The Narrowing Gap

At the turn of the century, the gap between fantasy and reality was already getting narrower.  Computer generated graphics were beginning to merge with traditional film techniques, 3D printing had been invented, if not popularized, and simulations of everything from bridges to molecules were teaching us about their real counterparts.

But this century.. hoo boy.

The image above is from the RoboThespian project, an animated puppet controlled by Blender.  Besides the fact that I called it before I heard about this, I think it’s worth pointing out that this is the shape of things to come.  As the twenty first century continues, Thingiverse and places like it will become home to projects like this, with increasing sophistication and depth, and with 3D printing added to the mix, it isn’t hard to imagine a future where designers of characters in Blender use scripts to generate 3D printable assemblies to construct and animate those same characters, using the same systems that animated them in the purely virtual world.

Blender’s python scripting seems to be lending itself to lots of other really cool virtual/real overlap projects as well: whether it’s freestanding spherical screens, virtualizing whole landscapes, or the open movie project showing up on bookshelves, the Blender community is increasingly aware of its applications in the real world.

And the better our systems of transmission between the real and virtual worlds become, the more blurred that line is going to get.

Comments (1)

The Shape of Things to Come

Printed parts for a new 3D printer.  The repraps are replicating in the wild.  With Thingiverse, the blueprints have a home, and so do the upgrades.  Instead of a single blueprint for a self-making machine, the reprap foundation has sparked a whole new ecosystem of self-making machines, and I can’t help but shiver at the possibilities.

Sure, makers aren’t the norm.  These are the early adopters, the gadget fiends, the jackdaws, who do these things.  But they are doing these things.  How soon before your neighborhood has a guy with a CNC fabrication site in his basement?  How do you know it doesn’t already?  How long before there are machine shops practically everywhere?

How long before really disruptive hardware can be open sourced like it was an operating system?

Maybe it already has.

Comments (1)

Cathal Garvey’s Mousetrap Design Challenge

mousetrap

Cathal Garvey, the man who brought you the makerbottable dremelfuge and micro-lathe needs a mousetrap and he’s willing to pay $25 for someone to design it.

I have a problem. There lives in my house a tiny mouse, and as I am friend to all animals I wish him no harm.

The live mousetrap I tried didn’t work: crafty mouse escaped it repeatedly. I also invented a few wacky methods involving pitfalls, narrow bottles full of bloating foods and even tried to suck him out onto a vacuum cleaner head covered with cheesecloth. No avail!

I am offering a bounty for something:
$25 to the first design that catches the mouse. It must:
- Not harm the mouse
- Be printable on a Makerbot
- Work

Mouse get!

Whichever design Cathal chooses, we’re going to sweeten the deal and send them a MakerBot t-shirt if they will upload the design to Thingiverse under an open license.

Can you build a better (MakerBottable) mousetrap?

Leave a Comment

Atoms are Not the New Bits. Yet.

optically-guided grabber bots
In many respects, the recent announcement that Atoms are the New Bits is accurate.  The transition into the information age meant that, in terms of information, we became a post-scarcity society.  There is no want for information anymore.  We all have the ability to reach out into the infosphere and, with a precision that, while not infinite, is so vast compared to that of previous generations as to seem so, pluck what we want to know from it.

So too, we think, will we eventually do with physical objects.  Eventually we will not need factories, or ultimately, even farms– we will only need energy, and lots of it, to directly synthesize everything we need.  Atoms, after all, are not unique.  Any one hydrogen atom is exactly identical to every other hydrogen atom (barring isotopes) in the universe.  And so what is to stop us, then, from taking everything we used to think of as garbage, waste, and trash and reorganizing it into new things, and have the garbage and scarcity problems solve each other?

For now, the answer is technology isn’t that great yet.

What we want is the general assembler, and what we have is a collection of specialized fabrication technologies which lower boundaries to entry for a gradually-widening collection of manufacturing tasks.  We have the MakerBot and Mendel, which make plastics manufacture accessible to a very wide audience.  Add to them CNC laser cutters and CNC routers and CNC sewing machines and digital representations of a wide class of objects are becoming close to, if not indistinguishable from, the very tokens needed to pull them into existence on the spot.

But it’s pretty poor compared to that general assembler, isn’t it.  You need materials, which have to come from centralized manufacture, and instead of one package you need a dozen to do multi-material fabrication work.  The benefit of CNC fabrication is that the value-added of manufacturing processes is rendered transparent, repeatable, and hackable.  It’s hard to over-estimate the importance of this benefit, but if we’re going to start calling atoms the new bits, we need to go further.

