inflatable shapes

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Mischa Schaub

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Mar 22, 2011, 3:15:51 AM3/22/11
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Hi Sebastian

If you look at http://vimeo.com/21239432 you see that we have made some progress in getting airtight shapes welded.

At the same time you may observe that the material behaves with a rather high degree of freedom and which gives us the great presence of effortless creation of impressively designed looking shapes with a coherent formal logic of their own, and therefore I guess that it's good enough if we reduce our modelmaking on 2.5 D creation. By that I mean that we just design interactively flat outlines as closed loops. These outlines may have higher levels of topological complexitiy, as a cushion or as a loop with a hole or with several holes in it, to end up as some kind of a ring.

I guess that I should be able to create such a closed loop manipulation qtz.

But the difficult part would be to fill this X/Y loop somehow with two identical meshes and then to inflate these either into positive or negative Z - the father the single mesh points would be from the loop border the higher their Z value should become, to get some kind of impression of an inflated object.

Is this understandable and feasible in your view?

An advantage of this approach would be that the application of patterns to our two cutouts might be simplified, as they are basically flat.

Kind regards

Mischa

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HyperWerk Institute for Postindustrial Design
Totentanz 17  /  CH-4051 Basel  / +41 61 2699 227  
www.hyperwerk.ch

Sebastian Kox (gMail)

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Mar 23, 2011, 5:58:53 AM3/23/11
to tryplex...@googlegroups.com
Op 22 mrt 2011, om 08:15 heeft Mischa Schaub het volgende geschreven:

Hi Sebastian

If you look at http://vimeo.com/21239432 you see that we have made some progress in getting airtight shapes welded.


Impressive, really nice results!

At the same time you may observe that the material behaves with a rather high degree of freedom and which gives us the great presence of effortless creation of impressively designed looking shapes with a coherent formal logic of their own, and therefore I guess that it's good enough if we reduce our modelmaking on 2.5 D creation. By that I mean that we just design interactively flat outlines as closed loops. These outlines may have higher levels of topological complexitiy, as a cushion or as a loop with a hole or with several holes in it, to end up as some kind of a ring.

I guess that I should be able to create such a closed loop manipulation qtz.

But the difficult part would be to fill this X/Y loop somehow with two identical meshes and then to inflate these either into positive or negative Z - the father the single mesh points would be from the loop border the higher their Z value should become, to get some kind of impression of an inflated object.

Is this understandable and feasible in your view?


I think we could 'mimic' the appearance of a 3d appearance with 2.5d editing trough several filters for sure (like drawing a line and applying a something like an embossing filter) and export the path's points and let another 3d program take it from there to make the path into a real 3d model.

As for a mesh manipulation approach, it definitively should be possible if we look at the other mesh transform patches that are available right now, and is something we should explore, but quite more complex than the above idea.

I'll have a look around after friday (got an deadline so first things first!) to get an example of the first approach working.

Nicholas Teeple

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Apr 3, 2011, 12:57:41 AM4/3/11
to tryplex toolkit for Quartz Composer
From: http://en.wikipedia.org/wiki/Polygonal_modeling

"A second common modeling method is sometimes referred to as inflation
modeling or extrusion modeling. In this method, the user creates a 2d
shape which traces the outline of an object from a photograph or a
drawing. The user then uses a second image of the subject from a
different angle and extrudes the 2d shape into 3d, again following the
shape’s outline. This method is especially common for creating faces
and heads. In general, the artist will model half of the head and then
duplicate the vertices, invert their location relative to some plane,
and connect the two pieces together. This ensures that the model will
be symmetrical."



I'm very excited about your work! I can't wait to see it evolve.
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