7/31/17

How we fail to heal - Act III

Pre-Production

Concept & Scripting

Act III of How We Fail to Heal marked a turning point—from identifying systemic biological failures to demonstrating where science steps in. The story pivots from what’s broken to how regenerative medicine steps up to repair it. We stayed grounded in the clean, diagrammatic style of Acts I & II, but reoriented the narrative around therapies like Platelet-Rich Plasma (PRP) and MSC-rich Bone Marrow Concentrate. That shift wasn’t just visual—it was tonal. The storytelling moved from dysfunction to action.

We built the narrative as a continuation of Acts I & II, but with a clear message: intervention works. We broke each treatment down into its functional building blocks—platelets, MSCs, buffy coat, and so on—and mapped each of those elements visually to actual clinical processes. The aim was clarity without oversimplification. The viewer needed to understand what’s happening biologically while still feeling the story move forward with purpose.

Scientific accuracy drove every script decision. We pulled from PRP system schematics, clinical centrifuge results, and hematological breakdowns to lock in not just the visuals, but the narrative structure itself. Each voiceover line (“buffy coat,” “direct action,” “growth factors”) was built to cue a corresponding visual move—keeping the story and science perfectly synced.

Rapid Prototype (RP)

We built the RP in After Effects, just like Acts I & II. No character animation at this stage—just clean, static mockups that let us block the animation’s rhythm and text hierarchy. Every major sequence—PRP stacks, bone marrow injection, regenerative pathways—was drafted using flat graphics, bar layouts, and syringe diagrams. The idea was to lock in flow, not finesse.

Text hierarchy was dialed in early, using placeholder callouts for “Buffy Coat,” “Platelet Poor Plasma,” “Red Blood Cells,” and “MSC-rich Bone Marrow Aspirate.” These were staged against infographics to validate that what the viewer hears matches what they see—without crowding or timing conflicts.

The RP acted as both timing rough and structural test. We needed client confidence that the science was translating clearly, especially for new terminology introduced in Act III. These early builds also helped ensure that callouts, labels, and VO pacing worked in tandem—not at odds.

We stayed rooted in the visual language built for the earlier acts—2.5D illustration with a soft, paper-textured treatment—but the content in Act III required some new graphic tools. Vertical bar stacks to show blood layers pushed us to find a clean way to segment colored volumes inside tubes and syringes. These needed to feel dimensional enough to communicate substance, but still flat enough to fit within the infographic system.

We used the RP to rough in the full animation logic: how treatments are delivered, how they move, and how they affect tissue. Syringe animations were staged using simple shape keys and masks. The goal was to preview path logic without locking into camera setups or physical realism.

To visualize healing, we brought back the injured tissue cross-section from Act II and started layering directional cues—arrows, pulses, color spreads—to imply regenerative effect. These early tests helped us pinpoint how long to linger on each beat and where the narrative needed visual reinforcement. It also helped us decide where to show literal motion and where to lean on metaphor—like the upward “wave” of healing from an injection point.

Timing was a major focus here. With so many static elements—charts, diagrams, overlays—the RP helped us avoid visual fatigue by staggering transitions and balancing data visuals with moments of simplified movement. Hold frames and dissolve sequences let us test pacing before building anything in 3D.

Client Feedback Shaping Direction

Act III was built directly from feedback loops developed in Acts I & II. The mandate was clear: don’t get too clever, just be accurate and clear. Early RP scenes were reviewed by the client’s medical team, who asked for more specific visual breakdowns of platelet and MSC components. In particular, they wanted the Buffy Coat shown as its own segment—not as a generic “middle layer.” We adjusted diagrams to meet that standard and revised all text hierarchy to reinforce the breakdown.

They also pushed for stronger visual differentiation between direct and indirect regenerative action. We responded with mirrored visual paths—side-by-side panels that mapped each process clearly. This included anatomical context: the stick figure model returned as a stand-in patient, with clear injection sites and directional callouts mapped to the iliac crest and injury locations.

Style Choices and Reasoning

We kept the visual playbook consistent with Acts I & II but evolved it to handle more complex info. Everything leaned into vector-style 3D renders—flat-shaded geometry, softened textures, and clean edge lines. The goal was clarity that still felt polished, not sterile. Lighting was soft and diffused, with no strong shadows or gradients, just enough to provide depth cues when needed.

Typography stuck to the same sans-serif system used throughout the series. Color-coded terminology helped guide the viewer: red for blood and injury, orange for PRP components, blue for MSCs and healing agents, and neutral creams and whites for background scaffolding. This system helped viewers process complex content quickly, without needing to read everything line-by-line.

Character design remained abstract. The stick figure continued to represent the “universal patient”—an intentionally simplified avatar that kept the story accessible while signaling biological scale and location without distraction. This maintained emotional neutrality while grounding the regenerative action in a human context.

