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Joaquin SS PHYS123 Blog
Tuesday, December 1, 2015
Tuesday, November 17, 2015
Wednesday, October 28, 2015
Science Fact or Cinematic Fiction.
Linear
momentum, when applied to animation or film, tends to be a very inconsistent
concept. Few audiences would watch a film where their favorite superhero
becomes a flesh colored puddle on concrete after they land. While the
conservation of momentum is important to mechanics and construction of vehicles
in reality, the limitations that it places over reality can prevent fantastical
motion and action. Many instances of the inconsistency around the conservation
of momentum involve falling and the impacts it has the human body, namely how
injured any particular character could be past impact.
One set of films that violates the realistic constraints
of linear momentum, particularly when applied to the human body, is The Matrix Trilogy.
The cyberpunk action films consistently break physics, more often to increase the
tension of the moment. One of the most blatant examples of this happens at the
end of the second film, The Matrix: Reloaded. Neo, having learned Trinity is in
mortal danger, flies through the city in order to save her. As she falls from a
building, Neo catches her and flies away. In terms of cinematic action, the
series of events seems fairly benign and simple, however when one adds the
physics of the actors’ movements, the outcome becomes far more unrestrained. In
this series of actions, Trinity is in free fall from approximately
three-fourths the height of a skyscraper (she is also firing guns at an Agent,
but for the physics purposes that means very little). While Trinity falls, Neo
flies through the city at a breakneck speed. His velocity is inferred to be
quite high as when he flies closely between two buildings, the force expelled
from him causes the glass to ripple and shatter behind him. His flight also can
be seen to create a vortex of debris and cars following behind him. Despite Neo’s
obviously incredible momentum and force, when Neo flies by to catch Trinity,
she comes away seemingly unharmed, sans a bullet wound from the earlier
firefight. Comparing the momentum of Neo and Trinity, Trinity would not have
survived the impact of Neo grabbing her. Not only would the rapid change of
direction at the speed Neo was moving would cause great physical harm, combine
that with Neo’s momentum, Trinity should have been torn apart by the force
applied to her in a very small window of time. This exemption of physics being
applied to Trinity could be explained by Neo’s status in the film during the
sequence, as Neo has nearly god-like power, which includes altering The Matrix
in its basis code. While this can explain the physics being broken, knowing
when physics breaks compared to reality allows the audience to gain an
understanding of the universe which the movie takes place in.
Often films breaks physics in order to create moments and
emotional reactions, and while breaking physics at times shatters the
suspension of disbelief, doing so in a minor enough fashion will either fly
under the radar, or will be minor enough to be forgiven. A well thought out
instance of only a minor break in physics is a moment in How to Train Your
Dragon when Toothless and Hiccup saved Astrid as she fell by snatching her by
the leg after her was knocked off her own dragon. In the movie, she was
unharmed, albeit a little unhappy she was being held upside down. If she was
caught by her leg while tumbling through the air in reality, her momentum would
continue her motion with enough force to cause her leg to break or possibly
enough to snap her spine. While she clearly ends the battle injured, her
injuries are nowhere near the extent they should have been. By causing a main
character to enter into a situation where great danger is present, and having
them to almost not survive, but happen to be saved, it increases tension and
eventually create attachment to them. Astrid’s fall was a moment of great
danger (and momentum), and Hiccup and Toothless catching her endears them to us,
and shows the relationship Hiccup and Astrid share now. Going outside the bounds
of realistic physics in films and animation not only establishes the bounds of
the universe but also can be used to exaggerate emotional moments.
Physics does not always have to be broken to cause an
impact on the story or characters, it can be bent in slight but consistent
manners to exaggerate how that specific universe functions. Within the Marvel
Universe, the reins of physics has been loosened, so many seemingly regular humans,
such as Hawkeye and Black Widow, can survive battle with superhumans and aliens.
