3D Motion Design for Self-Care - MODE Summit
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Scrolling through social media during those dark months of quarantine, I started to see more of these 3D animations and began to wonder: Is 3D motion design newly relevant in popular culture? Advancements in GPU 3D Motion Design for Self-Care rendering along with qualities and capabilities specific to 3D are leading to the production of sophisticated, short, shareable content that has found an audience and purpose in our tumultuous, stress-filled times. To be fair, 3D motion design has been thriving for years at motion design studios and Steve Harper other motion design specific communities. But what follows is an exploration University of Connecticut, United States of the online cultural context in which 3D motion design gained favor on social media, before non-fungible tokens and crypto art, and a hypothesis as to why 3D motion design may have been particularly suited for and embraced by ABSTRACT The pandemic has made us more reliant than ever on social media audiences during this troubling time. social media and other digital platforms to stay connected while physically distanced. In the mix of influencers, celebs, and ‘randos’ Oddly Satisfying posting challenges, signaling virtues, promoting products, and masking For years before the pandemic, the ‘Oddly Satisfying’ social media meme has humble brags are a stream of well-designed 3D animations: seemingly been a repository for a steady drip of images, videos, and gifs featuring deliber- useless machines, astonishing visual brain-ticklers, and soothing ately squeezed tubes of paste, squishy slimes, jiggly gels, obsessively placed loops that invite viewers to take a break, slow down, and ponder. This objects, perfectly balanced compositions, otherworldly natural phenomenon, short paper explores the intersection of a social media meme deemed and meticulously timed actions (Matchar, 2019). The ‘Satisfying’ meme can #satisfying and 3D motion design. include found, performed, or manipulated media, but no matter the source or content, it must be deemed pleasing in some manner by its audience to be Keywords: 3d, motion design, self-care, social media, oddly satisfying a part of the canon (Schonig, 2020). The satisfaction effect varies: repetition can lull you into a trance; surprise can bring you delight; order can deliver a restorative peace. At the meme’s core is a seemingly inexplicable, unanalyzed, Introduction and unapologetic positive feeling derived from a visual experience (Faramarzi, As the pandemic was taking hold in 2020, two Viacom executives gave an online 2018). Much as Autonomous Sensory Meridian Response (A.S.M.R.) purportedly presentation called “#AlltheFeels” for Promax Connect. The webinar discussed functions as a pleasant auditory experience for some, ‘Satisfying’ content Generation Z: their needs, motivations, trends, and how marketers or content viewers self-report sensations such as ‘the feels’ and ‘brain tingles’ (Kwong, providers can decode their social media use, production, and tendencies to 2019). At times, these viewers also suggest the content either focuses the better reach them (Callen & Daly, 2020). Memes that might seem impenetrable mind, or conversely, provides a much-needed distraction (Mazzo, 2017). or absurd at first glance, they asserted, are meaningful reactions to our times and express shared themes and concerns. For example, the memes they Focus and distraction, attention and inattention, parallels language often used described as ‘Brain Breaks’ were a social media response to ‘angst’. In that to describe mindfulness and meditation practices. Mindfulness can bring an category was a 3D motion design loop of eggs tumbling down toast shaped open attention to one’s thoughts, actions, and environment, interrupting the mattresses (See Link 1) and waterfalls of bacon (See Link 2), a pleasing looping casual cognitive neglect and reactivity we sometimes bring to our lives. In animation later revealed to be a campaign created for McDonalds (See Link 3). meditation, the practice encourages one to bring awareness to an object: the These posts didn’t function like advertisements. They were not overtly selling breath, body, sound, or an actual, physical object (Behan, 2020). While errant anything; no jingle, no logo, and no call to action, just a constantly unfolding thoughts and actions can interrupt and distract the meditative process, designed experience with the slightest reference to a product, a good amount practitioners are encouraged to keep focus on the meditative object and of visual interest, and a gentle loop that holds your attention. allow inevitable distractions in the mind or environment to come and go without struggle or attachment. In meditation, one practices letting the mind wander while rooting the self in the present moment via that object of focus. In mindful- ness, one brings attention to their present thinking self with a hope to see the world, and their thoughts, anew. Each posits a mind that is prone to unproduc- tive obsessing or reacting to the noise within itself and the world. 86 MODE 2021 Edited Conference Proceedings
