Professional Documents
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Sense of Object-Orientation
Casey Alt
Stanford University
387
388 Configurations
they create the space within which the scientific object exists in a material
form.5
Figure 1. 1994 screenshot of graphical user interface for Wavefront’s Data Visualizer. Im-
age source: M. Böttinger, Deutsches Klimarechenzentrum. Personal communication.
tific markets (previously the sole territory of SGI) with its Data Visu-
alizer application, a highly flexible system for visualizing complex
scientific data (Fig. 1).
In 1990, Alias went public on the U.S. market and raised $35 mil-
lion in its initial public offering. Within the same year, the company
decided to definitively stake its claim in the entertainment industry
by differentially marketing its third-generation software release as
Studio for industrial design and as PowerAnimator for the entertain-
ment market. That same year, ILM and James Cameron again struck
gold (quite literally) with Alias software by using PowerAnimator to
create the T1000, Arnold Schwarzenegger’s chromium robotic foe in
Terminator 2: Judgment Day; the T1000 garnered ILM an Academy
Award for Best Visual Effects. In 1991, Alias acquired Sonata, a high-
end 3-D architectural design and presentation system, from T2 Sys-
tems of the United Kingdom. With the addition of Sonata, Alias
comprised four distinct divisions: Alias Division (industrial design
and entertainment), Style! Division (UpFront and Mac/Win for ar-
chitects, and Sketch on Mac for illustrators), Sonata Division (archi-
394 Configurations
The Flintstones, and Star Trek: The Next Generation. By 1994, Alias
special-effects customers included ILM, Angel Studios, Digital Do-
main, Dream Quest Images, Cinesite, Metrolight Studios, Pixar, Sony
Pictures Imageworks, Video Image, Disney, and Warner Brothers.
The year 1995 marked a turning point in the development of
both companies: on February 7, Wavefront, Alias, and Silicon Graph-
ics announced plans to enter into definitive merger agreements.
More correctly, SGI acquired both Alias Research, Inc., and Wave-
front Technologies and combined them into a single subsidiary com-
pany called Alias|Wavefront (A|W). Mark Sylvester, cofounder of
Wavefront and “Ambassador” at A|W, explained the merger decision
at the time by stating: “We created digital skin, then [Alias] did; now
they’ve created digital hair and we’re working on digital clothing.
With both of us working together, we can attack the bigger technical
problems instead of duplicating work.”9
Immediately following the merger of Alias and Wavefront, A|W fo-
cused its combined attention on the development of a next-generation
animation software. While Alias had been working on its “next-
generation, very secret product development,” Wavefront was in the
process of also developing a revamped product from the technology
it had acquired from TDI.10 Not wishing to replicate progress on dif-
ferent product lines, the president of A|W at the time challenged the
technical team to come up with a unified product agenda that would
fuse the requirements of the Wavefront users, the Alias users, and
the TDI users into one next-generation product that was deliverable
within a year.11 It would in fact take A|W more than three years to
complete its “absolutely overly ambitious goal,”12 but in 1998 it re-
leased its much-anticipated flagship product Maya. Since its initial
release, Maya has continued Alias|Wavefront’s virtually unchal-
lenged domination of the computer graphics world: almost every
cinematic computer-graphics sequence has been produced on A|W
applications, including those in Toy Story, A Bug’s Life, The Matrix,
Star Wars Episodes I and II, Stuart Little, Final Fantasy: The Spirits
Within, Monsters Inc., Shrek, Lord of the Rings, and Spider-Man. Simi-
larly, A|W has continued its penetration of industrial and product-
design markets by uniting its product lines into its Studio|Tools de-
sign system. The company has also sustained much of its influence
in the video-game design sector, though it has been aggressively
challenged by Discreet’s 3-D Studio Max. Maya was used to create
the 3-D models for six of the ten top-selling Sony PlayStation® 2 ti-
tles for December 2000, and is currently being used by over half of
the game developers for the Microsoft Xbox. In its continuing dom-
inance of several different entertainment markets, Maya has there-
fore generated much of our contemporary graphic imaginary.
As its history would suggest, Maya is the result of a very heteroge-
neous software design process: it was born from the merger of the
products and practices of essentially three different graphics software
companies (Alias, Wavefront, and TDI) and at least three different
corporate structures (Alias, Wavefront, and Silicon Graphics). Much
of the challenge in designing Maya therefore centered on combining
the best features of each software system into one product with one
interface, without driving away each company’s previous user base.
