Wednesday, May 3, 2017

Sarah Roberson: Independent Study

For the final leg of my independent study, I did the mold making and casting of the hands feet and head of the two models I've been creating all semester. This involved several steps from creating clay objects to create a mold from, to the final casting.



For the different pieces, I created them using plastaline clay that doesn't dry, but gets softer to the touch when you mess with it. I created two sets of each, but ended up using only one to create the molds. Below you see a picture of plaster molds. This was my initial idea. Make molds out of plaster and cast it in silicone. By the direction of a friend, he recommended that I create the molds for the hands and feet out of resin and then make the casts out of silicone, while doing the opposite for the head. This idea was to ensure that my hands and feet were created out a flexible material that would allow the stop motion armatures to move with a realistic feel.   


                                                





The picture on the top is what the molds looks like after the clay was mostly cleaned out of the mold. The bottom picture is the mold in the process of being cured. And my friend Michael Bradley helped me to create the molds for both the hands, feet and head. How we created the mold was that I hot glued the hands and feet to a piece of foam board and hot glued walls around it. The walls were also sealed with hot glue to ensure that the resin we used for the molds wouldn't come out. For the hands, we made sure that there was also a hole where the wrist met the wall so that when it came to casting the hands with the armature inside of it, it would come out easily.




To cast the heads Michael taught me this method of painting on silicone to create a mold. The pictures above indicate the first two layers that we put on the heads which were also molded out of clay and then painted on top of. The layer affect was to create a thick enough wall to hold the silicone after it dried, but still allow us to be able to get the clay heads out of the molds. The idea was basically the reverse of what we did for the feet and the hands.



When we cast the heads, how we ended up doing it was hanging the armatures from a cabinet above out workspace to hold the heads in the general area I wanted the head to be on the neck. We had them hang there till the resin dried and then took them out of the molds. 


(Above: Tests for the molds to make sure they worked.)


(Above is the armature for the feet sitting inside the mold)


(Above is a picture of the armature in position before the silicone was poured.)


(This is what the molds and casts looked like after the silicone was poured)


(This is what the feet looked like after it was taken out of the mold.)


(This is the armature all put back together!)

( Pictures to come with the finished armatures ) To finish the first armature, I reattached the legs and wrapped the whole thing in pipe cleaners. The idea was that the first armature was going to be a skeleton and so I twisted three pipe cleaners and a piece of floral wire together to create the shape of the ribs. For the second armature, I wanted it to be human so I plan on doing a similar technique that I did for the skeleton but give it clothes and change its color to accommodate skin. 

This project has been a lot of fun because I learned first and foremost about creating Stop Motion puppets, and second I learned about the process of making molds and casts. I also learned just about the process of creating the armatures and how it all works so hopefully maybe in the near future, I can go work for a studio that does Stop Motion Animation and create their puppets for them.









Monday, May 1, 2017

Lauren Barbieri Week 13:Pepakura

The original work I actually designed in blender to learn the software earlier this year on my dad's old desktop. Imported to Maya and simplified and imported further into rhino for the export. I initially worked face by face, starting with the muzzle shape and moving down the body, extensively mirroring and joining, learning the existing shortcuts for skills I had already had. The original finished was around 500 so it wasn't too much work to simplify. It was a pretty lucky break to have already had such a low poly model handy. And Im glad I got to do a full body with so few polys.

Mesh
Mesh(left) and Nurbs(right)

Working in pepakura had it's own problems, primarily my initial difficulty in getting wineskin running on my MacBook. I had a slow start trying to figure out the design shape but I called on childhood experience of designing cutouts like this by hand, and once I got into that mental space it got a lot easier figuring out the shape Thinking about it as though it's something that exists, with the knowledge that soon it will. If that makes sense. My strategy at the start was to make it in rings, that can then connect strategically together, and for the most part that worked.

I started from the back legs and worked my way up.
I spray painted the dog black and then applied an acrylic gloss finish since scotties are generally black dogs. 





