Next step is to wire this up to a Cricut [1] or similar device to never have to worry about finicky cuts! [1] https://home.cricut.com/
Papercraft with Blender
41–50 of 52 posts
Re: Papercraft with Blender
#42I was working on a python script in 2004 for Blender to work similar to Pepakura [1] when I was making stitch and glue kayaks in order to prototype them in paper first. As the author says, I wasted many a weekend making all sorts of paper models. Then I got sidetracked writing a photoclinometry script in Blender to CNC bas reliefs into maple planks in 2005. Pepakura was/is amazing! Was the current plugin based on it…
Do you have blog posts or other info on your kind of kayak design workflow? How did you join the maple boards? Were they just ribs and you put composite over it? There's a completely insane maker on youtube called Jamie Mantzel, he did some composite kayaks. https://www.youtube.com/watch?v=n01cY3jOl0c
I would eventually use Rhino to develop the 2D panels to cut on my ProgressiveCNC rack-and-pinion router table. Along the edges to be joined, you would drill a very small hole, 0.0625" (~1.6mm) diameter, 6mm from the edge and 100 to 150mm apart. Using bare copper wire, you would fish it through and twist the ends to bring the edges into contact, hence 'stitch-and-glue'. You can look the process up online. The inside and outside would be glassed with epoxy resin from West Marine and fiberglass resulting in a beautiful glossy wood after much finishing and sanding. We would incorporate the carvings into the coaming around the kayak's cockpit. The kayaks were made from 4mm marine-grade Okume. I also made traditional strip and strongback kayaks and a Greenland kayak with bamboo and canvas vs. seal skin. I didn't mean to go on. Seems like a lifetime ago!
The photoclinometry algorithm I utilized for the wood carvings from photos was adapted from NASA/JPL research to be able to get more information from the thousands of black and white singe lens photos taken by the various satellites and spacecraft. I wrote it in python for Blender. Now there are much more sophisticated geometry extraction algorithms with machine learning to guide the resulting mesh 3D creation without the use of laser scanners.
There are a lot of 'inspired' boat builders out there. I formed a wooden boat company called Franklin Boat Works with my partner, and we made all sorts of water craft in the small category. A design I never built was to be a lake ferry for about 8 to 10 people with an electric pancake motor for the shaft and long benches running fore and aft. All steampunked out with brass trimmings and gauges for fun.
The bottom line in all of this is that Blender's python API even in 2005 encouraged breaking out of the 3D program to make all sorts of stuff and push the limits for what could be done with it. I donated $50 (I think that was the amount, maybe $25) to the original drive to buy the Blender code to create the opensource Blender, and now my donation has been returned a 100-fold and I am amazed at what Blender has become! Keep making and coding!
Re: Papercraft with Blender
#43I was working on a python script in 2004 for Blender to work similar to Pepakura [1] when I was making stitch and glue kayaks in order to prototype them in paper first. As the author says, I wasted many a weekend making all sorts of paper models. Then I got sidetracked writing a photoclinometry script in Blender to CNC bas reliefs into maple planks in 2005. Pepakura was/is amazing! Was the current plugin based on it…
Thanks, I always forget the word "pepakura" ps: I'm also looking for pepakura based mechanics. If anyone knows anything, shoot me
Re: Papercraft with Blender
#44looks fantastic! does the Blender functionality have curvature modeling as well? in other words, if I want to do a cylinder, would it have polygons or a large sheet rolled? Also, I think it would be great to have a solid-filling functionality as well. If a part of model needs extra-support, it would generate a honeycomb-like structure inside the specified solid.
Back when I was designing my own paper models, I purchased a little sheet metal design book from the '50s. It was just as effective as software and very fun to have around as a reference. Polygonal models can have a polygonal look that can get in the way of a really graceful appearance[1] on some model types.
Re: Papercraft with Blender
#45Earlier quoted context omitted.
Thanks, I always forget the word "pepakura" ps: I'm also looking for pepakura based mechanics. If anyone knows anything, shoot me
What do you mean by Pepakura based mechanics? There are deployable structure ala Hoberman linkages, and there are multitudes of papers on origami and math with examples of folding actuators and bodies. Recently MIT IIRC has been putting plastic origami in plastic bags that can be pumped or evacuated of air to create mechanical actuation. Very exciting times indeed!
Re: Papercraft with Blender
#46Earlier quoted context omitted.
What do you mean by Pepakura based mechanics? There are deployable structure ala Hoberman linkages, and there are multitudes of papers on origami and math with examples of folding actuators and bodies. Recently MIT IIRC has been putting plastic origami in plastic bags that can be pumped or evacuated of air to create mechanical actuation. Very exciting times indeed!
Well just the sort of things you mentioned. Except I didn't know about them :)
Deployable structures are very interesting as a general category. I love how an art form like origami can create things of wonder and beauty, and then mathematics comes along to show there's even more to be taken in.
There are even examples of solving geometry problems with origami instead of using compass and ruler.
Re: Papercraft with Blender
#47Earlier quoted context omitted.
Do you have blog posts or other info on your kind of kayak design workflow? How did you join the maple boards? Were they just ribs and you put composite over it? There's a completely insane maker on youtube called Jamie Mantzel, he did some composite kayaks. https://www.youtube.com/watch?v=n01cY3jOl0c
I was doing two different things: wooden carvings from photos on solid maple boards, and stitch-and-glue kayak designs and building. I used DelftShip (IIRC it was FreeShip at the time) to design the hulls. I tried a few others, including Rhino and trying to develop one in Blender, but the NURBS were a bit hacky then for what I was intending. I would eventually use Rhino to develop the 2D panels to cut on my Progressi…
Re: Papercraft with Blender
#48I was working on a python script in 2004 for Blender to work similar to Pepakura [1] when I was making stitch and glue kayaks in order to prototype them in paper first. As the author says, I wasted many a weekend making all sorts of paper models. Then I got sidetracked writing a photoclinometry script in Blender to CNC bas reliefs into maple planks in 2005. Pepakura was/is amazing! Was the current plugin based on it…
Do you have blog posts or other info on your kind of kayak design workflow? How did you join the maple boards? Were they just ribs and you put composite over it? There's a completely insane maker on youtube called Jamie Mantzel, he did some composite kayaks. https://www.youtube.com/watch?v=n01cY3jOl0c
Re: Papercraft with Blender
#49Earlier quoted context omitted.
Do you have blog posts or other info on your kind of kayak design workflow? How did you join the maple boards? Were they just ribs and you put composite over it? There's a completely insane maker on youtube called Jamie Mantzel, he did some composite kayaks. https://www.youtube.com/watch?v=n01cY3jOl0c
I was doing two different things: wooden carvings from photos on solid maple boards, and stitch-and-glue kayak designs and building. I used DelftShip (IIRC it was FreeShip at the time) to design the hulls. I tried a few others, including Rhino and trying to develop one in Blender, but the NURBS were a bit hacky then for what I was intending. I would eventually use Rhino to develop the 2D panels to cut on my Progressi…
Re: Papercraft with Blender
#50looks fantastic! does the Blender functionality have curvature modeling as well? in other words, if I want to do a cylinder, would it have polygons or a large sheet rolled? Also, I think it would be great to have a solid-filling functionality as well. If a part of model needs extra-support, it would generate a honeycomb-like structure inside the specified solid.
I think curvature modeling would be a great extension to the plugin.