And where exactly should we be looking?  Here’s my list of the technologies we should be researching if we want to *really* turn atoms into bits:

1: Recycling.  This one is very important and thankfully has not escaped the attention of the RepRap community, among others.  A fabrication technology that not only cleans up after itself but squeezes every last scrap of potential value out of its feedstock is a big step towards using digital fabrication to reduce scarcity.

2: Scale reduction.  Smaller is the new bigger.  Better quality CNC tables, sharper tips, finer extrusion nozzles, these are steps in the right direction.  At some point, however, these kinds of steps will need to be replaced by…

3: Materials definition.  Believe it or not, CNC printed plastic already permits the creation of different materials in situ, by varying temperature of extrusion, feedrate, and flowrate.  At smaller scales, more pronounced material transitions will become possible.  Patterning becomes microstructure.  And microstructure begets mechanical properties.  But to really bust open the floodgates in possibilities here, we’ll need to combine materials on the spot, at first mixing pastes and filaments and ultimately mixing more subtle chemical reagents, to a level where we being flipping the switches of:

4: Self assembly.  Self assembling molecular machinery is all around us, and nature has left behind vast libraries of code for us to draw from.  Unfortunately she’s only provided undocumented binaries, or in her case, quaternaries.  As we decompile and comment this code, we can use tools provided from steps 1-3 above to begin coaxing bacteria and yeasts into the production of physical structures.  Adding this to the home maker’s toolkit will require an entire separate branch of inquiry in the form of molecular biology, but using that toolkit can likely be done with many of the same CNC technologies as above: minutely depositing droplets of chemicals or applying charge to command biological assembling agents might become a natural extension of this line of technology.

I don’t think we’ve really “bit-ized” atoms yet.  But I think we’re on the right track.  By thinking of the state of the art in personal fabrication as a step towards Feynman’s hundred tiny hands, we can see each “domain change” from the milli to the micro, and from micro to nano, as a challenge to CNC, rather than an end point.  And as these technologies take us deeper into the microcosm, each step will make them more powerful.

And atoms, more like bits.

Comments (14)

Things of the Week: Holy Upgrades, Batman!

This week has been an AMAZING week for upgrading your 3D printer with Thingiverse.

There’s heated build platforms, a dremel attachment, Mendel parts, a durability upgrade, and even router-friendly versions of the MakerBot files!  How long before the vitality of open source starts elbowing the big dogs in build quality?  Might be sooner than you think!

Comments (1)

Sculpting with Blender 2.51

Blender has had a sculpt mode for a while now, but with the recent release of the ground-up recode 2.5, a few minor tweaks have made it into a really powerful tool, especially for people looking to interact with their 3D in a more intuitive way than painstakingly dragging vertices around and fretting over topology.  In this tutorial, we’ll start with Blender’s default cube and carve numbers into it!

For this tutorial, you’ll need to go grab the latest release of Blender 2.5, which is still in alpha but stable enough to work with.  It’s a well-behaved zip file– just dump it in a directory and run the executable.

sculpt25_01

Pretty different from 2.4x, huh?  Not to worry, the stuff you’ve learned so far (hopefully you still remember when I used to do tutorials on a regular basis) still applies.  Some windows are moved around, but the modeling stuff is still mostly where it was in 2.4x, and the shortcuts haven’t changed.

Sculpt mode performs a lot better on a mesh with some amount of detail to it (IE, 50 or more faces), so our first step will be to subdivide the cube.  Hit tab or select edit mode from the mode dropdown.  One thing you’ll notice is that the buttons on the left side of the screen change: this is the new-for-2.5 Tool Shelf, and it’s context-sensitive, which is pretty keen.  For our purposes, it’s just good that you can see this:

sculpt25_03

Click subdivide.  You can either adjust its settings in the panel that appears below or hit it again to get a subdivided cube that’s ready for sculpt mode:

sculpt25_02

You can use any sort of mesh as a starting point for sculpting.  I’ve uploaded a few additional start points, but sculpt mode can be used on just about anything, including imported models from other programs!

Go down to where the window says edit mode and switch to sculpt mode:

sculpt25_04

The Tool Shelf responds to this by morphing into a sort of paintbrush window– this is sculpt mode.  With the low-resolution mesh we started with, it’s kind of hard to sculpt much of anything, but the tools should already work:

sculpt25_05

To get really nice results though, we’ll need more polygons.  It’s time to revisit the Modifier Stack.  Over on your right you should see the properties buttons.  Click the wrench:

sculpt25_06

And select add modifier below:

sculpt25_07

Select Multiresolution.  This tool works well with sculpt mode and allows you to hop back and forth from higher to lower resolution versions of the same model.  This can be handy when you’re trying to optimize for performance.  (For example, knocking down the subdivision will make something skin a LOT faster in skeinforge.)

sculpt25_08

Hit subdivide a few times.  I went with 3 times, but you can go higher or lower, depending on how much detail you want to carve (and how fast your computer is!)  You should now have a pretty smooth looking cube:

sculpt25_09

Notice how the edges have been rounded off.  Subdivision in Blender tends to smooth everything out.