Color separation did a lot of the heavy lifting. The chromatic language we used became a kind of shorthand—reinforcing biological roles and making visual transitions seamless across therapy types and delivery mechanisms. Every stylistic choice pointed back to a single goal: clarity with precision, at a pace that matches how people actually learn.

Full Production (FP)

Design & Animation

The animation lifted directly from where the RP left off, now fully fleshed out to show treatment delivery, therapeutic action, and healing response in tight sequence. One of the scenes involved the layered syringe visualization, where stratified blood components were animated vertically inside a custom-built model. Layers for Platelet Poor Plasma, Buffy Coat, and Red Blood Cells were carefully animated, with plunger motion synced directly to the VO.

In the bone marrow aspiration scene, we built a stylized injection shot: a clean needle model penetrating simplified tissue layers, followed by animated pulse ripples and soft radial spreads radiating outward to represent paracrine signaling. No molecular detail was needed—the design implied biological change using spatial motion and timing. When showing direct MSC action, we staged cell clusters visibly exiting the syringe and migrating toward a tissue cross-section wound site.

For the wound repair sequence, we reconstructed the injury bed with stacked geometry blocks and drove their animation using MoGraph effectors. Rather than extruding or scaling raw geometry, we softened transitions with eased growth curves and faded overlays—letting the healing progression unfold deliberately, almost like a time-lapse. This mirrored the system from Act II but flipped the visual language from decay to repair.

The stick figure character rig was reused but re-staged to signal recovery. Post-treatment shots showed the character upright, moving evenly, or standing still in a relaxed pose. Arm motion had slight secondary animation to communicate restored function. No procedural cycles here—every frame was manually keyed to keep it honest and controlled.

The most logic-heavy sequence was the split-screen comparison of direct vs. indirect MSC effects. Using mirrored wound environments and cloned cell geometry, we built two visual pathways side by side: one showing MSCs migrating and engaging tissue directly; the other showing healing initiated purely through signal pulses. Linework, color, and timing were locked tightly to keep the message clean. That symmetry across panels helped the viewer instantly see the difference, without VO doing all the work.

Throughout, camera moves were kept minimal. Shots leaned into flat, almost orthographic angles, with only the occasional vertical slide to introduce components. Perspective was used sparingly—just enough to help stage syringe barrels or show motion direction, but never at the cost of clarity.

Style Choices and Reasoning

Stylistically, Act III was built to complete the arc: same aesthetic foundation, but nudged toward optimism with brighter color grades, lighter pacing, and more breathing room in the layouts. It needed to feel like part of the same system, but also signal the turn from degeneration to treatment.

We stuck with the Standard Renderer, using AO and Sketch & Toon selectively to preserve the crisp, flat look from earlier acts. Materials stayed noise-free, with zero bump or gloss—clarity came from shape and color contrast, not surface complexity. The final frames needed to read like a scientific chart, not a render.

Lighting was kept ambient and even across the board. Using sky domes and large-area lights, we created a paper-lit quality that felt cohesive, warm, and minimal. That softness anchored every frame and kept focus on the animation, not the environment.

This act had more space—less breakdown, more structure. No shot was overbuilt or overly dynamic. Every decision, from palette to motion rhythm, pointed back to one goal: show the mechanism clearly, and let the science speak.

Technical Details

On the modeling side, we stayed tight and efficient. Syringes, needle tips, blood components, and fluid columns were all built with clean geometry and minimal subdivisions, making them easier to light and animate cleanly. Splines were used for injection paths, allowing us to animate delivery arcs or material flows with precision.

The MoGraph system handled most of the dynamic healing effects. Block-style wound models were staged in grids and animated upward using falloff-controlled effectors—simulating regrowth without needing physics or deformers. MSCs and platelets were cloned into scenes based on VO beats, then timed with manual keyframes to reinforce the sense of biological timing.

All rendering was optimized for speed and clarity: full-res 1080p, limited global illumination, AO passes only where needed, and Sketch & Toon used sparingly but purposefully for edge fidelity.

One of the biggest creative challenges was getting the visuals to walk the line between anatomical accuracy and legibility. We had to show syringe draws, blood stratification, MSC targeting, and tissue healing—but all without losing the audience in detail. We tackled this by abstracting forms into geometric building blocks, then layering on motion and VO timing to support the clinical story.

Post-Production & Delivery

Final Compositing & Color Grading

Post-production was handled entirely in After Effects, where every rendered sequence from Cinema 4D was brought together and fine-tuned. This is where static frames turned into cohesive, instructive motion—through layered text, infographic overlays, interface animation, and atmosphere control. Just like the previous acts, the priority was to preserve the flat medical illustration style while delivering visuals that hit cleanly alongside the voiceover..

Color correction was handled with surgical precision. The bright, even lighting established in C4D held strong, but we adjusted curves and levels shot by shot to tighten tone and keep text sharp across all compositions. Whenever a label or diagram risked blending into the background, we dropped in masked brightness layers behind the text, just enough to punch clarity without disrupting the diagram.

