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Part 1 | Part 2 This page was written and designed by Stephen Clark of gitchi.net. The Making of "The Girl I Love" Video Clip - Part Two
Scene 11: The plane tries to get in line with the other planes but instead she goes into a spin and nearly crashes into a horizontal strut. This indicates the girl's unsuccessful attempts to find a place in this new world. The other planes represent people who are working as part of a system, people who have already found their niche in society. No one cares about her – everyone ignores her and won't give her a chance. Every move she makes results in failure, increasing chaos and the likelihood of destruction. The plane behaves rather unaerodynamically in the spin, and any plane expert would tell me that it's physically impossible for any plane to do that, let alone a 737. But since this is all metaphorical I'm not going to go out of my way to obey the rules of physics – I just want to express the chaos and turmoil in the girl's mind.
For this scene I had to make feet for the man – I also had to model different clothes for the girl, including a skirt that looks a bit strange when she's sitting on the table. This scene took a long time to render because it had so much detail and so many lights. Each tableau had a light coming in from the side and one from the ceiling. Light leaks from one compartment to the next – this unfortunately means that the ceilings get darker as you go down, and the floors get lighter. I tried to reduce this undesirable effect somewhat by fading out the top light after the camera moves away from the top compartment. Scene 13: The plane comes in for a very rough landing on a hard concrete surface. Originally I had intended to have a wing breaking off as well, but that detail was forgotten about until too late. This scene represents the girl hitting "rock bottom" – some sort of disastrous event which nearly destroys her emotionally, causing her to think she has failed. The plane's arc of descent was achieved by having it rotate around a non-central pivot-point a long distance away. I didn't use a gravity-simulator and collision-detection for the crash – instead I just applied a few sudden chaotic rotations and hoped for the best.I adjusted the position of the animation key-points so that they looked more realistic, then I added a couple of simple particle-emitters to create the illusion of sparks. After a test-render I realised that the plane spins around mid-crash for no apparent reason, as if it's hitting some invisible obstacle. So I added a little skyscraper in just the right spot, to make it look like the plane's slide was disrupted by that. The presence of a lone skyscraper is like an indication of what's to come – the first building of many.
Scene 15: As the plane melts further, a female figure rises out of it. This is a pivotal scene as it represents the girl's "rebirth" and the shedding of old preconceptions. At this point the plane symbolizes her emotional baggage and also the false notions she had about the entertainment industry – it melts because she is leaving her old ignorant self behind and starting a new life. She had to hit rock bottom in order to learn important lessons about herself. And in the background, a city starts to form. From this point onwards, as we progress from the nightmare to the happy ending, things become gradually less metaphorical and more real. To melt the plane here I used a non-uniform scale. The girl's head was the second head that I made, and I stayed up for a whole night making it. It was based on comic-book drawings by J. Scott Campbell, of a character named "Roxy" or "Freefall" in the comic book "Gen 13". The drawings were particularly suitable in that the girl has a look of shocked surprise, her eyes open wide. In the construction of this head I followed the tutorial a little bit but not as much as for the man's head, and I was doing my own thing which resulted in the girl's forehead having a strange kind of lumpy aspect. The tutorial also had a section about how to make beautiful flowing hair, and I also followed that very approximately, by creating polygons on top of the head then extruding the edges outward and downward in long flat planes, then making them less flat by splitting the polygons lengthways and adjusting the vertices of the split edges. The hair material had to be double-sided. It still looked like a piece of plastic draped over her head – I added some squashed spheres in an attempt to make a connection between her scalp and the hair, but you can't really see them.
The legs and arms were just chamfered cylinders with taper added – I could have made a proper mesh and joined it onto the body with no seams, but I knew that it would be too hard to do realistically if I wanted the arms to move and bend. For instance, with the man I had his arms as part of his body-mesh and moved them by putting bones inside them and applying a skin modifier to bind the bones to the outside mesh. But the way his arms bent, it just looked ridiculous. The skin didn't fold in at the elbow. I didn't want the girl's arms to be like that, so I made each part of the arm as a rigid cylinder. I also flattened the wrists so that they would fit better with the shape of the hand, and I used the same hand as I'd used for the man. Then I made copies of the arms and modified them accordingly to make the legs. The torso contains bones, for the purpose of bending her at the waist and the neck. But when I bend her at the waist by rotating the lower-chest bone, I have to move the bone backwards as well, otherwise she gets a hideous crinkle in her stomach. In this scene, she starts in a squatting position and then rises up to a standing position. As for the buildings in the background, I applied animated modifiers like bend and noise to the buildings and reversed the animation keys so that the transformations happened in reverse. Also, you might notice that some of the buildings materialize from the top down – this is because they are emerging from the star-field which is on a giant sphere enclosing everything. The sphere moves back slowly, exposing the buildings. It was an accidental effect which I decided to keep.
