Rush
began their Vapor Trails tour in June 2002, an excursion that
advanced the fusion of live music and projected visuals. Derivative
artist Jim Ellis performed live 3D animation during 12 songs
of the Rush show using TouchMixer and TouchDesigner 012 software.
Here we look at the our creative approach and some of the
technical challenges faced while working on a production of
this scale and complexity.
Rush
approached us in April 2002 to contribute to the visuals for
their upcoming tour. Among the band members, it was primarily
Geddy Lee that was driving the look of the show, though Alex
Lifeson made sure we didn't get too serious. The lighting
design was orchestrated by show director Howard
Ungerleider of Production Design International, a veteran
Rush collaborator who has worked with the band for the past
29 years. Torontos Spin
Productions had also made several videos for past Rush
tours, so together we formed a four-way team.
From
the start it was clear that 3D animation with Touch
would be a synergistic fit with the rich pallette of
Rush's music, lighting, lasers and pyrotechnics. Geddy
was especially intrigued by some of the abstract visuals
that we designed and performed for the electronic dance
music scene, and he was ready to channel them into the
bands vision of their show. We undertook the task
of maintaining the visuals' abstract nature, while modifying
them to better match the themes, lyrics and rock-music
format of Rushs songs
Geddy
Lee explains why he chose Touch for the Vapor Trails
tour:"I'm
in love with this concept, it's an innovative new
technology that allows us to create a visual environment
for our music that "evolves" as the tour
progresses. Meaning, the more the operator understands
the nuances of our music the more he can improvise
and re-shape the visuals, both rhythmically and creatively,
making the show different every night!"
A team of four animators developed
the live 3D visual synthesizers, and Los Angeles-based artist
James Ellis of Secret
Sauce was chosen to head out on the road with Rush and
perform the visuals live. The Vapor Trails tour is Rushs
first in five years and took the band through more than 40
cities including 50,000-fan shows in Mexico and Brazil.
Touch
visuals are a potent accompaniment for music that is performed
live. While Touch animations can be very structured to
precisely match the cues and particular sections of the
music, they are also open enough to allow for improvisation
within that controlled structure, meaning that there are
visual variations from night to night when a particular
animation is performed alongside a song. And unlike edited
video, the Rush visuals are continually being revised
and improved between all shows.
The Touch synths
were displayed on a 40 by 15 foot LED screen behind the band,
an aspect ratio of 8x3 twice as wide as a traditional
TV screen. To accommodate the widescreen projections, we built
the Rush synths with an image resolution of 1200 x 450 pixels
on our Dell laptops. The laptop's 1280 x 1024 images were
then fed to a Folsom ViewMax scan converter where they were
cropped and squeezed into a conventional composite video signal.
The video image was stretched back to 8x3 at the LED screen.
James Ellis road kit included two high-performance
3D-enabled Dell/NVIDIA laptops that were both loaded with
the 11 synths and are running a boosted TouchMixer version
009. Two laptops were required so that it takes no more than
a second to switch between synths/songs. For backup and reference
purposes we recorded the entire visual performance to DVD.
In an emergency, we could switch over to a prior DVD recording,
but this would only happen if a laptop were to completely
break down during a show (which didn't occur), and even then
it would be a temporary measure since a third backup laptop
can be swapped in in roughly five minutes.
Two separate MIDI
control devices were attached to each Touch laptop: a
slider/button box and a 25-key musical keyboard. For the
slider/button box we chose the MotorMix from
CM Labs
(approx. $800 US). What we like most about this controller
is its tight integration with the Touch software. Its
eight sturdy servo-driven sliders are kept perfectly in
sync with the softwares on-screen sliders, meaning
that you can use either set of faders and always know
that the position of the real and virtual sliders will
match, even when playing back pre-recorded gestures. The
MotorMix switches seamlessly between up to 8 banks of
8 slider controls.
We often found it useful to divide a song into up to 16 parts,
and jump to these parts using the MotorMixs preset buttons.
