FRAME by FRAME
by
Nicholas Waller
_________________________________________
The vampire devil
smashed the doors apart. Steve was scared but stood firm, watching as it
dropped and sniffed the swirling dusty moonlit air... He tried to remember its
perfectly delineated bristling fur and every tiny muscle twitch... He tried to
write a note, but the letters squeezed from his hand. He tried to click but
nothing happened.
The
beast was alive, part of a complete world Steve could sense beyond, and as its
eyes locked with his specular glints subtly shifted and the gnarled lips curled
baring drooling sharp teeth, and-
Steve
Davidson woke and found himself looking up at silhouetted polygons that only
slowly resolved themselves: a cone-shaped lamp, a desk, and a molded-foam
vampire head wearing dark glasses and a hat.
He
sat up. He was on a sleeping bag in his office at the studio. Storyboards and
reference photos covered the walls,
books, memos and wildlife videos swamped the desk; his SGI workstation
loomed from the mess like an iceberg in the night. Or day. It was hard to tell.
Like most workspaces in Silver Egg Digital FX, Steve's office was shuttered
against the Californian sunlight so he could see the colours on his screen
better.
Too
late, he remembered his dream beast; it slipped away as he reached for it,
leaving only the impression of a perfect memory.
8.13
am. Damn. At around six he'd taken a short break to rest his eyes; he wasn't
supposed to fall asleep. Not this week. Now there wasn't much time to get the
latest iteration of his vampire animation out for dailies.
He
sat down at the computer, pushing the gluey remains of a Pad Thai aside.
The
animation character - deep torso, lanky long arms and knobbly knees - stood
flat on the screen, waiting. When finally rendered with hundreds of megabytes
of texture maps he would be big and hairy, but right now he was a stripped-down
wireframe model and ready to roll. Alerted by a noise, he had to jump up, bound
down a slope over fallen statues and boulders as the camera moved to follow,
and end up in a face-off with a live action human hero standing knee-deep in
the river below. Cut.
Steve made the perspective
window full screen, substituted a high polygon model and ran a preview. The
beast looked up; head a little snappy. He looked round. Stiff. Then he just
popped off the ground like a light frog and scampered inelegantly down the
obstacle course, his legs alternately boneless and wooden.
It
looked terrible. All 219 frames plus handles. There was little sense of real
muscle and sinew articulating the joints, transporting a five hundred pound
creature through a gravity field. There was no weight, no mass.
And
of course there were no real muscles, just a hierarchically linked collection
of polygons and NURBS patches, foot bone mouse-click connected to the shinbone
in inverse kinematic chains, bouncing down a jumble of 3D-modelled virtual set
objects with all the zing of a toy pulled over scattered play bricks by a
two-year-old.
If
only he could talk to the character. Look scary! OK, now growl and please use
your legs more believably...
"You
useless piece of trash!" said Steve.
It
was going to be embarrassing to present, especially since Drissa Yilla was just
rocking with his multi-vampire fight animations.
Why couldn't he?
The
location was good, an Atlantean temple on a sunlit hillside. The complex live
geometry had been measured by laser, rebuilt accurately in 3D and the two
match-moved with no problems.
The
creature looked believable enough. Sculpted by art director Todd Rankin, the
digitised result was the basis of four computer models ranging from simple and
speedy for blocking to a maxi-megabyte deal with hundreds of controls to manage
all the variables needed to create a functioning character. Once Steve's
animation was approved, the technical directors would colour and light and
shade it, adding dust and other interactive elements to enhance the illusion that
Old Vampy was integrated with the location plate.
But
so far his animation had neither the solidity nor the spark that made it look
alive and no amount of TD trickery would fix that. Somebody had to fix it,
though, because Vampire: Born of Atlantis! was a movie largely about these
beasts of love and blood; if the creature didn't work, neither would the story
and SED/FX would fail in helping the director realise his artistic vision.
"Stupid
vampire!" he yelled. "Act!"
He
stood up in frustration. If you don't know what to do next, get coffee.
Windowless
but fluorescing, the kitchen was an oasis in the dimmed corridors of the
studio. As Steve stood blinking in the light, the hiss of the coffee machine
became a stream he could almost see bubbling through a dappled glade-
"Hi,
Steve, how's it going?"
