Lee
Harrison iii's - ANIMAC
Lee had a very original approach to stick figure animation. Sadly
the prototype machine, has long since rotted away on the dump
pile. Luckily, it gave birth to a still existing machine, the SCANIMATE.
Born in 1929 in St. Louis, Missouri. Studied at the School of
Fine Arts, Washington University, St. Louis. 1953 U. S Coast
Guard OfficerTraining, New London, Connecticut: stationed in Long
Beach, California. and the Philippines. 1955 Technical
illustrator, McDonald Aircraft, St. Louis. 1956-59 Engineering
School, Washington University, St. Louis. 1959-65 Engineer at
Philco Corporation, Philadelphia. 1965 Bio-cybernetic Engineer at
the Denver Research Institute, University of Denver. 1967-68
President, Chairman of the Board, & CEO of Lee Harrison
Associates. 1969 Founder & CEO of Computer Imaging
Corporation. 1971 President until it closes. Lives in Denver,
Colorado.
The following is taken from ARS ELECTRONICA 1992:
Besides the stick figure, well researched, described and
conceptualized in a series of patent papers, Lee must have been
responsible for a series of sonar analyzing films: very beautiful
sets of matrices of vector sticks and expanding/contracting
circles, each operating in a different frequency spectrum.
Lee is the true pioneer, clearly predating all the efforts of the
legitimate avant-garde. Although his thinking and lifestyle did
not belong to the contemporary art scene of the sixties, his work
in its concept was visionary and esthetic. Obviously he follows a
long tradition of the maveric legendary inventors, working out of
their basement or garage. I can see no way in which his project
could have succeeded in its totality. I think it was the sudden
success of his company which shelved his dream while the rapidly
changing technology took away his concept of human figure
animation, certainly unique and original. Even as an oddity, it
shines in the dawn of the computer age. -W.v
We always had a navel point on our figures and we'd always flip
back to the navel point. We'd go up and out and arm and go back
to the navel point, go up and out another arm and back to the
navel, go up and out to the head. Those were all fly-back bones
and we would fly-back by just collapsing the information that was
contained on a capacitor.
ln order to determine the length of a bone we used time as the
basis. We'd start drawing in a certain direction determined by
the specific parameters and wc'd go in that direction until we'd
turned that bone off and then esscntially we'd wait there until
we drew another bone. The length was determined by plugging a
timing circuit into a place which was reset after each bone. When
you started a bone you also started that counter and that
flip-flop was plugged into the counter that would turn that bone
off. It was pretty much all digital. The next bone would be
plugged into another count and so forth aud you varied the counts
depending. A count represented some number of high frequency
units that. was part of the clock network of the whole machine.
The patch panel was color-coded and it was a big patch panel we
got out of the junkyard someplace. If you understood the code you
could actually see the bones on this patch panel. There would be
a certain color like green and the output might be a blue. If you
were going to bone number one, you brought a start pulse that was
located somewhere and you'd plug into the first bone and then
you'd plug in the output of the first bone into the second bone
and so forth. The inputs to the parameter gates were not located
on that panel. They were located down a little lower on the face
of the Animac and there were hundreds of them. You had all of
these hundreds of inputs required to make the thing happen and to
change it over time. After this, the main thrust of our
development was to make things change over time which eventually
culminated in what we called key frame programming where we would
turn knobs until we got what we wanted." L.H. 3/2/92
EARLY SCAN PROCESSORS -
ANIMAC/SCANIMATE
With ideas predating 1962, Lee Harrison Ill had the dream
creating animated figures. His idea was to view a stick figure as
a collection of lines that could be independently moved and
positioned to form an animated character. The figure would be
displayed on a Cathode Ray Tube (CRT) and be electronically
generated and controlled through vector deflection of an electron
beam. Each figure was composed of bones, skin, joints, wrinkles,
eyes, and moving lips, all drawn in sequence to create a
"cathode ray marionette." The idea evolved into a
hardware contraption called ANIMAC which could perform "big
animation." ANIMAC was developed in the early 1960's by Lee
Harrison and Associates in Pennsylvania.
ANIMAC's basic character starts out as a stick figure, with each
stick called a "bone," made from wire-frame line
segments. A "skin" is added to the bones by
superimposing curlicue springs that. modulate the stick vectors
with circular sweeps of spinning vectors. T'he thickness of the
bones, or displacement of the rings from the center of the line,
is voltage modulated by a "skin scanner." The scanner
is constructed from a "flying spot scanner," a vector
camera pointing at an intensity graph with higher brightness
representing a larger bone displacement. The "joints"
or connection of bones to skin are formed by drawing the bones in
a specified order, the endpoints being momentarly held till the
next bone is drawn. A synthetic mouth, lips and eyeballs are
created through parabolas and sine waves modulated with precise
control from voltage sources. The entire figure is manipulated in
three dimensions by passing the control signals through a three
dimensional (3D) rotation matrix, These control signals are
formed from horizontal and vertical sweep generators, with camera
angle, size and position voltages run through rotation matrices
constructed from adders, multipliers and sine/cosine generators.
To give the illusion of depth, an additional camera tracks the
intensity of the skin, giving the illusion of an edge by
modulating the skin brightness and leaving it in silhouette. This
same camera can scan a texture and superimpose it on the skin
surface of the bone.
In the late 1960's ANIMAC was converted into a transistorized
vension and numerous patents generated for it's underlying
processes. To commercialize on the scan processing experiments,
the animated cute springy character transformed itself into a
means for moving logos and high contrast graphics about the
screen. The curlicue skin is "unraveled" and becomes
small movable rasters called "flags." The Skin Scanner
is modified, and now points at the "Artwork" of a logo
or corporate graphic. The intensity of the scanned image fills
the undulating flag and is flown and spun across the surface of
the screen. The multiple bone mechanism is simplified into five
flag generators. The XY display is now re-scanned by a video
camera with 5 levers of colorization and comined with a
background graphic for recording on video tape. These
modifications combined with it's new commercial function were
named in 1969: SCANIMATE. The company went public and was renamed
Computer Image Corporation.
-Jeff Schier
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