In his article "Against Architectural Animation," Neil Spiller discusses the consequence of using animation in the field of architecture. As a person who has looked through many student portfolios in his time, he becomes worried when a student presents him with digital material, as opposed to drawings. Though Spiller himself is a technology enthusiast, stating the many benefits technology has for architecture, he is worried about the use of animation in architecture. He fears that architects are becoming more concerned with making a good animation, rather than creating good spaces.
Architects in today's world are limited by how new applications of animation are in architecture. The typical animation software was meant for film and graphics industries, not architecture. In a sense, by using this software, and architect is asking an apple to be an orange. This leads to a tendency for those using the software to play around more with the features of the software, as opposed to the architectural forms they are attempting to represent. These users "push all the buttons at once" to see what happens, and labels it as a final product. Such representations do nothing to give another insight into architectural form. They may be pretty to look at, but they say nothing; they are mindless eye candy, rotting away the mind as sweets do one's teeth.
The graphics in these animations also lead towards a representation of ideals, made possible by the less restrictive rules of cyberspace. Clients presented with these pristine models are seduced by the graphic aesthetics, and assume the built version will be the same. In the end, built form can only approximate these animated forms, often ending up as deformations of a digital ideal, as real world influences, such as gravity and context disturb these idealistic bodies.
Another shortcoming of architectural in the virtual world relates to the approach on must take in order to represent architecture virtually. A high level of detail must be known; dimensions must be known down to small features, such as bathroom stall width. Such a level of detail is not necessary for the creative proportions brought about through relatively simply mathematics to create an aesthetic that architecture has held since the time of the ancients. Such picky details detract one from such grand simplicity to the point where one loses sight of the big picture in favor of the small. This over-attention to detail removes the ability for others to speculate and reinterpret; there is no room for the imagination when all the details are given.
For animation in architecture to work, one must "dumb it down." Architects employing this technology must focus more on the whole. Attention to overall form, not the width of an armrest, should take priority. Animations should not seek to answer all questions about architectural form, but, rather, should answer some questions, while raising others, allowing for speculation, allowing the minds of others to attempt to reach their own conclusions. Architectural animation should be nothing more than a trailer, as opposed to the whole film. The architecture and films industries are two separate, inherently different entities; their representations and re-presentations should be different on the basis of the fundamentals these industries hold.
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5 comments:
i find what you have to say interesting, however i do believe that animation and computer generated forms have their place in the architectural word, i believe that these media can help us explore the space in a way not otherwise possible, help us to see the space though someone elses eyes. i am a architecture student who "pushes all the buttons" however i believe there is more to animations then just the flashy effects i believe that though a study in cinema one can create animations that are something more, something that helps people understand the space. and while i believe that "God lives in the details" i understand your point about getting caught up in them and missing the bigger picture, and i think that it is through exploring the space through different media such as film, and or animation designers can begin to focus on the bigger ideas. like i said i am a student at this point and i have tried to embody everything i just wrote about in the animation on this link http://dmcgfx.com/movies/Temple.mov
i would love to hear what you think.
Hello,
Sorry for posting a comment here, but i "googled" and i landed here... God knows how. And i apologize already for my english, I'm french :D
i think it depends what you consider architectural animation to be. Is it communication or design tool?
It mainly depends on your goal... I've seen many "wow! that's cool!" animation movies, but with no concept... Architectural design is also about establishing scenarios, and for that goal, digital animation can be a nice tool - but nothing more than a tool.
So I agree with you, animation can be a disaster, but where i disagree, is that, for me, "analog" drawings can also be a disaster ! You can focus on details at a certain point and miss the bigger picture, even sketching on paper ! And the problem is not necessarily the animation, but the usage of the computer... I've seen some students starting a design from scratch on AutoCad... seriously, do they really think Wright or Aalto were directly drawing with a ruler? The computer is just a tool, like the ruler is.
Now i have to testify of an animation i did at work, at an advanced design stage, for a building near the "périphérique" in Paris, the ring around the french capital... an animation was necessary to judge of the way you would discover the building, when you drive by... It wasn't anything like high-end 3d, just a 30 seconds video made in 6 hours (rendering included)... but enough for its goal...
If Corbu was alive today, designing Ronchamp, and he wanted to make an animation of it, would you say his masterpiece would be "less" developed?
If Wright were alive today, designing Fallingwater, and he wanted to create an animation, would you say that project would be "less" developed?
I understand what you're saying, but I think the issue is more that some folks are trying to use animation to MAKE UP FOR a lack of architectural creativity or talent; sort of like putting lipstick on a pig.
Lipstick or not, animation or not, it's still a pig, or it's still boring architecture.
Isn't that what you really are trying to say?
It seems like the issue being discussed is the relevance of animation in architecture as a design process versus animation as a tool of representation. Exploring animation as a tool of representation has value, but the its true potential lies in the how it might influence the design process, not just the product. Neil Spiller implicitly makes this distinction by pointing out that animation and digital modeling have been critiqued as a media where everything must be known concretely and in detail in advance to be modeled and subsequently animated. In contrast, traditional hand drawing is praised for the ability to allow for constructive ambiguity and multiplicity especially when used as design process. Introducing animation into the design process from the beginning potentially brings this level of multiplicity and constructive ambiguity to digital media. Animation actualizes the virtual, the unreal, and the abstract, concepts often difficult to understand.
Luc I would have to agree with you here, far too many people look at digital media as a finial product, and when used in this context yes I would have to agree that the media is being used as a tool. Like Luc said designers who use it in this means are not exploiting digital animation to the fullest potential. I believe that through our studies here, we are trying to explore the understanding of animation as a design process, that would help add a layer of complexity in designing.
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