"Mmm?"
said Steve, turning. "Todd. I can't nail GT144_3." Todd would
understand; he'd done the FX storyboards, laying out key frames on paper, so he
knew as well as anyone what the director wanted to see.
Todd
scrutinised Steve's face. "Another all-nighter?"
"My vampire looks like a paper
cutout," said Steve. And Todd had a real feel for mass and tonal values;
what's more he'd managed to suggest a sinister, hooded look to the vampire's
eyes that no one had been able to recapture in the computer model. In pencil!
"Really," said Steve, "even your scratty little boards are
better!"
"Well,
thanks. What's the problem?"
"Hmm?
Everything. Articulation, translation through space, its path... No sense of mass, of presence."
"Your
wildlife refs don't help?"
"They
only tell me a low-rez video of a wolf looks more real than anything I've ever
done." It was true. How could a mangy animal with no training in 3D
modelling make his own limited collection of TV-resolution pixels look alive?
"Have
you acted the shot yourself?"
"C'mon
Todd! No!"
Todd
poured his coffee. "We shouldn't have let the performance classes
go."
Steve
had to smile at the thought: adults twirling around the local high school gym,
trying to become more involved animators by imagining themselves as cats and
elephants instead of simply prodding at their wireframes with digital sticks.
"I never liked that. Acting like an octopus..."
"I'm
serious," said Todd. "And when was the last time you went to a zoo,
saw some big real animals up close?"
"Well,
what about your life classes, while you're on the case?"
"Them too."
Steve
laughed; Todd just wasn't living in the real world. "We're on a deadline.
Lucy Hatter's not going to let us all sit around drawing naked girls, getting
in touch with our inner animals!"
"Everybody
needs to see live subjects. Sketch the muscle groups, know their weight."
Todd smiled. "Feel their pain."
Steve
shook his head. "What we need right now are more intelligent software
tools." He checked his watch. "Sorry, but I got a shot to get
out."
"Show
me."
"Well,
OK," said Steve, reluctantly. He got to his knees to mime the action.
"Vampy's chomping a blonde priestess. Splash! he hears. Whuh!? he says.
Human!! And he springs up... and..."
Steve
just squatted there.
"How
do you feel what happens next?"
"He
jumps down. I won't do it, because I'll break my wrists."
"OK." Todd thought a moment. "I imagine
him leaning out into space, heavy, swinging his arms forward like a swim racer
diving into a pool. Purposeful. And not afraid of breaking his wrists."
Steve
shut his eyes. Was that right? "I want him to be your worst nightmare,
right in your face. We have to see him. Super-detailed."
"Really?
Don't show the monster! they used to say."
Steve
stood up. "That's because they couldn't do what we can."
"Well-"
Todd was interrupted by a page echoing from a hundred phones: "Heads of
Departments meeting in the conference room."
"Gotta
go," he said. "I'm going to raise this. The classes and field
trips."
Steve
nodded and followed him out, forgetting his own coffee.
The
building was filling up. The technical directors would be at their workstations
already, checking the overnight renders. More people were coming in through the
daylit reception area, all looking enviably solid after a night in their own
beds and a breakfast in their stomachs, trailing wispy ribbons of sunstuff
behind them. Steve felt stretched and light-headed by comparison. Floating.
He
blinked. Also in reception was a brooding vampire.
It
was just an animatronic puppet, the augmented man-in-a-scary-suit used on set;
at first it had given people quite a shock, but now they hardly saw it at all.
"Steve!"
It
came from the dark video room; Steve saw two shapes silhouetted against
flickering monitors.
"Helen?"
"Erika's
about to run my comp!"
"Well,
I - "
"C'mon,
its OS1_1 - the Opening Shot!"
"OK,
OK." He wasn't going to fix his problem in the next five minutes anyway.
Erika
fired up the clip. It opened as a digital 2D painting with a fade up to a new
moon. 3D particle system clouds whipped in front and the virtual camera tilted
down, through lightning-studded murk, to reveal a sea horizon and the red-tiled
rooftops of distant Atlantean city suburbs, painted out of digitised
large-format stills of Greek villages and animated by adding rippling flags,
seagulls and waves breaking on the shore.