Mark Sylvester has emphasized the problems inherent in the new
Maya collaboration:
So you had this really interesting challenge because the Alias developers really
knew how to think along the lines that they had been accustomed to thinking
for 10 years as [sic] the same was with Wavefront developers and the Parisian
developers. The first year was basically spent understanding the requirements
of the various installed bases because they were all very, very different. We also
spent a great deal of time learning how to work together, across continents and
language barriers. . . . There was the California approach, there was the Cana-
dian approach, and there was the Parisian approach. They had their own
zealots who felt that their given approach was the right way to do it. Yet, at
the end of the day, we all made pictures and got pixels up on the screen.13
13. Ibid.
Alt / The Materialities of Maya 397
Figure 2. Screenshot from Maya 3.0 showing several ways for viewing object data.
Figure 3. Screenshot from Maya 3.0 (in clockwise order from top) showing the perspec-
tive, side orthogonal, front orthogonal, and top orthogonal views of objects in a scene.
lists the actual Maya Embedded Language (MEL) script that was used
to produce the object. Each of these views onto the object provides
a continuously updated, though differently arranged, picture of the
design space. While providing a great degree of interpretative flexi-
bility, this many-faceted approach also requires an extensive orien-
tation process when beginning to use Maya, particularly when most
tutorials encourage the user to work through each of the separate in-
terface options without explicitly stating that each of the multiple
views represents the same object world.
A second, though perhaps less confusing, aspect of Maya’s visual
interface is the ability to simultaneously open multiple graphic dis-
play windows on the same set of objects. For example, if one wants
to view a set of simple objects such as the sphere, cone, cylinder, and
torus in Figure 3, one can do so from one of three “flat” orthogonal
perspective (front, top, and side) windows, or through the default
perspective window, which presents the objects as located within a
“three-dimensional” perspective plane according to all the perspec-
tival conventions of classic Renaissance perspective. In order to
move through the perspective view, one can use a combination of
keyboard and mouse to perform different camera movements in re-
lation to the objects. For example, it is possible to dolly in or out of
the scene by pressing the ALT key and the right and middle mouse
Alt / The Materialities of Maya 399
Figure 4. Maya 3.0 screenshot showing four camera angles from four different camera ob-
ject views.
Figure 5. Screenshot from Maya 3.0 showing the procedure for toggling through different
main menu sets.
menu for the NURBS plane in Figure 7 allows the user to toggle
among isoparm, hull, control vertex, surface patch, or surface point
views of the object, while also allowing for the modification of vari-
ous parameter inputs and actions that are associated with the object.
It is also important to note that Maya allows users to reconfigure
tool menus to their liking, as well permitting experienced users to
script new tools that can be added to any or all sets of tool interfaces.
Since Maya’s interface is designed in its own Maya Embedded Lan-
guage scripting, the user can script new tools that automate routines
and provide customizability to the default interface. For example, if
a user wished to graphically represent a large data series as three-
dimensional spheres whose color corresponds to the magnitude of
each separate value in the series, it would be much easier to write a
MEL script to read in the values and loop through them to construct
a sphere at each value than to manually add each sphere, position it
correctly, and change the color node to reflect the differing values.
While MEL scripts are in some ways the foundation for the Maya in-
terface, it would be incorrect to assume that the graphic interface
could be reduced entirely to the MEL scripts. Rather, as is implied by
the term “embedded language,” the MEL scripting functionality is
intended as an extension of Maya’s normal interface to allow for an
even more flexible design environment.
402 Configurations
Figure 8. Screenshot from Maya 3.0 of wireframe patterns from a NURBS torus geometric
primitive (on the left) and a polygonal torus geometric primitive (on the right). The
square purple dots on the NURBS figure represent surface control vertices.
While I have thus far described the wide diversity of views and
tools that make up Maya, I also wish to briefly discuss yet another
important distinction in Maya: the difference between polygonal-
and NURBS-based modeling systems. Maya allows for the modeling
of objects according to both design systems, and although the two
may initially look quite similar, NURBS and polygon systems pro-
vide dramatically different means for modeling. Though I will focus
mainly on Maya’s NURBS-based modeling capabilities throughout
this paper because it is the feature that most distinguishes Maya
from its competitors, a few industries, particularly the video game
industry, rely primarily on Maya’s polygonal modeling functionality,
since most 3-D gaming cards are designed to quickly process billions
of polygons per second.
Put most simply, the difference between polygonal and NURBS
modeling is that polygonal objects consist of meshes of (usually tri-
angular) interlocked polygon faces (2-D planes), whereas NURBS ob-
jects consist of surfaces that are actually interpolated among various
control vertices in 3–space (Fig. 8). Since polygon surfaces, or poly-
meshes, consist of 3-D lattices of multiple two-dimensional polygon
faces, Maya’s polygonal modeling tools function mainly to extrude,
scale, and reposition primitive object faces into more complex
polygonal shapes. NURBS modeling, on the other hand, consists of
tweaking the various control vertices to modulate the larger interpo-
lated three-dimensional surface as a whole (I will more fully describe
the specifics of NURBS modeling in a moment). Thus, polygonal
modeling involves the transformation of only local faces and their
immediately adjacent planar faces, while NURBS modeling relies
Alt / The Materialities of Maya 403
Figure 9. Screenshot from Maya 3.0 showing surface modeling differences between
NURBS-based and polygonal geometric primitives.