Ashley D. Goodenough: "Scalar" Prosthesis Final

Concept: This above-elbow (transhumoral) modular prosthesis is a design that can be used for rock climbing. Most rock climbing prostheses don’t yet feature a hand that’s similar to a human hand - that is, most of them end in hooks, only two fingers, or wedges that allow you to grip with only 1-2 points of pressure. That's mostly because the technology for such a responsive and flexible artificial hand is still in the works. However, looking to the future, I’ve designed a functional piece that would work like an actual hand, with articulating finger joints, as well as grips on the fingers and palm that assist with traction during climbing. I drew inspiration from tattoo designs around the world, primarily from an artist named Kenji Alucky, whose work I’ve admired for years. His art is very geometric, and has clean lines and stippling combined with negative space that creates a visual feeling akin to sacred geometry. I also drew inspiration from nature to create one more major visual element - a fern - to cover a portion of the arm and complement the hard lines of the geometric piece.
Research: In my research on prosthetic devices for above-elbow and below-elbow amputees, I continue to find that arms are much more complex than legs in terms of musculature and joint function. There are upwards of 30 muscles and at least 18 joints that work together to operate a human arm, and the end purpose of all that complexity is the fine motor control of the fingers (Richard F. ff. Weir, Ph.D.). One of my initial challenges was designing joint articulations that are more flexible in range of motion than your standard hinge joints. There are above-elbow prosthetic devices that use only simple hinge joints, but you wouldn’t be able to rock climb very well with that type of design. I took some artistic liberty with the overall engineering of my device, and an engineer would be able to get me the rest of the way into real-world functionality. My main goal was to create an attractive rock-climbing cosmesis (outer coverage of a prosthesis) that could be fitted with specific engineered parts later to become a functioning prosthesis, using the engineering concepts I’ve proposed to fit inside it. For some in-depth ideas on how to structure the joints, I found useful diagrams on the Johns Hopkins Applied Physics Laboratory website. The lab provides a simple but detailed visual aid on a sensored above-elbow prosthetic limb that they’ve designed, with x-ray views that really assisted in planning out how I modeled the fingers, elbow, and wrist joints.
Here’s what I’m working with in terms of the varying joint types:
elbow - hinge joint
wrist - combination rotating and hinge (ulna and radius twisting)
thumb - ball and socket
palm - hinge halfway into the palm
origin of fingers - hinge in 2 directions at connection to palm
finger middles and ends - hinge only
I also referred to Advanced Arm Dynamics for ideas on how to design flexible joints for my model. Advanced Arm Dynamics is a rehabilitation company that focuses on upper extremity prosthetics and rehab, as well as providing access to new technologies to their patients. I referenced several of their hand prosthesis technologies while modeling the joints for Scalar, but the primary one is called the BeBionic hand. Its design allows for precision gripping and flexible range of motion, which is what would be needed for a rock climbing prosthesis. I would love to work with a company like this in the future, since an advanced prosthesis like the BeBionic is simply begging for a highly customizable shell. This company as well as Ottobock - the company the BeBionic is now with - appears to specialize in myoelectric-controlled arm prosthetics (which means the electrical impulses created by the person’s muscle in their residual limb gets amplified and essentially powers the prosthesis). Ottobock’s Dynamic Arm prosthesis was a design I referenced for creating the elbow joint of Scalar. My design currently has a sort of pylon residing underneath the shell, but I plan on modifying it to mesh more with the myoelectric concept.
no naked edges
material assignments
hand detail