However, even with this number of possible triggers we found
it necessary to add a second MIDI device for certain animation
sequences, like the camera shakes and fluid character movement
in the song Leave That Thing Alone. For this further
control we added the MidiMan
Oxygen 8 25-key musical keyboard in our opinion,
nothing beats the ergonomically-refined feel of striking real
keys on an actual musical keyboard. Check the [gear
layout] and [gear
pic]
The number of controllable parameters
available to a Touch artist can be mind-boggling. In Jims
case, hes controlling everything from 3D movement, shapes,
characters, illumination, to virtual cameras, light strobing
and image blurs.
A key question for us has been how
much control is too much? At what point does the performer
get overwhelmed by the options before them, causing the performance
to suffer?
We found that pre-recording certain
moves and presets adds a margin of safety to a performance.
Certain portions of a synth are triggered by a one-button
push, leaving the artist free to manipulate key animation
elements over top of pre-built sequences. The option for
a manual override is always present: Should the musicians
depart from their expected path, the performer is able
to seize full control and fluidly fall into step with
the new direction.
Touch has the broadest range of control
of any 3D visual creation tool on the market today. Were
often asked if our visuals are driven by the actual audio
signal itself. Although Touch can track audio signals, for
our work, we choose not to use the music's audio signal. We
find that the ears/mind of the Touch performer are much more
responsive - they are doing the interpreting and anticipating,
versus a simple machine algorithm's reaction to audio levels.
The Touch architecture allows for four different approaches
to animation performance. Synths can be animated via keyframing,
where objects and characters are posed at certain times and
the computer in-betweens them. A second approach is to perform
the synth live in the studio and record the gestures, which
are then played back during the show at different speeds and
with different overrides applied.
Alternately, an artist may choose to jam in a live, free-form
fashion with a just few automated parameters like beat-tracking.
Lastly, there is the option to render a pre-performed synth
out as a QuickTime movie and play it back as a linear video
clip. All these approaches were combined in the Rush project.
Below are screen shots from TouchMixer of the Rush synths
for Leave that Thing Alone, Natural Science and Red Sector
A.
The shadow characters in Red
Sector A were designed by Paul
Simspson of Realise Studio and is based on a section of
the movie, Baraka featuring the Balinese monkey-chant ritual.
The movement of Red Sector A's characters
were pre-keyframed in 2-4 second repeating loops. Referring
to Baraka, we keyframed 15 distinct moves and assigned them
to 15 MotorMix buttons. By pressing the buttons we cross-dissolve
between the 15 moves, allowing the characters to be choreographed
to the music. One MIDI slider adjusts the overall speed of
the characters to match the song's variable tempo. Another
set of 16 buttons cut between 16 cameras, and each camera
can be moved between two positions with a slider.
We composed 40-second sections
of the song by recording the button presses and speed
control. These 40-second sections were assigned to
8 other cue buttons on the MotorMix corresponding
to 8 sections of the song. During
the show, the VJ can press a cue button to start a
section, then override the controls, adjust lighting
or articulate further nuances on top.
The red backgrounds were QuickTime
movies that were pre-performed and pre-rendered from another
synth derived from Mordka's Vrek. Despite the complexity of
what you see, it's being performed live and each show is different.
Since the Natural Science synth was
built from the ground up, it works with each of the songs
cues in mind. The synth was designed so the VJ can
simply hit each button in succession on the MIDI controller.
There are 4 main sections for Natural Science with a total
of 16 cue points. The first section consists of a cloudy ambient
scene, for which the VJ has a few extra controls for color,
brightness and speed.
The
second section consists of some DNA strands and a bright sunburst.
The third cue initiates a strobe effect on the sunburst scene
that is used to accentuate a particular element in the song,
and lasts for only seconds.
The fourth cue initiates the tunnel
sequence. During this sequence the VJ has a few controls.
One of particular interest is a blue warping effect that happens
when Geddy Lees voice is also warping due to some sound
effects. Other controls include intensity, speed and amplitude
of the tunnel curves.
