12/3/18

Class Final

Final Exam Time
Tuesday 12/4 
9-11am


Email you blogs email address to JOe at
jvonstengel@hartwick.edu



Critique Cookie Cutters

Questions:
- What is the subject mater?

- How does the color affect how you think about the subject matter?

- How does the transformation of the image into a cookie affect how you think about the subject matter?

- How does the act of consuming the cookie affect the viewers interpretation of the subject matter?





Critique Chess Pieces

Questions:
- How did the artist interpret the chess piece? What clues did the artist include for you to know which chess piece it is?

- How does the color affect how you think about the chess piece?

- Does it contain geometric or organic elements?




Critique your Blogs

Questions:
- What is the theme? 

- What imagery is being used, and what does it tell you about the blogs theme?

- What symbols are the designer using?

- How does the color affect the blog?

- What role does the choice of font(s) play?



Have a Great Vacation!






11/15/18

In class Thur Nov 16th

Final Exam Time
Wed 12/11 
8-11am






Making images for the web
- just steal it!
- looking up dimensions
- 72dpi but really its about pixels
- Flatten and use Save for Web to make a .jpg
- Upload it to your blog. The Banner will go in the "Header" of your Blog in the "Template" section.



The Background images can be changed under " "Customize" in the "Templates" area 




Making a Favicon



- Create an image 16 pixels X 16 pixel image in Photoshop

- Use Save for Web to create a .jpg



- Go to favicongenerator.com to translate it into a .ico file



- Upload your file onto your blog under "Layout" at the top. 




Putting Links on your Blog
- Under "Layout" select the area you want the links.

- Hit add Gadget and find the Link List. (notice there are a lot of things you can add to your blog) 

- add your link and the link name and save



Project 6 Assigned



Work on Projects

11/12/18

In class tue Nov 12th


3D Printing!


Colors for our Chess Set - What are good color choices and why?



What to do to get your files printed.

1) Show Joe your model laid out in the Makerbot software
2) Pick a PLA color
3) Get on the color rotation list
4) Transfer your file to the appropriate printer
* The one Replicator 2 needs a .x3g file.
* Makerbot Mini and other Replicator 2 use a .thing file.




Cookie cutter dimensions

back layer = 3mm tall

mid layer = 9mm tall

outside layer = 13mm tall




Work on Projects

11/7/18

In class Thur Nov 8th


Critique Project 5


How to use Makerbot Software

Open the Makerbot Software



What's Where
- Top Options
under "Prepare"
Settings - Add File - Upload to Library - Preview - Export Print File - Print

- Navigation

- View

- Move Objects

- Rotate Object

- Scale Object

Saving and Printing your File
Save your file as a ".thing"

Export your file as an ".x3g"




How to Make and Print your cookie cutter.

1) Create a black and white JPEG in Photoshop for your outline, background and impression of your cookie cutter.

2) You need to make an SVG (scalable vector graphics) file from each of your JPGS. Try the online SVG converter here. 

3) Using TinkerCad, import your SVGs, scale them to the appropriate hight on the Z axis then export each as an STL

4) Open the Makerbot software. Drag and Drop all three STL files onto the print bed. Click "Don't Scale" win the pop up box. 




5) Resize your cookie cutters to fit properly on the print bed.


6) Save your 3D file as a ".thing" file and exported as a .X3G 


Rules

For the Makerbot Software:
- Always make sure the model is on the platform before exporting
- Kepp your file names less then 6 characters. Ex.. cow.x3g

For 3D Printing:
- Always watch your print while printing for the first 15% the check on it every 20 min.
- Make sure the filament is positioned correctly on the back of the printer
- Never use anything metal on the print bed





11/5/18

In class Tue Nov 6th

TinkerCad
- create an account here
- Your TinkerCad Home Page



TinkerCad Basics


Starters get help here


Placing an Object

Controlling the View 

Moving your Object

Rotate your Object

Change the size of your Object

Group Objects together

Align Objects




Lessons get info here


Learning the Moves

Camera Controls

Creating Holes


Scale, Copy & Paste





------ Project 5 Specifics ------


Chess Piece sizes

Rules for chess pieces to board size:   
The base diameter of the king should fall within a range of 68% to 75% of the square size.  For example, if you have a 2.25" board (each square is 2.25" x 2.25" or 57.1mm x 57.1mm) then the chess pieces you choose should have a king's base diameter of 2.25 x (0.68) to 2.25 x (0.75) which = 1.53" (38.9mm) to 1.687" (42.9mm) in diameter.