3D motion designers also have a toolkit of traditional animation techniques such as eases, secondary actions, arcs, follow through, and others that allow them to recreate the ‘illusion of life’. The ‘illusion of life’ is an animation project that operates by serving the eye and mind the habituated details of lived, observable experience that naturalize and exaggerate fabricated, animated motion (Thom- as & Johnston, 1995). This is an important step to having the viewer accept the animated action and elements as having weight and substance or feeling ‘real’. Exaggerating those nuances of observable phenomenon, or mapping those details onto new surfaces and forms, creates opportunities to play with expec- tations. The mind says, ‘This is like what I have seen and experienced before’, at the same time as, ‘This is nothing like what I have seen or experienced before’. Pleasure can come from the intersection of the familiar and the new. As Jordan Figure 1: Oddly Satisfying Images, Videos, and Google Trends Data Schonig explains in his article “Liking” as creating: On aesthetic category Sources: Oddly Satisfying from Knowyourmeme.com, Giphy.com, Google Trends, 2021 memes, what could be satisfying about things considered ‘Oddly Satisfying’, “might be understood as a kind of perceptual adventure that searches not for ‘Satisfying’ media viewers appear to be embracing self-care language and using strange and exotic objects of perception, but strange and exotic ways of the ‘satisfying’ meme to be an anecdote to the reactivity, agitation, and noise perceiving familiar and mundane objects in the world (2020).” Appreciating this experienced online (Mazzo, 2017). During the pandemic many were pushed distinction and connecting to others in a community where they too recognize to spend more time online over a period that also included many contentious and appreciate the distinction, can be part of the joy one gets from the meme. events and moments of collective crisis: George Floyd’s murder, the focus And according to a social media analysis tool from Brandwatch, ‘joy’ is the on police brutality, and systemic racism including the subsequent protests; dominant emotion most associated with the posts that combine hashtags the 2020 presidential election; economic uncertainty; lockdowns; and the #satisfy, #satisfying, or #oddlysatisfying with #motion, #motiondesign, #3D, list seemed to go on and on (Rosenwald, 2020). Discussion of online mental or #motiongraphics (See Figure 2). hygiene and productive habits are increasingly part of the news in online media (Miller, 2020 and Parker-Pope, 2021). In a social media ecosystem where engagement can be provocative and addictive, adding this ‘satisfying’ content to your feed provides an opportunity to pause, reflect, or wonder before diving back into the endless scrolling melee. Physics, Loops, and Magic 3D motion design can recreate and control natural phenomena such as dripping fluids, squishy substances, jiggly objects, and other dynamic kinetic interactions in a digital environment. Global illumination and rendering software such as Octane or Redshift can harness advanced GPUs to create natural looking light and light interactions. All these effects help to create a visual experience that feels tactile and rich with subtle optical details or lens-based Figure 2: Emotion Breakdown and Word Cloud for #satisfying and #motion nuances, even if the content and actions are abstract or utterly fantastic. Source: Brandwatch.com, 2021. Lastly, cloners can duplicate shapes and/or animations, and effectors can act as 3D fields of influence over shape, time, and action, creating the potential for even more complex and organic movements. The first time I showed my 3D Motion Design class the Cinema 4D Cloner tool this semester, and offset the rotation of multiple primitives, I heard an audible, ‘That is satisfying’ from one of my students. It is a satisfying trick that has been in use for years, and apparently, still works (See Link 4). 3D Motion Design for Self-Care 87