Modeling PART 2 (from the halfway point):
Preparing to use FlowAlongSrf for the lower arm, I used PictureFrame to bring in a reference of a fern tattoo similar to the idea I wanted, made the object semi-transparent, then used that reference to draw InterpolatePoints curves that would later become the fern cutout. I Rebuilt these curves several times over so that when I used ExtrudeCrv (solid), the surface would be clean enough to fillet the edges without getting a lot of tiny naked edges that were unresolvable. After getting the curves simple enough, I finally got around to setting up for my FlowAlongSrf command - I used CreateUVCurves and chose the exact curves I wanted to reparametize from the arm, and once I had the UV layout, I used PlanarSrf to get my first surface to represent the lower arm with cutouts. I used Split to integrate the fern curves with the planar surface, then moved the pieces I didn’t want to another layer. I then extruded the whole planar surface, and my cutouts became three dimensional. I used FilletEdge to smooth up the horizontal edges of the cutouts. MatchSrf is a command I recently learned that adjusts the edge of a surface to be tangent to the edge of another surface. I used this successfully (once) when I was having issues with a naked edge in one of the fern surfaces. It is not the magic bullet I was hoping for, but that’s par for the course. I ended up going back and really sanitizing my curves before extruding, which is always the most correct answer in the end. I was also having an issue with the organic fern cutouts being a perfect closed surface before using FlowAlongSrf, but afterward it would create bad geometry on the arm. The solution to that, after several hours of trial and error, also turned out to be cleaning up my curves from the very beginning, which I keep having to re-learn.
In drawing out the curves from the geometric concept art for the bicep, I learned some new tricks when it came to defining the boundaries of 2D shapes. I had never had reason to play with the circumscribed polygon tool until now, and I found out there are multiple mathematical ways to start a polygon and end it depending on its surroundings. It was just as useful as the
O-Snap options, because it meant I could draw out the imbedded triangle designs based on the edges around them, which made the design look really clean really quickly. I used Offset, Trim, and Mirror here a number of times to ensure that the design was consistent in edge thickness, to maintain cohesiveness and symmetry, and to manage overlapping curves before they caused trouble later. I also learned how to use the Extend command during this process to pull some curves to the extent of their boundary objects. When I tested these curves on my surface using FlowAlongSrf, they were really skewed, so I used Zebra to test the continuity of my surface. Getting some poor zebra results meant I needed to rebuild my surface a little better, so I went back to my original curves and built a new surface that would flow my pattern a little more cleanly. After the initial test, I went ahead and started expanding the detail of the bicep design, using Array to build the even spacing between the offset bars. In testing the FlowAlongSrf some more, I found that the bicep design was a little too busy, and didn’t complement the organic fern very well. I simplified the overall design, and I’m much more pleased with the results. I used Split to separate the geometric pieces from each other, but keep the surfaces flush with each other. While I was using FilletEdge on the outside of each shape, I periodically used Boolean2Objects just to check that I had tangency but NOT overlapping objects. If objects are overlapping, a 3D print will not work. Likewise, if you don’t have exact tangency, the pieces will not print as a single object.

For the palm and finger grips/pads, I consulted with my rock climbing experts on where to position the padding and how they should be shaped in order to mimic the calluses that rock climbers build up on their fingers. This provided me with accurate contact areas where it would be ideal to place surfaces with increased traction. I alternately used ExtractIsocurve, InterpolateCrvOnSrf, ExtrudeSrf, and OffsetSrf to get the curves and offset surfaces I wanted to imitate from the original surface. I also edited some of these control points to get a smoother shape, then used Pull to get them back to the surface, because some points had escaped the surface somewhat. For the palm pads, I Split the original palm surface with those surface curves, and used JoinEdge with a duplicated surface to get the closed palm pad surfaces, then moved them to another layer since they will be their own objects and have their own material. For the finger pads, I created an asymmetrical eclipse extrusion and kept it solid, then placed the extrusion through the fingers at the correct angle for intersection. I then used Intersect, which I had never tried before, to get the curves of intersection between the two objects. This was a much better way than Project would’ve been to get consistent curves onto angled surfaces. For cleaning up the original finger surfaces afterward, I had kept copies of the small split surfaces so that I could use Untrim on the original surface and it would be good as new. I used a similar process for creating the angular cutout on the palm/hand surface.
While modeling the joints for the fingers and elbow, I relearned the Orient command for positioning an object and aligning it with another object. I vaguely remember being shown this command while doing a waffle structure project a year ago, but I hadn’t really used it until now. It is POWERFUL. I used this to insert and align bolts into the joint connections. The joints themselves were modeled flat using curves, then using ExtrudeCrv (solid). For the connections between the fingers and the palm, I needed to create a way for the fingers to hinge forward and also move a little from side to side. I used ExtractIsocurve from some of the hinges, then TweenCurves, Loft, and BooleanDifference to create troughs in the palm surface for the hinges to move back and forth in.
For the connections between the inner mechanism of the arm and the exterior shells, I created simple lines then used Pipe so that I could BooleanSplit them and keep the sections that would hold the two solids together.
Materials:
This design has so many visible internal metal elements that I needed to figure those out first before I could assign shell materials that would complement the underlying structure. For the inner mechanisms of the arm, I used a rough copper. For the screws and bolts, a blue zinc worked really well to highlight the difference in material but not be too distracting. I then got the colors and specularity figured out for the massive pieces, such as the hand, fingers, and most of the arm. These I kept to a medium gray matte paint for the fingers and upper arm. The hand and portions of the upper arm design are a metallic gray paint. The details are a mix of an Axalta material called Tempting Turquoise and a metallic lime green paint. The shell is a carbon fiber material I had already figured out for a previous prosthetic accessory design. The finger and palm padding/grips have a mold tech material applied to them, which gives the impression of a slightly dimpled rubber material.