Figure 10. Maya 3.0 screenshot of one-degree, three-degree, and seven-degree NURBS
curves.
Figure 11. Maya 3.0 screenshot of NURBS surface showing U and V coordinate spline
directions.
Figure 13. Maya 3.0 screenshot of a NURBS surface created by lofting a topology between
curve 1 and curve 2.
16. Timothy Lenoir, “Virtual Reality Comes of Age,” in Funding a Revolution: Govern-
ment Support for Computing Research (Washington, D.C.: National Research Council,
1999), p. 226.
17 Alan Kay, “The Early History of Smalltalk,” in History of Programming Languages-II, ed.
Thomas J. Bergin, Jr., and Richard G. Gibson, Jr. (New York: ACM Press, 1996), p. 515.
18. Ibid., pp. 515–516.
410 Configurations
Shortly after his first exposure to Sketchpad, Kay was given the task
of making sense of an unusual programming language from Norway
called Simula. After days of poring over “80 feet” worth of printed
Simula program listings, Kay eventually came to see that
what Simula was allocating were structures very much like the instances of
Sketchpad. There were descriptions that acted like masters and they could cre-
ate instances, each of which was an independent entity. What Sketchpad
called masters and instances, Simula called activities and processes. Moreover,
Simula was a procedural language for controlling Sketchpad-like objects, thus
having considerably more flexibility than constraints.19
ships among Maya’s various media objects, there are obviously dis-
tinct phenomenological differences between writing object-oriented
programs in languages such as Smalltalk, C++, or Java and con-
structing a 3-D scene of interrelated objects in Maya. As one would
expect, object-orientation with programming languages consists of
nothing but programming code, and “objects” exist as abstract
classes of data objects and their corresponding methods. Maya’s ob-
jects, however, have a directly embodied presence as visual and hap-
tic 3-D objects that can be manipulated and interconnected within a
perceivable space. Thus, in the case of Maya’s object-oriented para-
digm, the interface demands that the user interact with space and
materiality through a very unusual perceptual strategy—an ap-
proach that requires the intended scenes to emerge not from a top-
down design concept, but rather through the literal building of var-
ious scene objects and the enabling of interactions between those
objects in order to produce the desired final behavior. While such an
altered design approach has undoubtedly reconfigured the way pro-
duction occurs, I will demonstrate in the next section how it has also
engendered new ways of embodying space.
Conceptualizing Object-Orientation
As the powerful design and simulation capabilities of Maya and
other 3-D modeling programs continue to permeate scientific, tech-
nical, and entertainment industries, the object-oriented paradigm
will increasingly become the default modality for production. As we
have already seen, such a framework for production requires users to
cease designing in terms of the top-down binarisms of procedural
models and instead to begin thinking laterally among the different
object nodes of the overall program space, in order to approximate a
desired design outcome. In this model, production involves the
ability to move through multiple nodes and draw connections so
that the manifold space of interactions can be locally navigated and
mapped rather than globally conceptualized. The emphasis on priv-
ileging local, heterogeneous, and situated perspectives over mono-
lithic, essentialist, and hegemonic ontologies and valuations paral-
lels much of the current discourse in critical studies. In the
remainder of this section, I will explore exactly how this conver-
gence between material and intellectual production has already be-
gun to encourage a new framework for thought and embodiment.
It is perhaps not surprising that one of the first contemporary dis-
ciplines to give expression to this new convergence is located at the
cusp of material design and critical discourse. For it is in architecture,
a fertile zone of intersection between critical studies and design ma-
414 Configurations
terialities, that designers and artists began to map the parallels be-
tween poststructuralist discourse and the powerful 3-D design pro-
grams in which the bulk of contemporary architectural practice
takes place. In seeking critical frameworks that depart from the neg-
atively defined approaches of deconstructivism and other post-
modern strategies which emphasize the constitutive difference of ar-
chitectural contexts, a new generation of architects has found
resonance in the works of Gilles Deleuze and Félix Guattari (D+G).23
Primary to D+G’s new experimental philosophy is an understanding
of spatial relationships and embodiment that mirrors the very mode
of interaction that Maya’s interface demands.
