Showing posts with label Projects. Show all posts
Showing posts with label Projects. Show all posts

Wednesday, October 13, 2010

Recent Project



Automating the production of cutting patterns for hot-air balloons for Sundance Balloons. It involved figuring out how to apply the appropriate distortion so that the design looks correct when inflated; then scripting the detailing of the pattern pieces with seam allowance offsets, labels, alignment marks, and prepping for export to their cutting table software.

Wednesday, July 28, 2010

Recent Project



Modeling and rendering for the "Switchblade" flying motorcycle for Samson Motorworks.

Monday, December 22, 2008

Recent Project


I did a few renderings of architectural and product design projects for Hawaii-based Global Living Systems. Design & modeling by Patrick Tozier and Hemasaila Rajan.

Sunday, November 16, 2008

Recent Scripting Project



I've been working with Tube Guage Inspection Fixtures, Inc. on some scripting to assist with the Rhino design of their inspection fixtures, sets of wood or metal forms used for checking tolerances on piping, usually used in the automotive industry. A simple enough concept, a perfect situation for scripting automation, but there were enough details to handle that it was still about 130Kb of script.

The script works from a user-defined centerline and chosen dimensions to make a set of blocks under the straight sections of the pipe. It automatically adds clearances for tube bends, applies specific profiles to the end blocks, and formats 2D output with particular tool path requirements. It wasn't considered a good use of time to try to automatically adapt to all possible details, since they can vary quite a lot and these are made working from often dubious imported geometry, so I simply made it as simple as possible to make modifications.

Wednesday, March 19, 2008

Recent Project

Lately I've been working quite a bit with with the marketing firm Lulham Black on bottles for various household products for Simplicity Clean.

Thursday, August 9, 2007

Form vs. Shape 2 Rewrite

For the first time since I wrote it back in 2001, I've redone my C-130 tutorial from scratch. It was interesting seeing how different it was doing it now versus back in V2 days, and how different it wasn't--after all, NURBS were developed for making airplanes so it's not like some products people work on where new features have made what was previously not practical in 3D possible. The improvements to blending were a big help. I did make some limited use of the new Universal Deformation Technology. Probably the biggest time-saver was the little thing of now being able to use multiple edges for surface matching and sweeping. Some things that were very difficult unless you knew the special trick you could only learn from my CD(or the Version 1 tutorial I got it from)became trivial.
If you take a look at the sample page from the original version, the layout's been changed to match the other two--one of the reasons I decided it was time to roll them all onto one CD for only $99, operators are standing by. ;-)
I am actually a little disappointed about that, I did like the old look very much, the project was as much a design experiment with that as it was about the 3d. I wanted a design that was actually intended to work better on-screen than printed, inspired to a large extent by the musings of Scott McCloud.
Unfortunately the process was incredibly complicated and too cumbersome to edit, especially after I lost track of the mess of scripts and macros that pulled it together. I don't even remember how it went, I'm flabbergasted to think of the stuff I did back in the primitive scripting days of V2. The process was generally something like this:
  1. In Rhino, I had every single step saved as a separate model, many of them in each file. I had crude brute-force mechanisms to do things like save the appearance of selected control points, separate new and unchanged objects, save the views of screenshots, set grid settings according to the scale of the view, and output all the shots for a file with the touch of a button.
  2. I wanted to do some things with the screenshots that couldn't yet be done in Rhino so part of the output process was to 'composite' them in Photoshop. One of those things was antialiasing, which at the time you could only control through your video card, but I still wanted grids and curves 'crisp,' so I...somehow managed that flipping back and forth.
  3. The pages were actually assembled in InDesign. That was alright, the way it handles text is awesome.
  4. Then the problem was how to get that out of InDesign into something that would work in a browser. It's "HTML export" wasn't acceptable then (probably wouldn't be now)so it was necessary to turn the pages into big pictures.
  5. InDesign didn't have raster export, so I had to export as PDF(after breaking the pages up according to the maximum page size)and use ImageReady(no, not Photoshop) to convert them and slice them up.
  6. To do the printable version I had scripting in InDesign to compress the spacing between the images and split it into page-sized chunks, which I then transferred into a new file.