Sources:
DESIGN OF ARTIFICIAL ARMS AND HANDS FOR PROSTHETIC APPLICATIONS: Richard F. ff. Weir, Ph.D.

Amputee Coalition:

Johns Hopkins Applied Physics Lab:

Advanced Arm Dynamics:

Ottobock:

Kenji Alucky:


David Rake: Week 10 - Serial Slice

Concept:
For years I've been making helmets. I've wanted to make Thomas' helmet from Daft Punk but never got around to it or had all the skills I needed for it. Over Spring Break I had plans to finally start it and had a plan for how I would go about it. As this project came up I thought it'd be interesting to try this new method (to me) to create the base for the master mold.



Technique:
I created a Sphere as the base and drew out curves to block off the major parts. After blocking off the main extensions of the mask I created the slopes by extruding curves and using booleans to sculpt almost. I got the model as close to picture references as I could then inserted the two cores, one in the front where the absolute bottom is and one at the top of the helmet. The helmet was then sliced into 43 individual pieces.



Materials:
The original helmet is chrome and eventually I would like to get it to that point, The Serial Slice will be Cardboard. The mold will be silicon. Then the cast will be resin or fiberglass depending if I chrome it myself or not.


Final:
I changed the axis the cuts were on from my original choice of front to back and instead chose top to bottom as it contained more details that I wanted.



David Rake: Week 11 - Laser Engraving

Concept:
I made a replica Thomas helmet from the band Daft Punk for the Serial Slicing Assignment. I thought the helmet would look decent if it was repeated a couple of times in a horizonal direction. Almost like the neon 16 bit art.

Technique:
I used the make2d command to pull a perspective view of the head to get the majority of its aspects. After I replicated it 3 times and combined the outer curves. Originally I just engraved the helmet lines and it turned out alright but seemed too simple. After I took the three helmets and applied a different density hatch to each.


Materials:
From the start I planned on using Acrylic. The original helmet is chrome and reflective. The helmet stands out but in a different way than paint. Acrylic is one of the closer replacements because its clear unlike most other engravings on wood or such.

David Rake Week 12: Waffle Lava Lamp


Concept:
Growing up I always had lava lamps in my room, 4 or 5 at any given time. Now when I hear lamp that is almost always what my mind thinks of. If not its that one lamp that loomed over my father's reading chair. Regardless I thought a typical lava lamp would look cool.


Techniques:
I started by drawing the outer edges with the curve tool. I created 7 vertical columns using polar array and 4 horizontal planes. I extruded and capped the curves. I then used boolean tools to create the indents. I do not have the hole cut out for the actual light yet. I inverted the lava lamp design because the top of lava lamps are typically pointed or at least tapered. To create the aperture for the actual light would leave steep columns which didn't look particularly good.


Materials:
With Keyshot I chose a shiny blue plastic that looks close to my favorite lava lamp from my childhood. Upon building it I used cardboard and it was stronger than I originally thought it would be. For the light I used a small 7W Led bulb.


David Rake: Week 13 - Pepekura

Concept:
About 4 years ago a game by the name of Battleblock Theater came out and the character I played as I really loved. The character has since been used as my avatar on social platforms. In senior year of high school I made a 3d model of this originally 2d character. I 3d Printed the character as well. This character has no official name but has gone been titled the abomination by my close friends at the time but I prefer the friendlier name of Catty. 


