The problem of materialization sits at the limits of digital control and resolution. Physical materials have no resolution, or perhaps they have ultimate resolution. This project engages in the discrepancies, differences and gaps as things that are lost in translation between an excessively controlled but exceedingly irresolute digital environment and its materialization into the reality of physical space.
This work conflates matter and form through a logic of rigging, a concept derived from and informed by robotic motion-control. The rig is the most basic and fundamental means of digital skeletal animation. It is an underlying system of connections and interactions. In this project it exists as a site to challenge conventions and standards of control through the development of a model free from the constraints of default kinematic solvers. We have developed a custom MEL (Maya Embedded Language) expression based switchable rig.