Created this neat little dancing robot using Maya, enjoy!

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Created this neat little dancing robot using Maya, enjoy!
Freud GIF
The Discovery of Arnold! Cactus?
Here are some renders of the cactus I just recently modeled using the Arnold trace renderer plug-in C4D.
I took Lohman’s tutorial a little further and added the realist cactus material.
Excuse Arnold’s water-marks :,(
Here I added another material to the pot. Not sure if I’m digging it.
I think I’m in love with Arnold. No not Arnold Schwarzenegger, I mean Arnold the “advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects” via its developer Solid Angle.
Arnold is easy to download and install. It pops up as a plug-in for programs like Cinema 4D, Maya, 3ds Max, Houdini, Katana and Softimage.
More information can be found at:
https://www.solidangle.com/arnold/
I first discovered Arnold when I was researching different types of modeling for cacti. I came across Ryan Lohman’s video titled “Modeling Shelf with Cacti Plants”( https://www.youtube.com/watch?v=46iqTu0ow_g ).
I was amazed by how realistic his plant soil was. Also from his video I discovered that Arnold not only helps you see live tracing renders, it also allows you to piece together intricate layers of specbumps using bitmaps and diffusion of color. Thus the realistic detail!
Work in Progress: Desert Village
Mid-July I went on a field-works trip with many other art students from the University of Oklahoma. We traveled and camped at many different destinations from Big Bend, TX to Monument Valley, UH.
A mist our travels, I began complying many photographs, sketches, and notes from each destination. I just recently began modeling in C4D using some of these references. My goal is to create a small desert town, inspired from this trip.
I had a 2D style of art in mind when I began working on this project. In this style I flattened the color by adding luminescence to the color/materials.
Front view.
Side view.
Here you get a better glimpse of the sunset.
View of the tire.
<---Ha I’m not actually sure why this turned out to be a UPS truck.This was definitely not in my references --->
License plate/ rear view.
Muffler with smoke.
<---Still need to keep working on synchronizing all the colors so that their tones are similar.--->
Muffler again, but different angle.
<---“On the road again...” Duna duna duna :D--->
Front/side view with lots of smoke.
Front/side view with little smoke.
One last thing...
I think it would be neat to create a short clip using this style.
But...
I would have to definitely start with it in mind.
After adding the line-style material to the truck it froze C4D and I lost a lot of progress :,(
(namely a saguaro cactus, R.I.P. saguaro cactus)
On a happier note.
I WOULD EVENTUALLY LIKE TO ADD:
Cactus, mountains, tumble weeds, rocks, buildings, and people. I have some awesome mountains sketches that I am excited to make models after.
Using Cinema 4D, I created a small animation of a cellphone shattering to reveal the digital world it contains. Each little planet represent a possible world within the cellphone. Some worlds are abstract and only represent feelings, others could be more concrete and realistic. The clip demonstrate an abstract world, full of color expressing emotions or feelings. The small alien space crafts are invaders to this calm little planet.
Entry# 10: Designing for Critical Play [Mary Flanagan]
“Art, like games or popluar arts, and like media of communication, has the power to impose its own assumptions by setting the human community into new relationships and postures.”- Marshall McLuhan
Identifying and defining the context in which many games are now made helps to inform critical play.
Critical play can and should be included in the traditional game design process.
To the typical gamer, computer games are not obviously aligned with such concerns as ancient divination, psychoanalysis, utopian tax laws, environmentalism, or social protest.
There is a connection between artistic methods, activism, and game design
Game design matures and games become more ubiquitous and more meaningful to culture
Traditional Iterative Game Design Model:
o Set a design goal
o Develop rules (framework, tokens, and so on)
o Develop playable prototype (early stages of design, can be done on paper)
o Playtest (various players try the game and evaluate it, finding dead ends and boring sections, and exploring the types of difficulty)
o Revise goal
o REPEAT
Constant reflection on the humanistic themes, or values, during design.
This reflective practice encourages makers to step outside their processes to “see the big picture”
Donald Schön says it’s important that the experiments do not “confirm” an “answer” to a challenge, but affirm that challenge instead.