Social media demands a steady flow of content to retain engagement Social media serves both tension and release. By creating content that is (McLachlan, 2021). Creating high end 3D content for the platform contains decidedly visual, formal, and sometimes absurd, motion designers escape the several barriers of entry: equipment, software, technical skills, and artistry. 3D more divisive tendencies of social media. This work is purposefully void of direct motion designers generating work for a platform like Instagram for instance meanings and problematic representations. Like the ‘Satisfying’ meme, this are most certainly using the platform for promotion of their skills and services, work favors experience and phenomenology (Schonig, 2020). The otherworldly just as sizzle reels and portfolio sites have traditionally functioned. That said, escapism and digital zeitgeist offered by the ‘satisfying’ meme makes a fertile for some there is an almost obsessive display of experimentation and iteration: playground for brands like McDonalds, BMW, and others (See Link 11 and Link themes, colors, objects, and actions get reconfigured, reformulated, and 12). It may not be profound, and yet I believe its presence, and potential effects sometimes, more sophisticated (See Link 5 and Link 6). And almost all loop and impacts, can’t be ignored, literally. Once you like it, the algorithms make to perfection. This is a key element of the genre and part of the satisfaction certain there’s a steady flow in your feed. these videos deliver. Loops can capture a viewer’s attention, whereas cuts and montage more easily invite entry and exit. The viewer caught even momentarily As a motion design educator, I am interested to see if this trend impacts the in a loop can find no seam, no beginning or end (See Link 7 and Link 8). appreciation of motion design as an art form among general audiences, what other contexts might motion design find currency, and what needs, motivations, Paul Pfieffer leveraged this effect in his looping video, John 3:16 (Roberts, or behaviors might shape motion design content in the future. 2007). Installed in a gallery on a tiny monitor in the early 2000’s, the artist used advanced (for the time) compositing software to stabilize the motion of a basketball in an NBA game so that it stayed perfectly centered. The rotating ball magically held in suspension is passed from player to player, meaning that the hands of those players would appear along the edge of the frame, touch Figure 3: Examples of ‘Satisfying’ 3D Motion Design on Instagram the ball, and move out of frame in an endless looping procession. The ball Sources: (From Top Left) @wannerstedt, @loop.cut, @fentyskin, @0scarpetersson, @bmwusa became a transcendent object. It behaved like a ball, and like no other ball has ever behaved. The world revolved around it in an endless loop. Unlike Figure 4: 3D Motion Design I, Student Projects appropriated GIFs that reset an action or a scene upon looping, animated or Source: (From Left) Kelsey Jackson, Spencer Steinke, Paula Guerrero, 2021 digitally altered content like Pfieffer’s John 3:16 can create perfect loops that never resolve. And with each repeat viewing, the effect is intensified rather than diminished: “The loop heightens the scene: what is funny, emotive, silly, or weird after one viewing can become more intensely so with repetition” (Miltner & Highfield, 2017). The combination of both an infinite loop and some kind of visual contradiction or complication locks the viewer into an Escher-like illusion (See Link 9 and Link 10). Conclusion Art high and low has been used for reflection and meditation: from the Rothko Chapel to lava lamps, from James Turrell’s light installations to app-connected LED programmable lights that set and reset our spaces based on mood playlists. We seek out and surround ourselves with art and objects that facilitate reflection and meditation: in our homes, gardens, parks, architecture, and now, our devices. Picking up on this trend, companies such as Headspace, Apple (Breathe app for Apple Watch), and others are creating purposeful motion design content to promote reflection, awareness, meditation, mindfulness, and healthy habits. 88 MODE 2021 Edited Conference Proceedings
WORKS CITED Roberts, R. MOMA, Highlights Since 1980: 250 Works from the Museum of Behan, C. “The Benefits of Meditation and Mindfulness Practices during Times Modern Art. Museum of Modern Art, 2007. of Crisis Such as COVID-19.” Irish Journal of Psychological Medicine, vol. 37, Rosenwald, Michael S. “Was 2020 the worst year ever? Historians weigh in.” no. 4, 2020, pp. 256–258., doi:10.1017/ipm.2020.38. The Washington Post, 30 Dec. 2020, https://www.washingtonpost.com/his- Brandwatch. “Boolean search #satisfying and #motion.” 