Technique:
Although I still had the model I created back in high school, it was not a good model as I knew very little about modeling. Pepekura violently rejected the model and I slowly remodeled every piece trying to salvage the original model but alas that didn't prevail.


After fighting Pepekura and getting everything laid out and cut I started with the legs. I build each leg separately. I then built the arms and connected the legs to the torso. Then I connected the arms. Overnight I filled the legs with expanding foam to give them some weight and make him more rigid. I taped every seam on the body because as a cartoon character all his edges are black and I wanted to closely replicate that. After the body was complete I assembled the eyes, ears, mouth, and head separately. I fastened the head on the body and added the facial features afterwards.

In the future I plan to build a stand for him as he cannot stand on his own most of the time (this was planned). I did not want to cut off his feet in order to add standing capability. I also do not know at this point what I want to do for whiskers or if I want to add them at all.


Material:
I used plain 1ply cardboard and black electrical tape. If I were to redo him I would coat all the white cardboard in Aluminum tape because I think it'd be interesting as I've never thought of this character making it to the real world on this scale.

Randall Villegas Week 13: Pepakura

Concept: I went through probably 20 or so concepts before I reached something that I liked enough that fit the project requirements. I saw a lot of heads used for pepakura projects so I decided to run with that theme some. Initially, a ram head really stuck out to me but, after talking about it with Amanda and some classmates, I adjusted the horns and changed the model in to an impala. I really liked the idea of a trophy pieces so I played with the idea of a few headboards and reached my starting point for my pepakura.




Modeling: I did all of my modeling in maya. I started by creating the eye using the Create Polygon Tool. I then Extrude from the eye to create forms of the cheek and nose area. I then went through and added a lot of details to the snout via the Edge Loop and Multi-Cut Tool. I pushed the vertices around to create a defined snout area and mouth. Once the facial area was finished, I extruded from the mouth downwards to start creating the neck area of the model. Using the Append Polygon Tool and multi cut tool I attached the bottom of the neck to the rest of the face and adjusted the edges some to wrap properly like a neck does.



For the cranial part of the head, I extruded back from the eye and did a lot of multi cutting to shape of the rest of the head. Then i extruded from the back of the head to create the back of the neck and merged the vertices from the edge of that face and that of the face on the side neck to close up the model. I then mirrored the geometry to create the other half and that gave me everything but the horns.



For the horns, I created a cylinder with a few subdivisions and used the Twist Deform Tool to create the general form I wanted. To give the horns a little more personality, I used soft select in conjunction with the Scale and Move Tool to shape the horns and give them a little bend. After I got the horn to a working position, I deleted some faces on top of the head to fit the horn in and appended the polygons from the horn to the head. I deleted the old face and mirrored it once more to have my full head.



Material: For the render, I wanted it to keep the essence of the cardboard I was going to use for the project with a contrast of the walnut board. I really like how the head pops out of the board with the harsh color and value change. For the physical model, I used the board available in the Digital Fab lab and painted the individual pieces to add points of interest and help cover some of my problem areas.

Physical Assembly: Pepakura was something I definitely should have played with before jumping into the final project, My model was way to complex with fine components that did not translate well at the size I worked at. It was really a challenge to get anything working out of them. I also did not make my flaps correctly and spent a lot of time getting the flaps to work in a method that was workable. The mouth was also way to complicated and the little parts of it had to be kind of jerry-rigged into position. 



The horns did not twist properly due to material thickness and a general issue with how they were twisted inside of Maya I had to do the horns by glue a flap on each section of the horn and slowly twisting it to get it working. At times I would have to cut the flaps in a way to give some flex room to bend in the spiral I created. \



Once I got something working from the head, I went to paint it to give a little life to the piece. I painted the head brown with the ears having a tan accent. The horns were painted a matte black and once it all dried I went to assembly of the pieces. I glue the pieces together with loctite and finished the Pepakura. Unfortunately, the crazy amount of torque from the horns and poor Pepakura planning caused the horns to be more asymmetrical than I would have liked.. I didn't get around to making my Trohpy board unfortunately but maybe it is something I will return to at a later date.