Middle-distance
temples and other buildings were digital models built by SED/FX artists to a
plan by Todd Rankin, 3D painted and bump-mapped for texture, lit to match and
comped into the storm; lightning modelled the virtual structures while a
foreground practical rainwater element shot against black started crashing out
of the sky.
"OK,
now look at this," said Helen.
The shot segued into a motion-control
move that descended round a stage dragon statue splashing with rain, before
wiping off a roof edge to reveal an actor standing in a location courtyard
sixty feet below, and into a live crane down huge dripping Greek pillars amidst
flashes of 70KW practical lightning.
Impressive
- the 2D background, 3D models, animated elements and location shot were all
visible in the frame together, tracked and matched seamlessly.
The scene ended on the
priest, his arms raised in a ritual gesture he clearly thought inadequate
against the coming vampire attack.
"What
do you think?"
"Well,
there's something not quite right about-" said Steve, but just then Lucy
Hatter, SED/FX's producer on Vampire, Atlantis!, put her head round the door.
"Steve,
your shot must be finished!"
"No,
not yet..."
"Then
quit acting as effects supervisor." She looked at him and shook her head.
"You look just awful. We'll have to upgrade your flesh shader."
Steve
sat at his desk. Helen's Atlantis composite was technically excellent, but
there was a spark missing from the whole: you couldn't quite imagine being in
the streets of the place.
Why?
He
sat up. Because what you saw was all there was: an architect's model of an
ideal city, missing a sense of life off the frame or in the buildings.
So
remove the single architect. What planner ever designed, coloured, lit and wore
out a city all by himself? None; it was the social result of people occupying
space over time.
To
do it in the computer properly, you would lay out only the basic city plan and
some key buildings, then populate the scene with cyberlife norn agents. Give
them an upper culture limit and details of the economy and building materials
and iterate a hundred generations and what would you get? A natural-looking
environment with buildings put up and torn down, houses lit and lived in by
their inhabitants and streets constructed on least discomfort trails in a
realistically random way: a digital town that had built and bump-mapped itself.
You'd have a sense of things going on around the film frame. The virtual camera
would be a window into a real place, like a real movie camera.
But
if it got too elaborate, would the AI agents think they were alive, and if the
computer crashed, would there be norn bodies lying about in the streets, dead
butterflies no longer dreaming they were Chuang Tzu?
He
shook his head.
Concentrate.
Iterate.
Steve
put Old Vampy through his act. Head up, look round, and down the boulders like
a bunch of coconuts. Oof. The hero in the river would die laughing, not in
terror.
He
sent the shot off to Erika, telling her it was as ready as it was going to be,
and sat back, frustrated. Bugs Bunny would be more believable.
Was
that true, and if so, why?
Probably
because our intellects could appreciate the character-driven wit of Bugs while
his Toony outline did not alert the hunter-gatherer in us to his so-called
rabbithood.
Vampy
and all the other digital beasties, from mice to 200-foot lizards stomping
Manhattan, were different: looking at least partially realistic, they
presumably triggered food and danger alarms deep in our psyches, prompting
closer inspection and so greater disappointment when the illusion broke down.
Call that a man-eating monster? our primal instincts might ask. Why, you should
have seen the sabre-toothed tigers we had to deal with back in the old days!
He
blinked. Must keep focus.
Perhaps
old ways were better: using a physical vampire armature to translate manual
movements in Harryhausen space to the x,y,z digital realm. A data glove and a
VR headset would be an improvement on that, enabling him to step inside the
virtual world himself, to walk around and make his changes directly to the CG
model.
Or
perhaps he should try Todd's character performance thing and really get into
it, heart and soul, animating with his whole body instead of simply pushing his
mouse about.
Steve closed his eyes and
imagined what a vampire would really do on an ancient Mediterranean midday.
The
town he conjured up was too Californian-Spanish, but never mind; as he drifted
into a lucid daydream he became a solid vampire walking among the sunlit carved
stones of young Atlantis, stalking prey with a clatter of unsheathed claws. He
bared his teeth, unfurled his leathery wings, spread them wide, and...