23 May 2021, tory/2020/12/30/ranking-2020-worst-year-history/ https://www.brandwatch.com Schonig, Jordan. “‘Liking’ as Creating: On Aesthetic Category Callen, Mary Cate & Daly, Lydia. “Viacom Velocity: #AlltheFeels.” PromaxCon- Memes.” New Media & Society, vol. 22, no. 1, Jan. 2020, pp. 26–48, nect, 23 April 2020. Webinar. https://vimeo.com/411211882 doi:10.1177/1461444819855727. Faramarzi, Sabrina. “The odd psychology behind oddly satisfying slime videos.” Thomas, Frank. Johnston, Ollie. Disney Animation: The Illusion of Life. Disney Wired, 11 April 2018, https://www.wired.co.uk/article/oddly-satisfying-vid- Editions, 1995. eos-explained-psychology-youtube IMAGE REFERENCES Fredborg, Beverly. Clark, James. Smith, Stephen. “Mindfulness and autonomous sensory meridian response (ASMR).” PeerJ, 2018, 6:e5414, BMW [@bmwusa]. Instagram, 10 April 2020, https://www.instagram.com/p/B- doi.org/10.7717/peerj.5414 zfyuznC54/ and Instagram, 11 April 2020, https://www.instagram.com/p/B- 2EzEGHezA/ Hawley, Rachel. “Is It Time to Move on From Big Tech’s Colorful Corporate Mas- cots?” AIGA Eye On Design, 15 March 2021, https://eyeondesign.aiga.org/ Braccini, Matthieu [@matthieubraccini]. Instagram, 12 April 2020, https://www. the-internet-is-turning-on-big-techs-colorful-corporate-mascots/ instagram.com/p/B-4mYT4oDW4/ and Instagram, 29 April 2019, https://www. instagram.com/p/Bw2Fl4FB0uf/ and Behance, 20 August 2019, https://www. Kwong, Emily. “Some People Get ‘Brain Tingles’ From These Slime behance.net/gallery/83279865/Egg-McMuffin-Directors-Cut Videos.” NPR, 17 Oct. 2019, https://www.npr.org/sections/health- shots/2019/10/17/770696925/some-people-get-brain-tingles-from-these- Brandwatch. 23 May 2021, https://www.brandwatch.com slime-videos-what-s-behind-the-feeling Cooper, Perry [@perry__cooper]. Instagram, 12 April 2020, LaFrance, Adrienne. “Facebook is a Doomsday Machine.” The Atlantic, 15 Dec. https://www.instagram.com/p/B-wjAaknXU1/ 2020, https://www.theatlantic.com/technology/archive/2020/12/face- Dimitriou, Savvas [@yeoldesavvas]. Instagram, 5 Feb. 2021, https://www.insta- book-doomsday-machine/617384/ gram.com/p/CK6pusOBzq3/ and Instagram, 14 March 2021, https://www. Matchar, Emily. “Finding What’s ‘Oddly Satisfying’ on the Internet.” The New instagram.com/p/CMZ7JMgByvu/ York Times, 22 Feb. 2019, https://www.nytimes.com/2019/02/22/opinion/ Fenty Skin [@fentyskin]. Instagram, 12 Feb. 2021, https://www.instagram.com/p/ sunday/oddly-satisfying-videos-internet.html CLN4nuMACI9/ Mazzo, Lauren. “Why those ‘Oddly Satisfying’ Instagram Videos Are So Damn Harper, Steve. 21 January 2021, https://drive.google.com/file/d/1fdKpiB_BIPd- Satisfying.” Shape, 20 April 2017, https://www.shape.com/lifestyle/mind-and- 5DHANTi2BTP9GqJPQ3rcs/view?usp=sharing body/oddly-satisfying-videos-instagram-mindfulness Milinski, Paul [@paul_milinski]. Instagram, 18 March 2021, https://www.insta- McLachlan, Stacey. “22 Simple Ways to Increase Instagram Engagement.” gram.com/p/CMj6FWzg07F/ Hootsuite, 5 Jan. 2021, https://blog.hootsuite.com/instagram-engagement/ Petersson, Oscar [@0scarpetersson]. Instagram, 18 April 2020, Miller, Rachel. “How to Cope When Everything Feels Bad and Somehow It Keeps https://www.instagram.com/p/B_IGSfPH0mt/ Getting Worse.” Vice, 30 Sept. 2020, https://www.vice.com/en/article/7kpg- Ticchio, Jessica [@jessicaticchio]. Instagram, 18 Feb. 2021, https://www.insta- za/how-to-cope-with-news-cycle-election-anxiety gram.com/p/CLbWrg7Jlim/ Miltner, Kate M., and Tim Highfield. “Never Gonna GIF You Up: Analyzing the Wannerstedt, Andreas [@wannerstedt]. Instagram, 2 May 2020. https://www. Cultural Significance of the Animated GIF.” Social Media + Society, July 2017, instagram.com/p/B_sQ4D9hdLk/ and https://www.instagram.com/p/B2oZ- doi:10.1177/2056305117725223. Juhg7Nz/ Parker-Pope, Tara. “Why Self-Care Isn’t Selfish.” The New York Times, 6 Jan. Zanotto, Lucas [@lucas_zanotto]. Instagram, 27 March 2021, 2021, https://www.nytimes.com/2021/01/06/well/live/why-self-care-isnt-self- https://www.instagram.com/lucas_zanotto/ ish.html 90 MODE 2021 Edited Conference Proceedings
AUTHOR BIOGRAPHY Steve Harper Assistant Professor Digital Media & Design University of Connecticut Education: MFA in Studio Art, University of Connecticut MS in Digital Design and Animation, New York University BFA in Visual Art, University of Texas at Austin Areas of Research/Artistic Focus: Motion Design & Animation Steve is a motion designer and director with master’s degrees from NYU and the University of Connecticut, and a BFA in Art from the University of Texas at Austin. At motion design studios Big Star, Joyride, and Blue Room, Steve has led teams of designers and animators to pitch, execute and deliver projects for television, film, communications, and advertising. He has worked with the NFL, ESPN, HBO, Nickelodeon, Showtime, History, Lifetime, A&E, Animal Planet, Food Network, Novartis, Verizon, and more. His work in branding, visual effects, and animation has been recognized with many industry awards. In addition to teaching courses in Motion Design & Animation at UConn and overseeing a student agency, Steve continues his professional practice working with clients to add clarity, depth, and delight with motion design. 3D Motion Design for Self-Care 91
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