also note the search window! pd is getting a bunch of useful functionality built in!
]]>Here is a helpful video on using crimping beads: http://www.youtube.com/watch?v=I3Hy5KjSPLw
they are conductive, now that I can make pretty necklaces, maybe I can start using electrical components in them.
However, what electrical component has the mystical powers of a lost tibetan bead?
]]>the necklace has three strands, passing by the tibetan beads as a hub, with brass spacer beads tying off the back, with a brass clasp.
]]>The Incident is a fun 8-bit style iphone game where you play Frank, an ordinary seeming guy in a suit who begins to have a very bad day when every object in the world mysteriously starts falling out of the sky:
So, without further ado, here it is, The Incident: Sweded
The Incident: Sweded from Greg Borenstein on Vimeo.
]]>Though I have done several assemblages like this before, this presented a new challenge since I needed to take the size and placement of the screens into account. This required some planning for a process which had been very much spontaneous for me in the past.
After the frame was completed, I used a router and hand saw to carve out spots for the LCDs to sit. Once done, I hot glued them in on the edges, then set about wiring them up.
Here’s where I ran into problems. Some of the LCDs had existing circuit board hanging from them, which were a cinch to solder to. Other ones only had the thin ribbon connectors attached to them with tiny foil connections. These turned out to be basically impossible to solder to. I tried hot-gluing the wires to the foil, but this did not work. What I’ll try next is to make the connections with conductive epoxy. If this works I’ll continue with the build.
What remains is to enclose the frame along the sides and install back-lighting for the LCDs. I’ve gotten a lot done so far and am excited to continue working on it. I’m taking a mixed media sculpture course at Steinhardt this semester, so perhaps I’ll complete it as an assignment for that.
]]>There is quite a bit of post production work to do now and that it going to round out my 4×4 week.
I spent quite a few hours Wednesday night/Thursday morning struggling to get Cineform’s video codec to render alpha channels – it doesn’t for the $100 neoscene pack. Anyone want to help a brutha out with Neo4k or Neo3D? In the frustration I did learn a cool feature of the Adobe Creative Suite CS5 called Adobe Dynamic Link. Remember how you have to render out all those After Effects comps to get them into timeline software, in this case Premiere, well if you have a kick ass computer, I do, you can use Premiere and simply import an AE sequence and bam. AE is open at the same time so changes you make in AE effect Premiere in real time. Hella cool and saves a lot of time especially when mocking this up quickly.
<3 rader
]]>I liked the image so much, that I decided to do a Philippe Halsman-esque photoshoot of people jumping for my next project. I’ve been taking pictures with my Nikon D40x for about a year now, and as an amateur photographer I’m always looking for chances to improve my skills and try new things. This seemed like a more exciting way to investigate portrait photography, and I knew that I wouldn’t have many chances to take photos once the semester started.
A few of my favorite (hastily edited) photos follow. You can find the set (for what it’s worth) here.
]]>Just broccoli, cauliflower for outside and another tomato plant for the WindowFarm for now…
Cut an extension cord and split it to two bulb sockets with 100 watt 5500k CFLs.
]]>https://github.com/organizations/pd-starterkit/
and the first commit of a somewhat fleshed out menutree is there too.
access useful objects through a right click menu!
tomorrow tutorials!
]]>http://www.flickr.com/photos/tylerdurden3181/sets/72157625862952834/
some highlights:
]]>UPDATE: Upon further consideration…there’s nothing wrong with Cinder. It’s just not telling me what exactly is the problem with my code.
here…have some errors:
Build FFT of project FFT with configuration Debug
CompileC build/FFT.build/Debug/FFT.build/Objects-normal/i386/FFTApp.o ../src/FFTApp.cpp normal i386 c++ com.apple.compilers.gcc.4_2
cd "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode"
setenv LANG en_US.US-ASCII
/Developer/usr/bin/gcc-4.2 -x c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -isysroot /Developer/SDKs/MacOSX10.6.sdk -mfix-and-continue -fvisibility-inlines-hidden -mmacosx-version-min=10.5 -gdwarf-2 -iquote "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-generated-files.hmap" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-own-target-headers.hmap" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-all-target-headers.hmap" -iquote "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-project-headers.hmap" "-F/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/Debug" -iquote../../../../cinder_master/include -iquote../include "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/Debug/include" -I../../../../cinder_master/boost "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/DerivedSources/i386" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/DerivedSources" -include /var/folders/iF/iFQAD1uqFJe7A-ddlymUp++++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/FFT_Prefix-bjvzihvszmjwomfykhprfwxbhlpa/FFT_Prefix.pch -c "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/../src/FFTApp.cpp" -o "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/Objects-normal/i386/FFTApp.o"
In file included from /Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/Emitter.h:14,
from /Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/../src/FFTApp.cpp:7:
../../../../cinder_master/include/cinder/gl/Texture.h:34: error: expected unqualified-id before 'namespace'
CompileC build/FFT.build/Debug/FFT.build/Objects-normal/i386/Particle.o Particle.cpp normal i386 c++ com.apple.compilers.gcc.4_2
cd "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode"