Specifically, Tony Stark, with his Iron Man suits, seemingly survives countless
impacts and falls that would essentially liquefy Tony if realistic physics
applied. A strong example of this phenomenon would be Tony Stark escaping from
the militants who captured him. After building the Mk.1 Iron Man suit and
cutting down his guards, Tony’s suit explodes, sending him flying several
hundred feet through the air. Given the composition of the suit and his high
momentum as he lands, realistic physics would cause him to break almost all his
bones and tear his apart. Instead, Tony survives with only minor injuries and
no permanent damage. While there are some effects of heavy impact and high
speeds, the Marvel Universe removes some of the consequences of momentum in
order to exaggerate the action and glamour of the films.
Momentum, which often limits how realistic movement can
be, is often broken in film and animation in order to exaggerate action or motion.
When the rules of momentum are broken, it can be obvious and feel incorrect.
Yet when used properly, the breaking of conservation of momentum can establish
a universe, or show how the rules of the universe changes. While deconstructing
improper physics in film and animation serves an important purpose for a
content creator, knowing how to bend and break physics in the ways that are
purposeful and thought out can create universes and emotional moments that feel
real and consistent.
Wednesday, October 21, 2015
Outline for the Second Term Paper
Introduction
A.
Physics Concept: Conservation of Momentum
B.
Movies: The Matrix: Reloaded, How To Train Your
Dragon, Iron Man
Body
A.
The Matrix: Reloaded
a.
Neo moves at an incredibly velocity, fast enough
to blow cars out of the way, and then suddenly catches Trinity as she falls.
Since she’d have a massive change in direction, coupled with the large
acceleration, she would be essentially be liquefied.
b.
While this does break physics, Neo is basically
bending reality at this point, so he might be altering the laws of physics
B.
How to Train Your Dragon
a.
Towards the end of the film, Astrid falls from
her dragon and plummets towards the earth. Hiccup and Toothless then catch her
by her leg, which should provide enough to either tear her leg off break her
spine.
b.
Slightly later, Hiccup and Toothless fall an incredibly
long distance and have a heavy impact into the ground but only sustain minor
injuries, sans a leg that needs to be replaced
C.
Iron Man
a.
Literally every high speed impact he has between
his 3 titular roles and 2 Avengers movies should have either liquefied him,
broken all his bones or caused him severe physical handicapping.
Conclusion
A. If
momentum was conserved/properly applied to these films, they would not work, as
several of the main characters would be flesh colored puddles on the ground. The
rules of physics must be bent in films and animation in order to remain extraordinary
Wednesday, October 14, 2015
Tuesday, October 6, 2015
Stop Motion Animation of Falling
This is a short stop motion animation of a 'ball' falling and bouncing a couple times. In order to create this, I used a kneaded eraser as a 'ball' and a couple pieces of paper as platforms. I used my DSLR and my tripod to shoot down on my setup so I didn't have to rig string for the ball. I did an initial pass of motion with only one platform and then added the others after I had mapped out a path of action on a large sheet of paper which drew the arcs of the bounces. I used it as an overlay of where the ball should fall through the entire sequence, and if I misplaced a frame I could easily place the paper over my workspace to reshoot. Overall, I shot the sequence 3 times after the initial test.
Wednesday, September 30, 2015
The Laws of Physics in an Animation Universe
A world cannot exist without rules, and
especially not a world designed by human beings. World of Warcraft is Massively
Multiplayer Online Role Playing Game developed by Blizzard entertainment, set
in a lush living world, filled with fantastical monsters and magic. Yet for as
alive as it feels, World of Warcraft was designed, and in particular, the laws
of physics within that world are specifically crafted to be different from the
physical reality. This was done meticulously and thoughtfully in order to
create a better gameplay experience, both in the realm of storytelling and the
life of the game, but also so the that the mechanical controls of the game
could function without becoming overly complex.