The building which rises up with wobbling noise is the Citibank Centre, an actual building in Los Angeles although this version of it has less levels. After creating it I had to slice it into more polygons, otherwise the "noise" wouldn't have worked. Another building I had to subdivide was the one in the foreground, on which I used a "spherify" modifier. The mountain was the same mountain as the one from the beginning – it was created using a noisy radial gradient ramp displacement map which increases in strength over time. It has a coloured gradient map in the diffuse channel, which makes it brown at the top and green at the bottom. I think it also has a fractal noise bump map. And in this scene, the mountain not only grows but also rotates and changes colour. As for the Hollywood sign, I had to go searching on the net to get that special font. I made all the letters rise together, then I adjusted the keys of each letter individually to offset the timing of each one by a set amount. Later I realised that the Hollywood sign would appear too soon if I just had them stay in the same place while the mountain was forming, so I had to move them sideways as well. The result was not quite what I planned, but I decided to leave it alone 'cause it looked more interesting than if the letters just rose up vertically.
Scene 19: Girl walks towards new car. This city contains about eighty-one buildings, nine blocks of nine. I made the eighty-one boxes and then adjusted the height of them in groups. About five different texture-maps were applied randomly to various boxes with several different styles of windows. Some of them were left as just boxes without windows. I added further variation by adding extra small boxes to the roofs of some of them – others had cylinders, poles and corner-blocks added. Some of the buildings were extra special, like the Los Angeles Library Tower which is a complex series of chopped cylinders with two different sorts of windows – I had to get several photos of that building in order to model the shapes correctly.
In an early version of this video, the girl's legs don't start to move until about a second after she enters the shot. Someone pointed out to me that this was a little distracting. So I had to render that short section again and insert it in the second edit, but that didn't happen until after the deadline.
Scene 21: The man holds a phone-receiver in his hand. The phone receiver is another loft-object, as is the cord. I wasn't sure what was actually going to happen in this scene, but in the end I decided that the room should fill with noisy volume-fog while the camera moves, and as an afterthought I made the walls and ceiling grow, along with the window-frame which goes out of alignment with the window in the process. This is to indicate that the man's whole world is falling apart now that his girlfriend is gone.
Scene 23: The buildings from the girl's point of view as she rides down the street. This in the only scene in which I used "render effects" – the sun has a "glow" effect along with a "star" effect and a "ring" effect. All three disappear as the sun goes behind buildings – this is what is known as "occlusion". Scene 24: The camera moves down the street, seeing first the Citibank Centre, then the Library Tower, then a giant wine-bottle, then a giant wine-glass. This is further indication of the girl's improved lifestyle. The lyrics say "She's gonna be a celebrity, and drink champagne all day". One would think a person who drinks champagne all day would have some sort of alcholic drinking-problem, but I don't think that's what the lyrics intended. The wine-glass has ray-trace reflection and refraction. It also has some sort of champagne inside it, though it's really just a section of the glass cut-off and scaled down to fit inside. The liquid doesn't have any ray-trace effects, it's just transparent. This scene took about twenty-two hours to render (it's rendering now, as I type this).
Scene 26: Buildings. The camera elevates over the city, and we see the ocean and a plane flying by. This shows that planes no longer have the negative associations they had before. Scene 27: The atrium, again.
In the early version of the video, the one that was submitted to the teachers, there was a box-object with a photo of the band mapped onto it, in place of the boat. This was not a bad solution as it was quick-rendering and it's a nice idea to have all the band members on display. But it was not in keeping with my original artistic vision. I studied some photos of boats and made a new one based on a common boat design. Also for this scene I had to make the girl look less surprised and more demure. It was actually very hard to change her facial expression so that her mouth was closed. I did it after several messy attempts, but that was before I joined the head onto the body. So later I had to join the unsurprised head onto the same body, and that involved more painstaking vertex adjustment and welding.
This music-video project went very well – it may have run behind schedule, but in the end it was finished by the deadline and the visual appeal of the images was just as good as I hoped. If all goes well, this video will be shown on TV and the publicity will aid the band's promotion. And when people see it, maybe they'll think "oooh, that must have been expensive to make." And they'd be completely wrong. part 1 home Images and words on these pages are in the public domain. They may be copied and distributed freely. |