The
fifth cue fades to a solid color customizable by the
VJ. The sixth cue initiates the geometric kaleidoscope
sequence which consists of 10 different sequences that
can be re-sequenced by the VJ live.
Overall,
the Natural Science synth is a great example of a tight cue-based
synth that provides a minimal amount of control to the VJ
allowing for added expression, but keeps the scene changes
locked to a predetermined path. Playing this one is like riding
a surfboard that you can't fall off from.
A song from Rushs new
album Vapor Trails, Ghost Rider draws part of
its inspiration from a year-long motorcycle trip that drummer
Neil Peart recently took. The visuals for this song was a
good example of how a Touch synth can be performed in the
studio, rendered out to a QuickTime movie, and edited into
a video clip which is played behind the band.
Norm Stangl of Spin Productions
said, "Though Touch is touted as a performance
tool for live shows, I see it as a valuable tool for
post-production. For Ghost
Rider, Farah Yusuf took 20 still images and gave them
a nice controllable soft motion in a TouchDesigner synth.
"She performed it to sections
of the band's rehearsal takes of Ghost Rider. But then
we OpenGL-shaded the synth (rendered) it to QuickTime,
and edited it in with some live footage we shot in the
desert. We divided the result into four sections that
are triggered from a Catalyst
by Whole
Hog lighting cues and played during four different
parts of the song."
This song features two animated
characters, Zoop and his girl Shoop. The two characters and
their backdrop are manipulated by dozens of performed controls.
The controls on each of the two the characters include their
position and rotation, their 5 facial expressions, as well
as the intensity of their bobbing (Zoop and Shoop are squashed/stretched
to the beat). The backgrounds are also controllable: two sets
of 6 deforming textures are mapped onto 6 sides of a cube.
There are also lighting controls (color and strobing), and
camera controls like camera shakes and TV zaps. In total,
this synth had 33 controls.
We quickly realized that 33 controls
is beyond the limit of one performer, so we decided to
pre-perform some of the controls in layers (1-6 controls
per layer), and then leave some controls open to be performed
during the show. The height of head bobbing, for instance,
was pre-performed to follow the intensity of the music
over the course of the song.
The last part of the song brings on
a proliferation of baby Zoops and Shoops. 50 characters with
dozens of controls each was prohibitive, and besides would
not have been displayable at 30 frames per second.
To multiply the babies, our
head of R&D, Rob Bairos developed a novel technique
where we render the baby characters in the NVIDIA
graphics card off-screen at 256 x 256 pixels each,
and keep the last 30 drawn images of each baby in
graphics memory.
Then on-screen we draw the babies
on 50+ rectangles, randomly choosing from this 1-second time-history
of the two baby characters, giving the impression they are
all different. This off-screen recursive-rendering technique
is released with Touch 012, opening up a family of new realtime
effects.
Derivatives collaboration
with Rush pushed animation technology to a new level.
Howard Ungerleider, one of the world's top show lighting
designers with 30 years of designing and programming
heavily-sequenced lighting set-ups, gave us technical
and artistic insight in lighting-animation synchronization.
Rush has always taken an innovative
approach to their lighting and visuals. Derivative's
founder, Greg Hermanovic points out, "For the 2002
Vapor Trails tour, Rush tapped into Touch's state-of-the-art
capabilities.
"While
developing visuals, Touch gives you more creative
choices - once the visuals are designed for a
song, we could easily play the controls and experiment
with more variations with the band, settling on
what's best.
"During the show,
the live element makes the visuals more expressive
and enhances the feeling of the band's music.
And the visual performer keeps in step with the
music each time a song is played live.
"While Rush is touring,
the visuals continue to evolve under their creative
direction. Existing visuals can be cross-bred
and taken in a new direction without starting
all over. From an economic standpoint, this was
an efficient way to get the most content under
a tight production deadline.
"Our
goal with the Touch products is to make live visuals
easy to produce, easy to perform, easy to evolve and
easy to combine with other tools. Doing challenging
projects like the Vapor Trails tour sets our sights
on what tomorrow's visual producer will need before
they start asking for it."