What we are working with:

Chessboard Square Tile - 40mm a side, this means no piece and be wider then 36mm


king - 75mm tall

queen - 70mm tall
bishop - 60mm tall

kinght - 50mm tall

rook - 45mm tall

pawn - 40mm tall

Special pieces - 50-65mm tall





Preparing your chess pieces for printing

1) open Makerware

2) Click on 'Prepare' and "Add File" to import your .STL's to the print bed

3) Use the 'Move' tool to separate the models from each other
* remember any models that are touching will be printed as a single piece

4) Use the 'Scale' too to resize the 3d models to the proper size
a- scale the piece to the proper hight and width. Set the model at the correct hight and adjust for the width if necessary.

5) Use 'Save As' to save your .Thing file to the desktop 

6) Change your 'Settings'
Resolution - Low(Faster)
Infill - 8%
# of Shells - 3
Layer Height - .30 mm


7) Export Print File
- Take a screen shot of the Export Info and keep it with your .x3g file. You will hand in both to me.

8) Show Joe your .Thing, .x3g & Export Info screen shot to be approved for printing. Your files should be labeled with your initials and a number ie.. jvs1.thing



Special Piece: check here






How to complete Project 5 part 1

1) Research various types of chess pieces
2) Create your Chess pieces (123D Design)
3) Layout your Chess pieces for printing (Makerware)
4) Print your chess pieces on the 3d printer




Project 5 part 2
Cookie cutter dimensions:

back layer = 3mm tall



mid layer = 9mm tall


outside layer = 13mm tall


10/31/18

In class Thur Nov 1st



3d Printing in Museums












Common Chess



Bauhaus Chess Set




Project 5 Assigned
For this assignment you will be creating a set of chess pieces. You are responsible for creating one common piece (to be assigned) and one special pieces.

Common Piece: - King 
- Queen
- Bishop
- Knight
- Rook
- Pawn

Special Piece:
check here



All your pieces should be sized correctly compared to each other and must fit on a chess board properly.

Chess board squares measure 57mm

Max Chess piece sizes are as follows:
Maximum Width = 36mm
Maximum Hight = 75mm




How to complete Project 5

1) Research various types of chess pieces
2) Create your Chess pieces (123D Design)
3) Layout your Chess pieces for printing (Makerware)
4) Print your chess pieces on the 3d printer



123D Design
Main Menu
- New 
- Open
- Save
- Import
- Export
- Exit

Undo/Redo

Primitives
Sketch
Construct
Modify
Pattern
Grouping
Combine
Measure
Text

Material 

Help



Work on Project

10/29/18

In class Tue Oct 30th


Your Motion Graphic video is due at the end of class today! Hand it in on your USB thumbdrive as a video file.



3d Design & 3d Printing

 
3d printing has been used by industry since the mid 1980's. It is used to print everything from food to human tissue to guns.

Our Makerbot Replicator 2 works through additive manufacturing. This is accomplished by laying down thin layers of plastic, one on top of the other, to build up a 3d structure.

Virtual models can be built in 3d software programs or captured with a 3d scanner or digital camera.



Websites

Thingiverse - free download 3d model library

Shapeways - Create and Sell 3d models















Work on Project

10/24/18

In class thurs Oct 25th

Project 4

ART213 Fall 2018


Motion Graphics

description:
- Create a 45 Second Motion Graphic using Photoshop


things to consider:
- Think about how the viewer perceives what is happening in the space. Consider zooming in and out to create the illusion of depth. Collect images and graphics and think about what they mean to the viewer and how mixing them together or changing them changes the relationship to the viewer.


whats due:
One digital HD video, 1920 x 1080 pixels at 72 dpi. Your animation must be at least 45 seconds long . Your video will be handed in full size as a .MOV to Joe and will be uploaded to your Youtube account.




Project 4 Due Dates
Assigned Oct 11th
Project Idea - Tues Oct 18th
Content folder and Storyboard - Tue Oct 23rd
Final Video due - Tue Oct 30th






Premiere Pro (a video editor)

Creating a 'Resources' folder
- save this folder somewhere safe
- put all video, audio, and jpg files used in your project, in this folder
- never move the Resource Folder


Opening the Program
- Starting a New Project

Whats Where
- 4 windows: Media browser, Media viewer, Timeline, Timeline viewer
- tools


Import your video files and audio
-- you can Drag and Drop onto the time line

Zooming
Selecting & Moving a clip
Cutting
Rendering

Export the movie



10/23/18

In class Oct 23rd

Your folder full of content is due today!


