thrive. This allows his work to have a very intimate feel to it, even if the story is not personal. The thing that was amusing in our conversation was that he saw this as being the best approach, whereas I don’t see any problem with adapting a story to fit a technique. Problems arise when technique and product don’t have any logical link and – in fact – it would be more practical to make the product in a different way altogether. I think that Monkey Love Experiments is a good example of how techniques can be mixed to tell a story in a hyperreal manner. We were able to manipulate physical space through photography and editing, use live-action to tie the space and narrative down to known reality, and insert stop-motion animation into this setting, making Gandhi very alive.

In design, a good example of the marriage between form and function is what happened in the Bauhaus era with an example like Breuer’s B34 chair, a structure that could not have been made before the development of tubular steel and which expresses the material without any embellishment. Conversely unconnected designs are represented by most of what surrounds us today, as most products are decorative boxes styled by zeitgeist-trends to sell technology which an accountant and marketing manager have decided is what we are to be rationed, rather than what industry is capable of. Often what we think of as ‘good design’ today is something that is aesthetically neutral. Though Jonathan Ive’s Apple products look at home in Tadao Ando’s architecture, there is something infinitely more honest about making a statement with materials as the fabric of the design of a building. The design of electronic devices is ethically no different no steampunk styling.

I do get excited by hybrid workflows when they do add to what you are able to achieve. Around a year ago I commissioned Jared to make Lauren’s engagement ring: I knew he was the right person to take on the job because of his background working both with fine jewellery and with the machine-shop end of piercing jewellery. This was pertinent because the ring in question is a palladium cast of a cable-tie (or zip-tie) set with a diamond. It so happened that we were visiting his workshop when he was starting to experiment with an interesting workflow. He’d been commissioned to make a rather large ring, and had started building it in silver using traditional techniques, chasing, piercing and brazing from sheet material. But he was also experimenting with the jewellery package in Rhino 3d, and subsequently he had the ring ‘printed’ from wax: he was able to optimise the material thickness much more delicately than he had been able to in the traditionally made ring, which was exquisite when investment-cast: a technique that is more than 5000 years old. I think this is the first time that I have seen stereolithography (3d printing) used effectively as part of a process, rather than being used for the sake of its existence.

I have been asked if I had ever used stereolithography in any of my work, and I haven’t mainly because I have not seen a need for it, or a need that exceeded the tedium of creating a 3d model and getting the print made. Joseph and I had looked into it back in 2005 when we were working on Solo Duets, but found it to be more efficient to sculpt a portrait. Basically we wanted the puppet to be a portrait of Joseph, but at 1:6 scale. We’d even had a 3d mesh made of his face using what we were able to access, but I ended up just spending a couple of evenings sculpting a bit of clay, as computers of the era didn’t seem capable of handling the 6 million floating point mesh that we had of Joseph’s face, and we’d already wasted weeks on this approach. Materialise had been available as a stereolithographic facility for years, but for what we needed oldschool techniques were faster and probably offered finer detail. I didn’t understand at the time, however, why figurines from games (or films) like Final Fantasy and Toy Story weren’t printed directly from the models used to make the films, but rather seemed to be interpreted by sculptors and rarely looked like the film characters.

I seem to have ended up on a tangent involving animation and stereolithography. I would be curious to see the process used within filmmaking, but it would have to become a completely inherent part of the process. Most of the time you start with hand drawings or sculptures to develop a 3d model anyway, and this is why I don’t often see a point in making a 3d model in order to create a sculpture unless there were another reason to have the 3d model in its own right. For example it might be an interesting addition to the workflow of making a film to use Machinima as a storyboarding technique, with the intent of then printing puppets and using stop-motion to produce the final product. The occasionally arbitrary aspects of Machinima could add an interesting layer, either helping to homogenise conflict of opinion, or even helping work out the timing of movement, since the gaming engines all have physics of movement already built into them.

In conclusion, there never is an absolute right or wrong, but as I wrote yesterday it is often worth thinking about why you might chose to do something one or another way, and be ready to explain it. Most often it is good practice to chose to do something in a logical and complementing manner – and often the simplest approach will be the most rewarding. Occasionally it is worth looking at an approach that is a bit awkward but that will add an interesting quality to that which you are doing. Unless you are at the forefront of something completely outrageous like Memphis, it is rarely worth spending time on something which is destined to become outdated at short notice, unless you are comfortable adapting ahead of the trends you might be contributing to.

Tobias Feltus:
Share