Erika
knocked on his open door.
"Didn't
hear the page? Wake up! Dailies!"
Everyone
else was in the darkened conference room by the time Steve came in and sat on
the floor.
"The
production cannot miss their delivery date," studio president Mark
Anderson was saying, again.
"We'll
make the deadline," said Lucy. "You'll get a revised schedule today.
Things are tight but not disastrous. We've wire-removed, rotoed and comped
every greenscreen shot we can. Progress is good..." She checked her
laptop. "All down the animation pipeline - even on GT144_3, am I
right?"
Steve
nodded glumly as Drissa, Steve's immediate boss, spoke. "We think we're on
top-"
"Think?"
said Mark. "You're 'gonna make the deadline'."
"We'll
do it," said Richard Bach, effects supervisor.
"OK,
OK," said Mark, swivelling his chair. "Let's roll."
Erika
started with some routine comps - actors emoting in front of what was now
Atlantis, not the greenscreen they'd shot against in Holland. It looked OK on
the monitor, but the real test would be the filmout screening, where you'd see
if the digital matte-painted background looked like a believably distant,
spacious outdoor panorama or simply a stupid flat wall just behind the actors.
Character
shots next. Steve leaned forward. The latest iteration of Drissa's major Three
Vampires Fighting scene: three large pinkish creatures, slightly differentiated
in size, shape and colour, duked it out in the amphitheatre by moonlight for
the neck of the youngest virgin. Drissa was now fully using the complex model
controls for fine-tuned animation to tweak little things the audience would not
notice directly but might feel missing if they weren't there: subtle spine
flexing, jiggling muscles, spreading toes... Beautifully interacting, the three
angry vampires punched and bit and rolled on the ground as the camera followed,
moving, up, down, left, BLAM! camera shake too.
Why
couldn't he get that? Drissa's models were not rendered with hair yet, or
properly lit, but were meatily impressive all the same.
It
certainly looked good on the monitor; but as he watched the clip run through
again Steve suddenly thought the vampires might prove a little too fast scaled
up twenty feet tall on the movie screen. It could look like a scrap between
agile domestic cats instead of the five-hundred pound lumbering bull vampires
they were supposed to be, complete with inertia and a wide turning circle.
He
made a note. Better if models have their own mass and tensions to work with in
every limb and organ; imbued with a sense of their own capabilities.
"What d'you think,
Steve?" asked Drissa.
"Need
to see it on the big screen," he said. "Still a little way to
go." But Brian Newhall, the director, now in Verona prepping Undead Romeo
and Juliet, was sure to approve this by the end of the week.
Next
up was Steve's own effort. He cringed as his lame creation skipped lightly down
its boulders, but nobody made any sarcastic comments.
Debbie
Stepanovic's shot came on for film-out approval. A terrified vampire, fleeing
down a palace corridor from the rage of the mob, finds itself faced with a wall
of fire. It looked good; the creature visibly seemed to think before deciding
to vault the flames. But again there was something not quite right...
"So,
Richard; go to film?" asked Lucy.
"Can
I see it again?" asked Steve.
The
vampire shied back, then jumped - and seemed to carry on rising! A lack of
plausible mass once more. "It's like he's full of helium!" said
Steve.
"It
is not!" said Debbie.
"He's
very heavy..." said Steve.
"It's
strong, too," said someone.
Muscles
powerful enough to accelerate a big torso that way would probably blow the
joints apart first; couldn't they see? "He can't ping up like a
grasshopper!" said Steve.
"I
know that!" said Debbie. "And he doesn't!"
Drissa
Yilla sighed. "I get what Steve means, and it'll be floatier on the big
screen. Good eye."
After
the meeting ended in triumph with Helen's Opening comp, Debbie walked away
briskly, avoiding Steve.
"I
got approval," said Todd, stepping in front of him. "Despite you!
Life drawing after this show wraps. Dance classes!"
"Great,
Todd; gotta run."
"And
a big animal park trip too- Hey,
wait!"
"OK,
count me in on all of it!" said Steve over his shoulder.
