Honors Project

“Bodily Functions” employs the subversion of simulated reality to create a dialogue about the female body and how it is viewed, and treated in our society. Using this technology, I manipulated the female figure, twisting it, shaking it, pushing, pulling, and breaking it. The bodies themselves are a pale, nonassuming pink color to reflect the societal pressure on women to be nonoffending and nonobtrusive. It also utilizes the gendered norm of female being represented by pink. They exist in a world of blue, a color often associated with maleness. As the film progresses and builds, the bodies start to fight back, covering the gaze, both in the physical space and of the viewer. This represents the capability of women to fight back against as society that does not value them as it should.

I built all of my models in Maya and Cinema 4D. I textured, lit, and animated in Cinema 4D. I used dynamics systems and simulations; such as hair simulation, cloth simulation, and soft and hard body dynamics to control the female form. There is virtually no key framing in this piece, so the animation is controlled by trial and error in adjusting settings and preview renders. The more complex a scene is, i.e. more polygons, more interaction between objects, etc., the more difficult it is to simulate and render. I crashed my computer several times, and some of the renders took longer than 30 minutes a frame. The simulations contain glitches, but I choose to leave them in as purposeful imperfections, not trying to in any way hide the use of technology, but highlight it. In a way I’m subverting the purpose of these systems, whose purpose is to mimic reality, and I have used them to contort the human figure in ways that defies actuality. Instead I use these systems them to express my reality of existing as a woman in the “real world.”



These are some of the artists whose work I looked at throughout this process, and influenced me and this project.

Lilli Carre


About Bodies and technology, deformation and manipulation of the body through tech

Kate Gilmore


feminist sculpture and performance, makes work about women taking up space

Hito Steyerl


How space effects viewer


ideologies about female invisibility

Jennifer Steinkamp


use of projection, beauty, dynamics in innovative ways




Dynamics Tests 

3D Renders



2D Work 


I’ve been doing a lot of thinking about this project, which is unfortunately undocumentable, but has been taking up a lot of time and brain space. I have decided to keep this film more abstract rather than character or story driven. It will be about my own personal experience with hiding, and fear of being noticed, and how that relates with my experience as a women, and how the two are interconnected. I will be using both 2D and 3D animation to further my concept and also to explore the combination of these two types. I have been working on creating assets and effects to use in  my film. I have been using both Maya and Cinema 4D to do this. I usually model in Maya, for example the head is modeled in Maya, using myself as reference, but the effects and texturing were done i Cinema 4D. Some of these are shown above. I have been trying to master particle systems, but have not had anything worth rendering yet. It seems that a lot of particle based things are done using plug ins, the most common being X-Particles, but this plug in does cost money, and I am trying to stay cost friendly. I have been experimenting with using effectors for animation in C4D. One of the challenges I am facing is combining the 2D and 3D animations I am doing, because stylistically they are very different.


I have been looking at the following artists for inspiration.


I am inspired by Kate Gilmore more in her subject matter than her work. She is a performance artist, and I am creating an animation. I am inspired by her works, which are typically about women and the female experience. She has done several works about women breaking out of confined spaces, which is related to my own work.

I am inspired by Jonathan Monaghan’s method of video making. He uses beautiful models, and no linear story. I am going to be conveying my message using these techniques.


Week 1
• I took this week off not going to lie
Week 2
• Modeling/ asset creation
• Writing about topic/ storyboard kind of
• Research about Cinema 4D particle systems and effects
Week 3
• Modeling/ Asset creation
• Texturing
• Research Particle Systems, and effects in Cinema 4D, specifically underwater/ Oceanic effects
Week 4
• Modeling/ Asset creation
• Texturing
• Research Particle Systems, and effects in Cinema 4D, specifically underwater/ Oceanic effects
Week 5
• Modeling/ Asset Creation
• Collecting Assets
• Finish Texturing
Week 6
• Create rough recording of script
• Start animating
Week 7
• Animate
Week 8
• Animate and render
Week 9
• Animate and render
• Reserve spot in Digital Union for Sound recording
Week 10
• Animate and render
Week 11
• Animate and render
Week 12
• Animate and render
• Compile/ Start working in After Effects
• Create good recording of Sound
Week 13
• Compile/ Start working in After Effects
• Put in sound
Week 14
• Finish Project


Earlier Work on Project

long previousMillis = 0; // last time update
long interval = 2000; // interval at which to do something (milliseconds)

void setup(){

void loop(){
  unsigned long currentMillis = millis();

  if(currentMillis - previousMillis > interval) {
     previousMillis = currentMillis;  

     // do something

Try arduino timer interrupts. No need for external libraries or even additional hardware, since the processor can be considered a clock… at 16 MHz.

#include <avr/io.h>
#include <avr/interrupt.h>

void setup ()

  cli(); // disable global interrupts

  TCCR1A = 0; // set entire TCCR1A register to 0
  TCCR1B = 0; // same for TCCR1B

  OCR1A = 15624; // set compare match register to desired timer count. 16 MHz with 1024 prescaler = 15624 counts/s
  TCCR1B |= (1 << WGM12); // turn on CTC mode. clear timer on compare match

  TCCR1B |= (1 << CS10); // Set CS10 and CS12 bits for 1024 prescaler
  TCCR1B |= (1 << CS12);

  TIMSK1 |= (1 << OCIE1A); // enable timer compare interrupt

  sei(); // enable global interrupts


// TIMER VECTOR, gets called once a second (depends on prescaler and match register)
  // do your timeing based stuff here




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