While Act III wasn’t built around effects-heavy visuals, we still incorporated targeted VFX cues to strengthen the sense of biological influence—especially where the narrative covered signal-based healing.

We also pushed clarity on the stick figure rig by applying AO multipliers and midtone contrast boosts in comp, making sure the silhouette held up in more layered scenes. Diffusion animations and eased-in gradients added low-key motion to key anatomical areas, giving those flat diagrams just enough life to register as active systems.

Infographics, UI Overlays, Data Visualization

This act carried the heaviest infographic load of the series, and everything was handled directly in AE. We built layered visual systems to match the script: blood stratification diagrams, syringe cutaways, split-screen healing modes, and high-level headers like “REGENERATIVE MEDICINE” or “DIRECT vs. INDIRECT.”

Text overlays were animated using ease-in position and fade logic, with every movement tuned to the voiceover. Font systems were kept identical to prior acts—clear sans-serif, readable on any screen, and color-coded by biological role: red for blood, blue for MSCs, gray for structure.

For the blood stratification animation, the vertical bar chart was built in modular comps, with title blocks timed to cascade in line with VO beats. Each segment—“Platelet Poor Plasma,” “Buffy Coat,” “Red Blood Cells”—entered in order, visually reinforcing the structure of the treatment in a format any viewer could follow.

In the split-panel healing diagram, both sides were locked to the same base geometry and animation timeline, but each told a different story. The direct-action panel showed MSC migration and tissue contact, while the indirect panel showed radial pulses and native cellular response. All overlays were feathered, masked, and glow-enhanced, giving viewers immediate contrast between therapeutic mechanisms without needing clinical annotation.

Delivery

Final export was a 1080p H.264 video, matched frame-for-frame with the specs from the earlier acts. All comp layers—textures, AO, line passes, animated labels—were baked into the final. There were no alternate sizes, no subtitles, no international versions requested.

The finished file was delivered as a standalone, presentation-ready asset, suitable for medical briefings, patient education, internal decks, or clinical marketing. Every frame delivered technical accuracy, visual continuity, and instructional clarity—closing the loop on the trilogy with clean execution and zero wasted motion.

Transcript:

ACT III - Regenerative Medicine’s aid in the process.

Regenerative medicine is a process of harnessing the body’s resources to heal injured tissues. Usually this requires the movement of adult stem cells or MSCs to the areas where they are needed most, which can be done directly or indirectly. 

The direct method of cell delivery is transferring MSCs from one area of the body with a rich depot of cells directly to the injury site. The best source of MSCs, growth factors, and proteins found in the patient’s own body is located in the bone marrow of the Iliac Crest. The iliac crest is the curved shelf of the pelvic bone and it is an ideal site for extracting MSCs due to the rich density of cells, accessibility by the physician, and safety and comfort of the patient.

A probe is inserted into the marrow and a rapid suction force is applied to separate the pericyte MSCs from the hundreds of blood vessels running through the tissue.

The MSC-rich bone marrow aspirate is removed from the body in multiple small volumes, ensuring superior retrieval of stem cells and less dilution by peripheral blood.

Once an adequate amount of fluid is removed, it is loaded through a filter into a sterile device and then centrifuged to separate its components by the density of different cell types. The platelet-poor plasma is the lightest density and will float to the top.  The red blood cells are the heaviest, so they will float to the bottom.  The buffy coat, where the fraction of white blood cells, platelets, and most MSCs reside, is found in-between the red blood cells and plasma, and it makes up for less than .1% of the entire volume. 

A trained technician will carefully extract the buffy coat, also known as bone marrow concentrate, and a physician will inject the BMC directly into the injury site for immediate function. This is often referred to as an Adult Stem Cell Procedure.  The entire process usually takes less than 30 minutes.

The indirect method of regenerative medicine is to create an inflammatory response that would recruit MSCs into the injury from adjacent vascular tissues.  One source of indirect therapy is platelet-rich plasma, or PRP, which comes from the centrifugation of a patient’s peripheral blood to capture the platelets. Platelets are like bags filled with growth factors and proteins, and they are released when they approach an injury. Furthermore, they create a local inflammatory response with the growth factors and proteins in order to stimulate local blood cells and repair damaged tissue that failed to heal immediately after the initial injury. A secondary mechanism of action is to recruit MSCs from nearby blood vessels to perform their natural function in musculoskeletal healing.

Regenerative medicine is a natural and safe treatment option that utilizes the patient’s own cells and proteins to enhance the healing process by reducing inflammation and pain.  This treatment simply doesn’t treat the symptom, like many pharmaceutical drugs, but it has the potential to resolve the underlying problem allowing patients to return to normal activities, regain normal functions of movement, and in many cases, avoid surgery or more invasive procedures.

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How we fail to heal - Act I & II

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3D Whiteboard Trailer