He
caught up with Debbie at reception, picking up her mail. "You could have
raised that before," she said.
"Sorry."
Steve narrowed his eyes against the midday sunlight blazing outside the plate
glass windows. "I called it soon as I saw it."
"Yeah;
'Good eye.'" Debbie glanced at him. "If a little bloodshot."
"But
if you can crack this gravity thing," he said, rubbing his eyes,
"you'll look fantastic!"
Debbie
smiled, hooking a thumb at the heavy animatronic vampire in the corner.
"Why don't I just drop him on you? See if you can crack this gravity
thing?" She walked off, leaving Steve to look at Vampy, who just stood there,
all surface and no innards.
Demoted
to a texture and colour reference once principal photography ended, the puppet
was still an impressively disgusting object with big yellow teeth and clumps of
scraggly hair. He had an undeniable presence simply by being weighty and
three-dimensional.
Steve
peered inside the opened back. It was hard to imagine a man in there, less
wearing a costume than installed in a machine. Rubber, plastics and nylon
covered a bulbous muscle suit, the kevlar carbon fibre head had a forty-servo
underskull with facial articulation run off portable control boards, and the
thing even had AC and R/T for the performer, according to the specs.
Claustrophobic, for sure.
The
filmed puppet looked good sometimes, especially when backlit and in deep
shadow. But when it moved in a brightly-lit scene it was simply too stiff and
stuffed to look real, for all the dexterity of the gymnast inside. A real
creature, even standing still, has so much more going on than can be
mechanically modelled: pumping blood-filled veins, breathing chest, subtly
adjusting balance and weight, ears rotating to catch a passing whisper, eyes
glinting, fur changing position in the shifting breeze, skin twitching as fleas
bite. A real animal is integrated with its ecology and not a solipsistic
individual divorced from life.
Steve
touched the wiry hair. No fleas on this skin; it was latex, airbrush-painted
with veins and pores. But computer-generated Vampy was as much a solitary
object too, not part of any world. He should be, and could be.
How
about a fully-developed norn with intelligence and memory and complex neural
networks made up of virtual biochemistry, dendrites, nodes and decision lobes,
evolved in a dynamic ecology of other virtual creatures and plants and made
aware of its own movement cycles and personal goals? You could then just leave
the vampires to get on with it and they would be fully part of their
environment.
Except
that for a movie they would have to be persuaded to act instead of simply being
manipulated - suppose they preferred hiding in darkness to performing? Steve
smiled as he stroked the puppet fur. The problem would be worse.
"Goat
hair, yak hair... individually sewn," said Richard Bach behind him.
"The puppeteers were great guys. And yet-"
"It
looked shit?" said Steve.
Richard
glanced at him. "Animatronics isn't that easy..."
"Neither's
CG. But I know we can get closer to a perfect holistic simulation... A complete
ecology."
"Is
that what we want?"
"Of
course..."
"Isn't
that more for system designers? Like,of power stations? We really want an
effective impression..."
"Sounds
like second-best," said Steve.
"A
perfect simulation is positively undesirable, even if achievable. Which I
doubt. We're looking for an emotional response, not engineering acclaim."
"That's
a lack of ambition," said Steve. "You know, I can dream the perfect
realistic shot."
"What?"
"It's
achievable, and I know I can get it!"
"But
dreaming means nothing!"
"Maybe.
Except my dreams seem so real and 3D. Solid creatures with their own minds, and
a whole world for them to live in."
"That's
true of everyone's dreams," said Richard.
"I
dreamed a perfect shot again last night: Vampy Smashes Down Door..."
"CD49_5?
You've done that, Steve, the neg's shipped. Great animation. Great TD
work."
"It
was OK, but it wasn't great!" said Steve. "Whereas in my dream, it's
perfect down to the last scraggle! How come I can build a model, animate it,
light and render it in real time, stick it in a complete gothic world and scare
the crap out of myself all when I'm asleep? It must be possible to use that
latent ability to create the software tools we need..."
"But
dreams don't work that way," said Richard. "They're really
impressionistic. Like matte paintings - impressions with strategic
distractions, and our brain fills in the gaps." He smiled. "Though I
did hear of a guy in Mill Valley who dreamed the solution to an image scanning
problem."