Now, enough fiddling with settings, let’s sculpt!

sculpt25_10

These controls should be pretty self-explanatory– size makes a bigger brush, strength increases or decreases its effect.  Add/Subtract lets you reverse the effect.  At this point, feel free to experiment and create your own shapes– this is definitely the fun part of this tutorial!

sculpt25_11

One feature you could miss: if you scroll down on the tool shelf you’ll find a group of symmetry locks, which can be really handy when sculpting animals, which tend to have bilateral symmetry.

I took a size 25 strength .5 draw brush and in subtract mode carved numbers on the faces of my cube:

sculpt25_12

When I switched into object mode, all my sculpting seemed to disappear, though!  After a bit of worrying, I looked at the modifier stack (still on the right side of the screen):

sculpt25_13

With the Preview button set to 3, I could see my detail from object mode.  Next I went to the export option:

sculpt25_14

Blender 2.51 doesn’t come with an export to .stl yet, but .obj works with a lot of other 3D programs, including earlier versions of Blender.  We also just sculpted this at a width of 2mm, so following Bre’s tutorial on resizing objects at this point may be in order anyway.

Hopefully this all made sense, and if there’s any confusion, let me know in comments and I’ll see what I can do!

Comments (1)

Dominic Muren Explains Personal Manufacturing!

2-Dominic-Muren-Part-1 – Dorkbot Seattle Feb 3, 2010 from christopher prosser on Vimeo.

3-Dominic-Part-2 Dorkbot Seattle Feb 3, 2010 from christopher prosser on Vimeo.

Dominic Muren is an occassional contributor to the Thingiverse blog and he gave a great presentation on personal manufacturing at the Seattle Dorkbot! This is very much worth the watch! Check it!

Comments (1)

2009: A Belated Look Back at a Watershed Year in 3D Printing

At around the midway point of 2008, the RepRap project achieved “replication,” a goal which, at the time, meant that all the 3D printed parts they were using to build one machine could be printed on the previous one, resulting in the Darwin model “giving birth” to the first RepRap child.  The latter half of 2008 saw a bloom of interest in 3D printing, and a year and ten days ago I predicted that the RepRap project was going to have a really big year.

I think it’s pretty impossible to argue otherwise, given that:

The MakerBot has gotten tons of attention and started shipping lots and lots of units.

Thingiverse is exploding with .stl files of printable objects, as well as photographs of objects printed.

Functioning tools of science and engineering undergo dramatic cost reductions due to 3D printed parts.  Frequently.

MakerBot Industries became the first company to crowd-source manufacturing.

Hardware can now have downloadable “patches” as though it were software.

Hobbyists are designing major upgrades which become available to everyone.

As for 2010, I think given that personal digital fabrication was the cover story on Wired this month, it’s entirely possible that the operative phrase might be you ain’t seen nothing yet.

Comments (1)

Things of the Week: Spindles

Is your plastic filament a mess?  If you just leave it sitting around you probably have had your fair share of knots and tangles.  Don’t despair, Thingiverse has solutions!

Check out this laser printed filament spool:

Filament Spindle v0.4 by builttospec

Filament Spindle v0.4 by builttospec

It should be noted that this is a derivative of Erik’s and CidVilas’ work.  Taking a design and making it better and custom FTW.

There’s also a spindle design that FDM  (fused deposition modeling) type machines like the RepRap and Makerbot can produce. This one is by tbfleming:

Printed Filament Spindle by tbfleming

Printed Filament Spindle by tbfleming

All those rods and connectors are sort of remind me of tinker toys.

No 3D printer at all?   No Problemo!

Cardboard Spool by charlespax

Cardboard Spool by charlespax

Pax has an excellent design which only needs a knife and some cardboard!

Comments (5)

Thingiverse Upgrade Downtime

We are planning on moving Thingiverse to a newer, faster server starting at 10AM Eastern time on Monday, Feb 8th. The transition should be painless, but it will probably take an hour or so for us to move everything over. Please bear with us while we do this upgrade. Once everything is done, the site should run much faster.

Comments (2)