This helps to move beyond “normalcy” and preserve what has been accomplished in critical play and will in turn, help designers examine “what’s out there” in contemporary circles, providing a vocabulary for existent techniques that risk going unnoticed.
o Writing commands or instructions
o Using obnoxious language
o Making humans into puppets
o Making computer programs that write poems
o Making words tactile creating instruction paintings
o Making palindromes
o Shifting points of view
o Creating sound poetry
o Making text that is street intervention
o Skywriting
Entry# 9: War Play [Corey Mead]
Corey Mead shows us training sessions where soldiers take-on multiplayer “missions” that test combat skills, develop unit cohesion, and teach cultural awareness.
The 3-D battle simulations are so convincing! His heart is often left racing. <3 Additionally, he demonstrates/shows how the military powers the adoption of
Diverse backgrounds, the military has long exerted a strong influence on the way the United States
Standardized tests like the SAT and GED are just two major examples of metrics the military developed first to assess the capabilities
Used to find officer material in potential recruits
Using relatively inexpensive-to-produce video games, resulting in the hugely popular multiplayer online simulation "America’s Army," to reach talented high schoolers where they lived (literally as well as virtually).
The benefit of this approach was that it could both attract good candidates for the Army’s high-tech style of combat using realistic and exciting graphics and simultaneously train these young recruits in core Army values.
The military uses games to prepare soldiers for their return to the home front and to treat PTSD.
Interesting concept to think of video games being used to treat mental illness, such as PTSD or suicidal tendencies.
I’ve heard of cognitive behavioral therapy, eye movement desensitization and reprocessing, along with exposure and response prevention used as forms of treatment for PTSD.
I think it would be interesting to create a study to see the effects video games
Generally, the trauma is identified, and then emotions and physical body symptoms are called to attention. Then eye movement, helps to relax the individual, so that they can think rationally about the trauma. These violent or traumatic memories are often not fully processed, trauma occurs and some people become stuck in their processing of the memory. With help of the therapist, generally the trauma can be worked through.
I think video games could possibly take-on a positive role in helping individuals think rationally about their own unique trauma.
For me all types of questions come about, such as, Would each game have to be customized to everyone’s traumatic event? Or would it be possible to create a series of universal games used to treat people who experience PTSD?
I created a water paradise for the dragon I modeled. I did this by creating a plane (with a displacer and a collision as children). I then submerged a landscape plane to create an island.
I think I need some palm trees with coconuts next... maybe a monkey hanging from a branch.
Sorry, I think I made this with vacation on the brain.
Playing with voronoi fracture mograph, push apart effector, and random effector in Cinema 4d to create this shattering cellphone screen.
String-less Balloons
I modified code from a sketch titled “Bubbles” from the open processing website. Then I increased the gravity and spread out the spheres to create this scattered balloon look.
Bubbles can be found: https://www.openprocessing.org/sketch/153760
The Interface as Sign and Aesthetic Event
- Frieder Nake & Susanne Grabowski
Computing deals with models, programs, data, and interfaces. This reading discusses the interface. The interface is where two interacting systems, human and computer, meet. Successful communication indicates a well-made interface. Visual design attempts to make the interface both effective and aesthetically attractive.
Aesthetic computing deliberately introduces subjectivism into computing. It also involves criticism of a kind that is still largely unknown in computing.
Art and Aesthetics should not be used interchangeably. To many, artists, this is a terrifying idea. Art is a realm of social activity, an institution of modern society concerned with a certain kind of artifacts. Aesthetics, on the other hand, is the theory of sensual perception. Related concepts but not the same.
The relation of three human activities – aesthetics, computing, and semiotics—determines a context for the discussion of the human and computer artifact.
Graphical user interface (GUI) is a mass culture aesthetic phenomenon, computer games rely on these graphic interfaces. Digital media also relies on these interfaces. It is nearly impossible to use them without a sort of familiarity. Apple iMac, more of a design rather than a “machine”.
Computer art is defined as the use of software to generate aesthetic objects relevant to the social process of art. While, Paul Fishwick defines aesthetic computing as “the application of the theory and practice of art to computing”. Adopting the position that aesthetics and computing have entered a dialectic relationship allows us to better grasp their relationship. Furthermore, the dialectics of aesthetics and computing involves the tension between the capacities of the human mind and the human creation.