"That's
what I mean!"
"Yeah,
but... Look. When I first worked on a live movie set with all the lights and
action, I got really into it. I got so involved that every night I dreamt a
series of fantastically creative camera moves soaring through elaborate crane
shots. Probably everyone does that; strawberry pickers dream fields of perfect
strawberries. Doesn't mean they can grow one when they wake up."
Steve
was unconvinced. "If I can create a working world and animate the
inhabitants perfectly in a dream, then I can in the computer. I only have to
connect to the right places, and we'll have digital creatures that are as
concretely real as anything they can point a camera at on the live set."
Richard
laughed.
"Have
you been on a live set, Steve?" he said. "I mean, really been? For
months?"
"For
a few effects shots. Plates."
"Well,
there's hardly anything real they point the camera at; even for landscapes they
pick their angles to exclude unwanted junk like power lines. Pretty much
everything is an in-camera special effect, from make-up to gels. You know that.
By itself the camera just stares, indiscriminately; you have to manipulate
things - light and shade, action and composition - to direct the audience's
attention. Styrofoam painted to look like stone, and take twelve of a stumbling
actor: how real is that?"
And
just out of frame in every second of film ever shot is a whole ghostly army of
crew and equipment, from director to doughnut table, and a bubble halo of
camera light follows made-up people through contrived spaces, and as soon as
the the big eye and lights move on the characters evaporate, leaving the husk
of actors, and the dulled sets are struck; at the end of production the crew
scatters and all that remains is miles of film negative that only has coherent
narrative meaning when a projector light is shone though an edited positive
print onto a white screen with a sentient audience watching.
"Steve?"
"Sorry?"
Richard
looked closely at him. "Shouldn't you get some rest?"
Steve
drove with the roof down, warm air whipping his hair; home first to pick up a change
of clothes, and on to the pool.
He
had hardly been outdoors in the daytime for the last few days and looked around
with curiosity, though it was hard on his eyes. The sun beat down on shimmering
roads with a white intensity. The air was too hot, the hills too dry, the palm
trees aloof, and the ocean distant, harsh and glittering. The houses seemed to
be film sets in a Spanish-style siesta, closed and dozing with no one inside.
The
world was thinly alien, subtly changed in his absence. He used to feel like
this after staying up all night at college; out of place, a sole survivor of
the past in a false new day taken over by possessed people.
Other
cars slid by, paintwork gleaming, their occupants anonymous in humming
air-conditioned comfort behind their tinted windshields, norn avatars on their
way to a city-use convention.
He
jerked awake. Nearly ran a stop sign.
The
open-air pool was invitingly Hockney-blue. Steve concentrated on his body in
space as he bent his knees, leaned forward and pushed out, swinging his arms up
and forward and curving into a smooth arc that ended in a satisfying plunge
into cool water.
He
opened his eyes, stretched out and let his momentum carry him, enjoying the
water frothing round his tired mind. Perhaps Todd Rankin should see him now,
getting in touch with his inner dolphin. He smiled, bubbles dribbling past his
teeth.
He
swam the first length underwater. It felt good to get his whole body into
something physical for a change, to power through 3D space instead of sitting
around half the night growing fat on candy bars and sodas.
He
turned at the deep end and pushed off like a torpedo, then transformed
seamlessly into - what; an albatross soaring far over the tiles below?
Why
not?
Because
things can be too seamless; the audience has seen tigers morph into gas
stations, they're smart and know it's fluid, anything goes. Digital objects
have a too loose grasp of their identity over time.
Got
to hold that uniqueness.
At
the surface he took a deep breath before rhythmically pulling in a slow front
crawl, concentrating on his own solidity, his muscles working under his skin as
he swam, his joints rotating and sliding. Each arm was a chain, the hierarchy
of an inverse kinematics model with rotational constraints, his hand an
animated effector pulling the entire skeleton through the x,y,z space of
computer water. Maybe vampires would swim like him, if any survived the
drowning of Atlantis.
At
the end of the pool Steve turned onto his back and floated, gazing at the sky.
