In the 1930s Disney trained animators on a flour sack: no face, no limbs, no fingers. Mood has to read through weight, silhouette, the line of action and four corners that drag behind the body. These are every flour-sack film in CRASH LAB. In the first project one sack makes a decision; in the second four sacks do twelve terrible things to each other in Calvino’s burned house.
A knife slices a tower of packed flour with a penny on top, the old parlor game. A half-empty sack flinches, notices the tower lean, comes to it head low and holds it up. The tower falls; the sack catches the penny, gathers the scattered flour back into itself and stands where the tower stood. Six swarms each built the sack, the tower and the knife from nothing in their own language, under one score of ten choices.
A title tower of 403 animation cels, then the film. Every sound is made of grains.
One camera shoots all six films in a shared world, so a cut changes the sack’s material and keeps its pose.
The story once, with the sack sewn together from six bodies.
The game played by about 20,000 grains of flour under one lamp.
Ink on paper, the game explained one line per step.
Cold open on the catch; the walk changes material at every step.
A house burns with its four tenants. A copybook survives with only its index: twelve abominable deeds, and no record of who did what to whom. Every deed is animated by a different SCION operation and can be played between any two tenants, so the film bank can play any of the 8,916,100,448,256 stories. Each deed leaves a mark and a memory, and the tenants can choose with beliefs, plans and memories of their own.
The story a Monte Carlo tree search rated most believable given who the tenants are: blackmail, drugs, a knife, a gun, a rope, and a fire at the end.
The story told once, from the ruins to the copybook to the count, in a doll’s-house section of the house.
A random choice of who did each deed, with every memory, transition and consequence.