Showing posts with label 3D design. Show all posts
Showing posts with label 3D design. Show all posts

Monday, July 03, 2017

Build VR Worlds From Tinkercad and BeetleBlocks Models

To get yourself and your students set up for building VR apps for iOS with Unity, see this post for Unity 5.6+, and this post for Unity pre-5.6. The latter post also demos several possibilities for importing 3D content into a VR world that will work in all versions of Unity. Here I want to write about an option I skipped over in that post but has really interesting possibilties, creating 3D models in Tinkercad or Beetleblocks, and importing them. This process allows students to experience on a life-size scale something they are probably 3D printing as a small object, which can be mind blowing.

Sunday, September 25, 2016

More VR Explorations, Now in HTML

I just learned about Mozilla's A-Frame framework for VR development. Wired touts it as an easier solution to the heavy lifting required by the Unity environment. The main thing this get rid of are the iOS or Android platform requirements of setting up a Unity environment.

Thursday, June 30, 2016

Make Your Own Virtual Reality App for Google Cardboard on iOS

(These notes are relevant for Unity version 5.5 and under. Here is a new post that covers Unity 5.6, when the Google Cardboard SDK was integrated into Unity build settings, making some of this obsolete.) I thought Google Cardboard was neat when I first saw it but a couple days ago I started playing around with creating 3D content for it and I'm blown away with the possibilities. I want to give a survey of some ways 3D content can be experienced in a Cardboard VR app but I'm not going to go super in-depth with any of them because each one is its own endless rabbit hole. The biggest hurdle, especially for making an app for iOS (as opposed to Android) is getting your Unity and XCode environment set up. Once that's working the rest is pure fun and amazement.

Wednesday, July 15, 2015

3D Print Pagoda Project

Our 5th grade history teacher was doing a study of Vietnam with her class and wondered if her students could make and print pagodas. After looking at some examples and doing a couple test prints I settled on a general design that featured hexagonal or octagonal base with openings on some or all sides, which was repeated

Monday, March 17, 2014

Hands On Tech: Making Ceramic Tiles

Inspired by the brilliant work of Gary Donohue and Josh Burker, I have been working on a project with some of our art teachers that has exciting possibilities. It started with Gary describing his workflow that allows elementary students' line drawings to become 3D printed pieces. Then Josh took that in another direction with 4th graders using Turtle Art to make patterns that can be printed as presses for making clay tiles.
One of our art teachers said this is the idea that fills in the missing link for him with 3d printing--the link between hand-made artwork and digital manufacturing. Other teachers responded similarly, feeling little affinity for a machine that prints digitally designed objects until they could see how hand craft can be a vital part of its use.
I'm working with a high school art teacher and her ceramics class. I made a Processing sketch they can use to generate patterns from several different shapes. Check it out, it's here: http://openblackboard.com/processing/shapetile/.

Conceptually the code of the program is very similar to the one Josh presents above for Turtle Art. Each shape object is made up of a shape method, called by a row method that draws the shape across the window (and a second offset row if you set offsetEvenRows to true), called by a makeRows method that repeats the rows top to bottom. The amount of horizontal and vertical overlap is determined by the slider numbers you give the shape, as well as the size of the shape.
After configuring the shapes they way you want click the save button and download the image. You will want to tweak it before you get your final pattern.
The next step is to crop the image down to what you want just for the tile, so open it in Preview, or some image editor on a PC, and crop down to the desired area. Since you probably want the tile to repeat horizontally and possibly vertically as well this may be tricky, especially if you are aiming to have a square tile.


Save the cropped image and open it in Illustrator. Now you will trace it to prepare it for conversion to a vector graphic. Click Object > Live Trace > Tracing Options. Check Preview and spend some time trying the different Presets. When you have one you like, click the Trace button. At first I tried Detailed Illustration on this one, but when I completed the next step, importing to Tinkercad, I saw that the preset did something very different than I expected, so I retraced it with the Lettering preset and that worked much better.

Click Save as, and choose SVG.
Now in Tinkercad use the section in the upper right to import the SVG file into a new design. It will come in bigger than you want it, so scale it down, holding shift while you drag a corner to keep the aspect ratio.
The height will have decreased as well so raise it back up to about 6mm. Then add a 2mm layer to tie it together. 
And now some results! I can't wait to see them glazed.