In describing their vision for such a program, D+G have adopted
Aloïs Riegel’s categories of haptic and optic to refer to these funda-
mentally different spaces of interaction:
The first aspect of the haptic, smooth space of close vision is that its orienta-
tions, landmarks, and linkages are in continuous variation; it operates step by
step. . . . Examples are the desert, steppe, ice, and sea, local spaces of pure con-
nection. Contrary to what is sometimes said, one never sees from a distance in
a space of this kind, nor does one see it from a distance; one is never “in front
of,” any more than one is “in” (one is “on” . . . ). Orientations are not con-
stant but change according to temporary vegetation, occupations, and precip-
itation. There is no visual model for points of reference that would make them
interchangeable and unite them in an inertial class assignable to an immobile
outside observer. On the contrary, they are tied to any number of observers,
who may be qualified as “monads” but are instead nomads entertaining tac-
tile relations among themselves. . . . the “monadological” points of view can
be interlinked only on a nomad space; the whole and the parts give the eye
that beholds them a function that is haptic rather than optical. . . . Striated [or
optical] space, on the contrary, is defined by the requirements of long-distance
vision: constancy of orientation, invariance of distance through an inter-
change of inertial points of reference, interlinkages by immersion in an ambi-
ent milieu, constitution of a central perspective.24
23. For a more thorough discussion of the history of this connection, see Timothy
Lenoir and Casey Alt, “Flow, Process, Fold: Intersections in Bioinformatics and Con-
temporary Architecture,” in Science, Metaphor, and Architecture, ed. Antoine Picon and
Alessandra Ponte (Princeton, N.J.: Princeton University Press, forthcoming).
24. Gilles Deleuze and Félix Guattari, A Thousand Plateaus: Capitalism and Schizophre-
nia, trans. Brian Massumi (Minneapolis: University of Minnesota Press, 1987), pp.
493–494. For Riegel’s original use of haptic and optic, see Aloïs Riegel, Die Spätrömische
Kunstindustrie (Vienna: Staatdruckerei, 1927).
Alt / The Materialities of Maya 415
25. Gilles Deleuze, Cinema 1: The Movement Image, trans. Hugh Tomlinson and Barbara
Habberjam (Minneapolis: University of Minnesota Press, 1986), p. 109.
416 Configurations
26. Nicholas Negroponte, Being Digital (New York: Knopf, 1995), p. 18.
27. Peter Eisenman, “Visions Unfolding: Architecture in the Age of Electronic Media,”
in Digital Eisenman: An Office of the Electronic Era, ed. Luca Galofaro (Basel: Birkhäuser,
1999), p. 84.
28. Ibid., p. 88.
418 Configurations
32. Gilles Deleuze and Félix Guattari, “November 18, 1947: How Do You Make Yourself
a Body without Organs?” in Thousand Plateaus (above, n. 24), pp. 149–166, on p. 161.
420 Configurations
bodied site in which all of its purchased objects’ behaviors and de-
mands converge. Each Sim agent exists therefore as a central organ-
izational node within a topological field of desiring objects. As
object-oriented digital media applications such as Maya continue to
haptically reconfigure our own notions of lived embodiment, we
have become increasingly enmeshed in a new ontology of material
culture.
Making Sense
What has emerged from a practical engagement with the materi-
alities of Maya’s interface is that object-orientation is not just an in-
novative programming methodology but also an entirely new para-
digm for making sense of the world. Such an investigation into our
becoming object-oriented may on a certain level seem absurd, since
our own sensorimotor bodies are obviously object-oriented in their
own hodological navigation of local spaces. However, one cannot
say the same about the representations we have constructed to ex-
plain observed phenomena. At least within most Western cultures,
these representations traditionally have privileged a top-down, lin-
ear, procedural approach, largely because our media for instantiating
the representations have themselves allowed only such linear op-
tions. However, the introduction of object-oriented digital media
into the feedback loop has opened up new lines of flight for thought
and representation.
Hermann von Helmholtz, the ninteenth-century German physi-
cist and physiologist, was among the first to oppose a strictly Kant-
ian approach to sensation by arguing that our senses are learned
rather than innate. Against the popular theories of his time, Helm-
holtz deconstructed the assumption that perception was a process of
universal, immutable, and transcendental faculties. In his 1878 lec-
ture entitled “The Facts of Perception,” he directly opposed Kant’s
assertion that our ability to perceive space is a manifestation of a
geometric faculty that exists as a purely a priori condition of
thought.33 Rather, he argued for an empiricist or physical theory of vi-
sion derived from his own experimental research on human sense
perception. Updating Kant’s “nativistic” assertion that the proposi-
tions of geometry are “simply given” or “necessarily true” as an a
priori aspect of thought, Helmholtz argued that what appeared to be
an innate propensity toward a geometric understanding of space is
33. Hermann Helmholtz, “The Facts of Perception,” in Selected Writings of Hermann von
Helmholtz, ed. Russel Kahl (Middletown, Conn.: Wesleyan University Press, 1971), pp.
366–408.
Alt / The Materialities of Maya 421