Was
computer water wet? Perhaps you could drown advanced CGI animals in a virtual
bath instead of deleting them from the database the old way.
He sculled gently, enjoying
the sense of lightly drifting between air and water, his heartbeat pumping in
his ears. He closed his eyes, imagining his body becoming discorporated, his
thoughts sliding freely out into the amniotic fluid of the oceans from which
life had slubbered to make our blood salty still.
Get
in touch with your inner brine.
It
was hard to see how the universe made the journey from heavy elements created
in the guts of exploding first-generation stars, via millions of earthly
species of life, to him floating idly in a chlorinated swimming pool in an
electronic civilization whose entertainment came from the simulation of
crashing ships and the rage of fictional creatures.
What
about making models of real animals instead, for people living in cities far
from nature? For everyone?
That's
a project, data-capturing the biosphere; the next stage of the counter-entropic
evolution of the universe from energy to matter to life to intelligence and
next: information.
Especially
as real animals are now compromised; domestic cows and dogs and chickens have
been artificial in essence for ten thousand years, and as for wildlife, big
game animals are barely tolerated in the margins and are no longer powerful,
independent species with their own territories; in fact, their time is done.
Humanity is supremely dominant and we no longer really need actual animals for
food and clothing and medical testing or to measure ourselves against; they
take up living space and carry diseases and eat the crops, so it's lucky
technical development has got so far just when we need it to digitise
disappearing species and preserve their encoded forms for the educational
nature videos of the endless future; and Steve slipped shells down his archived
multi-generational memory files, digging into ancient psychic levels to grasp
the primal motion of the perfect archaic creature, and as he drifted on the
cusp of consciousness he experienced flashes of darkness, shadows moving in
deep history far below him: the structure of creatures not extant, among them
large saurians that had come once and gone forever, and the bewildering potential
shapes of animals that might have been and should have been but never had
evolved in this iteration of the multiverse.
The
aquatic vampire, for instance.
He
felt a shiver down his spine and stood up with a splash, coughing and
spluttering.
He
raised his mouse hand into the air, letting the wetness element run through his
fingers. Tiny points of sunlight danced in each drop. He thought of all the
billion billion points of light in the dataspace of every nanosecond in all the
empty water across the world. The visible universe was an awesome energy
processing machine, that was for sure. But one day we'll crack it.
He
clambered out of the pool, dripping sparkling stars which no one saw.
Back
in the darkness of his office that evening, after the screening of the latest
filmed-out shots, Steve felt depressed. They were never going to get it, none
of them.
The
shots all looked bad. Dead matte paintings, flat and lifeless as cement. And,
blown up full size on the big screen, none of the creatures looked right any
more, but massless tissue paper vampires all too light, ludicrously light,
peeling off the screen frame by frame and fluttering like butterflies up around
the ceiling.
I
don't want to produce seamless cheating fields of light pixels, I want solid
creatures that have identity over time. Make them round and real! Make them
heavy and massive and able to punch!
First,
make the deadline.
He
sat forward. He breathed deep.
The
windows on his monitor were real windows.
His
hand closed over his mouse and it was an extension of his arm.
He
cleared his mind of the cluttering CGI jargon of metaballs, hierarchies,
patches, B-spline deformation, jitter, null constrained camera and Skeleton|Move
Joint|Pick Joint By Mouse.
He
would be in the scene as he had been in the pool, feeling the muscles of Old
Vampy, feeling his grievances and
ancient longing, wanting the warm blood of the man in the river. He is
no hero but an enemy, murderer of my kin: he took wooden stakes and hammered
them into their chests, he cut off their heads with a bronze spade and burned
the bodies in the flame.
I
want to tear into that human flesh and drink his blood to the last drop and
toss his remains into the heaving sea. I'm a massive curving flesh torpedo on
jackhammer legs with big teeth and deliberate vengeance in my heart and I'm
bearing down like the angel of death on that feeble mortal vessel and I'll
crush him utterly in payment for the humiliations he has heaped on me and my
kind...
Steve
sat back.
Would
it work? The 3D environment was just a shadow of the blistering universe of his
dreams; the computer was not yet subtle, it did not understand the anguish and
exultation of vampires.