An example includes Manfred Mohr’s work. He began writing programs to generate his paintings by the end of the 1960s. For about 30 years he had used the cube in three or more dimensions as the basis of his paintings. Eventually evolving to his own personal style of concrete, constructivist art. He never accepted the term “computer art” rather he used any identification other than just “art” … he called it “algorithmic art”. Two works above are examples of his artwork.
This rainbow tree design is pieced together using different processing code from the open source website: https://www.openprocessing.org
This code randomly generates each tree, resulting in each render creating a “unique tree”.
I used Adobe Photoshop to convert the rendered frames into a GIF.
Chapter 2: The Eliza Effect – Wardrip-Fruin
Eliza: is a ground-breaking system created by computer science researcher Joseph Weizenbaum at MIT in the mid-1960s.
The Eliza effect: a term used to describe the not-uncommon illusion that an interactive computer system is more “intelligent” or will eventually breakdown that take a form based on the actual underlying processes.
A session with Eliza can begin with a greeting, the script usually started with “How do you do. Please tell me your problem.” After this Eliza will not take the initiative again – only respond.
It actively searches for keywords that audience members type. Such as seeing “T” as “you”.
Each statement by an Eliza script is the result of a multi-step transformation of the most recent audience statement.
The real transformation difficulty comes, however, when no keywords – a central aspect of Eliza’s transformation logic – are found in the audience’s most recent text. For example, this is the situation when Eliza asks, “What else comes to mind when you think of your father,” and receives the response, “Bullies.”
Garfinkel’s experiment serves to illustrate something rather difficult: the Eliza effect can be shielded from breakdown by severely restricting interaction. The experiment allowed the subjects to maintain the illusion that something much more complex was going on inside the system (a human considering her problems seriously and answering question thoughtfully, rather than random yes/no answers) because the scope of possible responses was so limited.
When breakdown in Eliza effect occurs, its shape is often determined by that of the underlying processes. “IF” the output is of a legible form, the audience can then begin to develop a model of the processes. Allowing you to understand something of the processes of the system.
Appearing intelligent, but most systems of control have extremely restricted methods of interaction. Eliza was not the first system to give audiences the impression of meaningful exchange with a computer.
Exploding Rose
Entry 5: Processing Code: Programming within the Context of Visual Art and Design [Reas & Fry]
It was surprising to learn that Processing’s development began in 2001 and then publicly released in August 2002. Processing allows its users to create responsive images based on text programming language, in a sense writing software sketches. Also, its syntax helps to enable people to learn different languages in the future. Such as communications (Java), microcontrollers (C), and computer graphics (OpenGL).
Processing is a text-based program. Three modes of programming exist in Processing. The first consists of single-line commands for drawing primitive shapes on the screen. While the second mode allows for the creation, “of dynamic software in hybrid procedural/object-oriented structure.” Java code may be written within the environment in the most complex mode.
Processing also allows files to be exported as DXF, a common 3D file format. Allowing models developed in this program to be rendered in specialized rendering environments (like Cinema 4D :)). This allows design to move beyond one-dimensional text, introducing space, color, and motion.
Visual Machines: allow the programmer to observe the computation continuously and directly interact with it by adjusting values and logical structures while the program is running. There are different types of visual machines. Such as Turning. Turning enables the user to draw a program as a series of nodes and connections. It is more like drawing than writing. Another visual machine, Plate is derived from text-based programming languages, but is defined by embedded structural layers. It is a syntax-directed editing environment. It’s neat because it allows the programmer to see the correlation between the running code and the result. While Pablo is based on the functional data flow paradigm, it visually animates the data moving through the structure. Allowing contextual access to the changing data as it flows through the program. Lastly, Nerpa has its visual elements replace the structural elements of text-based programming language. It is purely functional language, meaning each expression within the program evaluates to a value. After the program runs, the user may re-expand the structure and observe each of the values.
Meow
I used Processing to create this. I started by randomly creating different patterns using the ellipse and rect variables, varying the color. Then I combined them using photoshop. <<BAM>> :P