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making analogs to the perceived real as both organizational potentials and physical possibilities. Issues of interdependencies, segregation, flexibility, limitations and synthesis of animated constructs are incorporated into the final animated sequence. Initial surface studies began using Non-Uniform Rational B-Splines, (NURBS) as unique interdependent rationalized digital entities. form•Z’s lofted NURBS capabilities are robust and combined with a variety of line generation types allows for understanding of the NURBS as a variable construct digital object type with unique properties. Pre- and post-generative exploratory labs were ran to extract, understand, and ultimately leverage the NURBS as rational variant surfaces. Placement, orientation, and rhythmic sections were studies in the development of NURBS surface types that then expanded into an aggregate of spatial and soft component typologies. Material qualities were then looked at independently of NURBS as a second surface iteration then collapsed to form layered relational conditions. A multi dimensional relational construct with surface and sub-surface connections was then designed with the previous labs. Tectonic structures emerged from assembled component typologies based on the inherent properties of each to form a logic of assembly. The use of Adobe Premiere Pro 2.0 was commissioned to add a final cinematic quality and allow for editing, splicing and reworking of the animated sequences. The use of layered animated structures, compositing of 4D renderings to evoke evolutionary and developmental phases, and sinking of sounds aided in the development of a cinematic capturing of an audience. The end results are a series of designed responsive systems assembled into a new spatial typology through temporal evolutionary links with relational interactive layered “skin” types.
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