He previewed.
Well.
A little better. The vampire's paws were not sticking to the ground so much.
The head looked more goal-oriented. The torso still didn't flow well; it looked
floaty, a balloon changing vector unconvincingly. It should be more like a
dolphin following a motion path with little deviation, a skier on a mogul field
whose body stays smooth while the legs pump.
It
was a small improvement, that was all.
Perhaps
going swimming had helped. He would try life classes. Dancing. Field trips.
He
sat back and closed his eyes, imagining himself bobbing gently in the pool,
mind floating away to chase down wisps of gossamer dream that contained the
codes he needed to put together a living, breathing vampire with teeth. One day
he could just buy one and a whale and a velociraptor and a cow from some
digital farmer who'd raised pups to earn their living in special effects movies
and schools and people's homes. Animals would be better off that way, anyway,
pure, their forms saved forever in dataspace, living reincarnated in a
wonderfully sunny Tipler environment of teeming abundance and no death, no
longer suffering the persecution, manginess, pollution, starvation,
marginalisation and gawping of tourists that they had to endure in the current
world of flesh and concrete and barbed wire.
What
would that all look like?
Someone
kept paging him about pizzas in the conference room and then a cappuccino and
his car but he ignored them, concentrating on floating up like a bubble from
the abyss to a bright surface and beyond to where all his screens shone, six,
seven, eight enormous monitor screens surrounding him in a buzzing video room,
a rising VR data-capture probe in an environment of soaring blueness where the
radiosity was intense but the software was real-time ray-tracing and shading an
infinity of purposeful models that constantly erupted from the tree of life:
rhinos, kangaroos, giraffes; polar bears and penguins together at last, and
chunky polygony crocs lying log-like in a lake, all parading their formal
perfection as high order cyberlife agents in a world that sang.
"And
look at the elephant," he whispered, writing a note. Big slow-flapping
ears and a lumbering gait, full of solidity and the sense of life and flowing
blood. If Todd were here...
"Yes,
Steve?" said Todd.
Steve
dropped his notebook and held his mouse hand up and shouted and the creatures'
heads all moved... Telepathy almost. If only he could take it all back with him
to show Debbie and Richard and Drissa and Lucy and Helen!
Was
that frogs croaking? "Look!" said Steve. "We're reincarnating
the frogs!"
"What?"
said Lucy.
"Must
be a resolution of a bazillion pixels a cubic inch out there and it's
super-holographic!" said Steve, his eyes boiled bright and glistening, and
he threw his arms wide and some of the darkness between the screens fell away
as he opened the door.
"Steve!"
shouted Richard. "Come back!" But he was already pushing deep into
z-space; Richard started to climb down after him.
"No
one follows!" shouted Ed the driver, walkie in hand. "That's an
order!"
"But..."
said Helen, watching through the window. Steve was distant now, carved in
sunlight in the midst of the environment, running towards a water-filled moat.
Ed
was calling in park rangers. Urgent, calm.
"Come
back, you idiot!" yelled Debbie.
Fantastic
highlights and refractions in the water; Steve splashed in the shallows,
exulting in the sparkles.
A
big lion on top of the hill turned his head to watch. Steve looked up at the
shifting geometry silhouetted against the sky. "Hey!" he yelled in
joy.
"Steve!"
shouted Drissa.
The
big cat shape got ponderously to its feet, leaned out into space and jumped
massively down onto the boulder below, and down, boulder to boulder, in
measured, weighty leaps, fur sharply delineated, Steve grinning all the while
as he knew he could do it too.
An
armed ranger jeep kicked up dust elements in the distance as it raced towards
the stopped safari minibus.
"Steve!"
shouted Todd.
The
lion came to a halt at the water's edge and stood, heavy tail swishing slowly
and menacingly, eyes locked with Steve's.
There
were beautifully subtle contact shadows under its feet. Steve forced himself to
look, to remember every bristling hair, every muscle twitch. He splashed
forward.
The
lion roared, baring sharp teeth.
Steve
laughed and reached out a hand, as happy as he would ever be.
---------
©
Nicholas Waller 1998