Anatomy, Animation and Visual Effects the Reciprocal Story-telling Tools of Biology and Film-making


Meeting Abstract

S4-8  Friday, Jan. 5 11:30 – 12:00  Anatomy, Animation and Visual Effects: the Reciprocal Story-telling Tools of Biology and Film-making SUMIDA, Stuart*; JEFCOAT, Brian; California State University San Bernardino; DreamWorks Feature Animation ssumida@csusb.edu http://biology.csusb.edu

Locomotion studies, biomechanics, and particularly vertebrate paleontology have had a deep influence on the development of motion pictures, animation, and computer generated visual effects. Biologically straightforward concepts such as morphological correlates of diet, sexual dimorphism, and ontogenetic change have become powerful tools for animators and visual effects artists. Despite this deep debt to the ever-increasing role of science and technology in film making, scientists often forget to mine the communication strategies of their science-savvy entertainment industry kin. Further, many of the tools of the film industry are making a direct impact on basic research or have the potential to do so. Many researchers already use software packages such as Autodesk MAYA for three-dimensional imaging and modeling. MAYA can be further used as hypothesis generating and testing tools. This is particularly useful in the study of skeletal biomechanics. Any modeled skeletal motion that results in element interpenetration in three-dimensional space is necessarily excluded from viable hypotheses of motion. This is particularly useful in paleontological hypothesis generation, reducing significantly the amount of arm-waving and unsupported pronouncements, and instead demanding three-dimensionally viable hypotheses for ranges of movement (of which actual biological ranges of motion are then a subset). As scientists we all have a duty to inform and teach the public. Some of the concepts and stories we offer to film makers are compelling stories to offer to our own students, and can be as compelling to the public as the entertainment they often facilitate. STEM is critically important. But adding art to produce STEAM helps to build a potentially unstoppable tool for science communication and the public good.

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