In
order for World of Warcraft and other games to be playable and entertaining,
the laws understood in the physical universe must be broken. Clearly understood
gameplay mechanics and controls sit centrally to many instances of the laws of
physics being broken. One of the more poignant instances of physics being
broken, or in this case simplified, can be seen with character and non-player
character (from this point on referred to as NPC) movement. Within World of
Warcraft characters can be controlled through movement commands via keyboard
input. The actual movement in the game is where the laws of physics break down.
When moving, characters do not physically accelerate or decelerate in a
physically accurate manner, instead they begin and end movement in a linear,
constant fashion. In moving this way, the law of inertia breaks during all character
movement. This concept also appears with the rideable mounts that player can
acquire. These mounts, while ranging greatly in aesthetics and visuals, all
serve the same mechanical function, they increase the rate that the player can
move. It also illustrates the lack of inertia as some of these mounts are large
elephants or dragons the size of large cars, yet require the same amount of
distance to reach maximum speed, as well as stop, as an unmounted player. While
this change seems unnecessary and vaguely arbitrary, it serves the important
function of allowing for more control of the character at any given time,
without seemingly random or overly difficult mental prediction of how far a
character will move. While one could argue it removes from the immersion of the
game, it allows to player to focus on their actions and adventures more than
how far they will keep running if they don’t stop soon enough.
While
World of Warcraft obvious breaks of the laws of physics provide an important
function for playability, they also provide important cinematic and world
building elements. Some of the most important creatures in the universe of World
of Warcraft come in conflict with biological physics, particularly where the
size of creatures is concerned. Within the game there are dragons that exceed
the size of small buildings and ships, all while having the ability to fly and
move with surprising agility. Where these creatures come into conflict with the
physical world has to do with the square-cube law. The square-cube law is a mathematical
that states as by increasing the surface area of a shape, its volume increases
at a greater rate than the surface area. When applied to biomechanics, past a
certain size the cubic increase to the mass of any particular creature would
simply overstrain the muscle of that creature, which only experiences a squared
increase of overall available muscle. The rapidly increasing volume would also
overstrain the bones of those creatures on land, while flying creatures would
experience an increase in wing load in order to achieve lift. Despite that,
within World of Warcraft, massive creatures exist and thrive. While this could
be explained in the game by magic, the design choice to ignore these physical
limits allows the developers and designers to create creatures and monsters
that surpass the physical limits of this world, and thus help surpass
imagination. These fantastical creatures also help reinforce the world that is
being built within World of Warcraft: that the world the player explores is
greater and more fantastic than the physical world outside them. This adds to
the immersion while not adding any unnecessary difficulty to the gameplay or
mechanics.
In
some cases the need to ignore or bend the laws of physics in a game encompasses
both the need for better storytelling and a gameplay need. The spellcasting
effects of many of the player classes showcase this idea with great detail.
While the world contains fantastic enemies and creatures, the players of World of
Warcraft are also capable of great feats of strength or magic, so the graphics
and effects must show exactly what the player is doing, or what spell they are
casting. Particularly in the instances of the spells cast by the mage and
warlock classes, if the spell effects were present in the physical universe,
the spellcasters would incur major damage to their own limbs, due to many
spells include summon fire or lightning with their bare hands with no protection.
The bending of physical laws goes a step further as once the spell is cast, as
the fire that does not damage the caster damages the target of the spell. While
it cannot be explained by the rules of physics, World of Warcraft bends them to
its own form in order to allow players to live out fantasies of power and otherworldly
adventures.
While
these are not all the changes to the rules of physics, nor are they minor
changes, World of Warcraft takes great care in weaving the breaking of physics
into the game. The bending always takes place when there is a need for a
suspension of disbelief and is done in a way that serves one or both of two
main purposes, to either create storytelling and world building, or to allow
for a greater range of gameplay opportunity. World of Warcraft stands as an
excellent example of how one can break and bend the laws of physics with a game
or film, without seeming arbitrary or meaningless. Ever instance it breaks what
is known about reality, it does so with great reason, and thought.
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