setenv LANG en_US.US-ASCII
/Developer/usr/bin/gcc-4.2 -x c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -isysroot /Developer/SDKs/MacOSX10.6.sdk -mfix-and-continue -fvisibility-inlines-hidden -mmacosx-version-min=10.5 -gdwarf-2 -iquote "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-generated-files.hmap" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-own-target-headers.hmap" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-all-target-headers.hmap" -iquote "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-project-headers.hmap" "-F/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/Debug" -iquote../../../../cinder_master/include -iquote../include "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/Debug/include" -I../../../../cinder_master/boost "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/DerivedSources/i386" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/DerivedSources" -include /var/folders/iF/iFQAD1uqFJe7A-ddlymUp++++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/FFT_Prefix-bjvzihvszmjwomfykhprfwxbhlpa/FFT_Prefix.pch -c "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/Particle.cpp" -o "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/Objects-normal/i386/Particle.o"
In file included from /Developer/SDKs/MacOSX10.6.sdk/usr/include/c++/4.2.1/cassert:49,
from ../../../../cinder_master/boost/boost/random/linear_congruential.hpp:20,
from ../../../../cinder_master/boost/boost/random.hpp:36,
from ../../../../cinder_master/include/cinder/Rand.h:25,
from /Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/Particle.cpp:11:
/Developer/SDKs/MacOSX10.6.sdk/usr/include/assert.h:75: error: expected unqualified-id before string constant
CompileC build/FFT.build/Debug/FFT.build/Objects-normal/i386/Emitter.o Emitter.cpp normal i386 c++ com.apple.compilers.gcc.4_2
cd "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode"
setenv LANG en_US.US-ASCII
/Developer/usr/bin/gcc-4.2 -x c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -isysroot /Developer/SDKs/MacOSX10.6.sdk -mfix-and-continue -fvisibility-inlines-hidden -mmacosx-version-min=10.5 -gdwarf-2 -iquote "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-generated-files.hmap" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-own-target-headers.hmap" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-all-target-headers.hmap" -iquote "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/FFT-project-headers.hmap" "-F/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/Debug" -iquote../../../../cinder_master/include -iquote../include "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/Debug/include" -I../../../../cinder_master/boost "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/DerivedSources/i386" "-I/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/DerivedSources" -include /var/folders/iF/iFQAD1uqFJe7A-ddlymUp++++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/FFT_Prefix-bjvzihvszmjwomfykhprfwxbhlpa/FFT_Prefix.pch -c "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/Emitter.cpp" -o "/Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/build/FFT.build/Debug/FFT.build/Objects-normal/i386/Emitter.o"
In file included from ../../../../cinder_master/include/cinder/Color.h:26,
from /Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/Emitter.h:13,
from /Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/Emitter.cpp:10:
../../../../cinder_master/include/cinder/ChanTraits.h:29: error: expected unqualified-id before 'namespace'
In file included from ../../../../cinder_master/boost/boost/rational.hpp:59,
from ../../../../cinder_master/include/cinder/Area.h:30,
from ../../../../cinder_master/include/cinder/Rect.h:26,
from ../../../../cinder_master/include/cinder/gl/gl.h:41,
from ../../../../cinder_master/include/cinder/gl/Texture.h:26,
from /Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/Emitter.h:14,
from /Users/michaelcohen/Documents/Cinder Projects/FFT/xcode/Emitter.cpp:10:
/Developer/SDKs/MacOSX10.6.sdk/usr/include/c++/4.2.1/stdexcept:47: error: expected declaration before end of line
If anyone has ideas, lemme know. I’m pretty much at a complete impasse.
]]>Getting started was a bit slow. It wasn’t the easiest interface to get used to. The first tutorial involved making a temple…sort of Jefferson Memorial-ish.
This took me about an hour to run through. Getting used to moving objects in 3D took a little time. Aligning the columns at first was awkward, but I got the hang of it eventually.
After the temple, the second tutorial involves making a Halo-ish type of helmet. I never thought to create a 3D model based off a sketch, most likely because I never think about making 3D models. Makes a lot of sense though.
This tutorial took about 2 hours. I would say the one thing I learned was when the Maya tutorial says to do something and you don’t see it easily, hold the space bar and it’ll probably be right there. After a while, following the directions was quick and easy. I found that the workflow was pretty decent, but I would’ve liked to know some keyboard shortcuts, if there are any.
Next step is to make something from scratch.
]]>After a trip to the toy store, and a good amount of time looking at linkage games online, I decided to make my own linkage prototype system. It consists of a medium gage wire, machine screws, and screw caps. I bend each wire segment at the ends as close to a circle as I can. Then fit the machine screw under each of the wire ends and cap it to make a linkage. Pretty easy.
As the first test of a piece I’m making for tomorrow, I made two of Theo Jansen’s mechanisms outlined on this great site. http://www.mechanisms101.com/theo_jansen.html
One of the fails of this system is that the screw caps will be wound or unwound by normal twisting and turning of the linkages. To solve this, you can hot glue the caps into place.
O
Video of the piece being uploaded now. Will update when finished
]]>