Tuesday, September 22, 2009

Hand drawn meshes






















Hand drawn versions of the proposed meshes. Mimic a certain complexity and circular composition of the componants of the wind turbine.
... and the proposed turbine in between two buildings. Particularly in the windy city of perth down a prominant corridor for aesthetic and wind tunnelling purposes.

Bones and crank in 3ds max


This file consist of several object: piston, connecting rod, and crankshaft. Notice that each object has its Pivot Point positioned in specific place (shown in red color). These objects are also positioned in coordinate (0,0,Z) to make bones placement easier.

2. In Command Panel, go to Create>Systems tab. Click Bones button. In IK Chain Assignment rollout, choose SplineIKSolver and activate Assign to Children. Assign to Root will be activated automatically. Then in Left viewport, click three times to create bones. Right click to finish. Make sure you click from bottom to top (1, 2, and 3). In opened window, just click OK. Now, you have SplineIKSolver. Notice that you have bones, spline, and several small boxes (called helpers). These helper are named from Point 01 to Point 03, just like bones. Helper acts like a vertex in spline. .... see the rest of the tutorial at http://www.escalight.com/tutorials/3dsmax-tutorials/piston-engine-animation.html

3DS model

Theo jansens sculpture in 3DS max. Using an invisible crank -"The digital model uses Inverse Kinematics and Bones in 3D Studio Max to create the connections needed for the machine. Essentially, each side of the model is rigged with Inverse Kinematic solvers and then parented to an invisible "Crank" in the middle. By rotating the center crank (named Crank1) around the Y-axis, the system begins to "walk" forwards or backwards depending on the rotation of the crank. Once the initial rig is created, it can be instanced to create the full system as shown in Mr. Jansens actual sculpture. " - http://www.liftarchitects.com/journal/?currentPage=3, Andrew Payne.

The final version - Tut 8 -9


The final Version.

TUT 9

This is the second tut for converting the art work into a computer rendered version. The original and the newly created one are shown here.