The camera's lens is the eyes of the audience!






or "Birdman"



Camera Angles, Movement and POV


Eye Level
An eye-level shot is the most basic type of shot and involves simply picking up a camera or video recorder and taking a straight-on, eye-level photograph. This technique is the most common shot used by photographers, seen in many casual pictures, such as family photos or vacation shots.




High Angle
A high-angle shot involves taking a photograph from someplace above a subject at a diagonal angle. This type of angle may make a subject look smaller or even childlike.


Low Angle (Worms Eye)
A low-angle shot is the opposite of the high-angle shot. In a low-angle shot, the photographer is below the subject and takes a photograph looking up at the subject. This angle is often used to make a subject appear larger, taller or more powerful.


Bird's Eye
This type of shot is similar to the high-angle shot in that the photographer is situated above the subject. However, unlike a high-angle shot, a bird's eye shot looks straight on at a subject rather than using an angle. This type of shot is used to achieve very dramatic images.


Slanted
A slanted shot, or dutch tilt, is where the camera is tilted to the side to give the horizon a unique, angled appearance. This is a popular shot for movie stills and in magazines as it portrays a hip, edgy feeling in the photograph
Camera Movement





Camera Point of View (POV)


Close-Ups
A close-up (abbreviated "CU") is when the camera focuses on just one character's face or other part of him, taking up the entire frame. These shots are used often when a character is talking, because it puts the viewer in an almost face-to-face context. When the camera zooms directly into part of a person's face or body, so that the frame shows nothing but his body, this is an extreme close-up, or ECU. Going in the opposite direction, a medium close-up (MCU) is halfway between a standard CU and a mid-shot--which shows part of the scene and the subject.



Wide Shots
Wide Shots Abbreviated (WS) give a great view of the entire area your subject is standing in, and you can see the person's entire body against the backdrop of his setting. As the camera zooms out, making the person almost unrecognizable but giving a good view of the entire area, it becomes a VWS, or very wide shot. Finally, an extreme wide shot (EWS) takes the camera out so that you can't even see the subject, but gives the viewer a clear picture of where the viewer is supposed to be--these are generally used as establishing shots. VWS are generally taken from cranes, so they're sometimes called crane shots, and EWS can be taken from helicopters and called aerial shots.


Multiple People Shots
Conversations between two people require a special camera angle to capture the intimacy of the conversations. A two shot (TS) is the most common way to show conversation: place both subjects in the same mid-shot. The next most familiar style is the over-the-shoulder shot, or OSS, which looks at the talking subject from the listener's perspective, quite literally over his shoulder. Some camera operators also set up the noddy shot, which is most common in interviews, and is taken from the perspective of the interviewee.



POV
The first-person perspective is a useful way to put the audience almost directly in the character's shoes. The POV shot is pretty much what the character would see--as if she is actually holding the camera herself. POV, meaning point-of-view, shots are often used to heighten the intensity of a scenario.


Weather Shots
If the subject is the weather itself, it is referred to as a weather shot. These images give the viewer a moment's reprieve from the action or drama of the film as well as establishing what's going on in the world around them. If the weather is wet and rainy, that will affect the mood of the film overall; a bright, shiny day on the other hand lightens the mood.


    Camera Movement
    A director may choose to move action along by telling the story as a series of cuts, going from one shot to another, or they may decide to move the camera with the action. Moving the camera often takes a great deal of time, and makes the action seem slower, as it takes several second for a moving camera shot to be effective, when the same information may be placed on screen in a series of fast cuts. Not only must the style of movement be chosen, but the method of actually moving the camera must be selected too. There are seven basic methods:

    1. Pans
    A movement which scans a scene horizontally. The camera is placed on a tripod, which operates as a stationary axis point as the camera is turned, often to follow a moving object which is kept in the middle of the frame.

    2. Tilts
    A movement which scans a scene vertically, otherwise similar to a pan.

    3. Dolly Shots
    Sometimes called TRUCKING or TRACKING shots. The camera is placed on a moving vehicle and moves alongside the action, generally following a moving figure or object. Complicated dolly shots will involve a track being laid on set for the camera to follow, hence the name. The camera might be mounted on a car, a plane, or even a shopping trolley (good method for independent film-makers looking to save a few dollars). A dolly shot may be a good way of portraying movement, the journey of a character for instance, or for moving from a long shot to a close-up, gradually focusing the audience on a particular object or character.

    4. Hand-held shots
    The hand-held movie camera first saw widespread use during World War II, when news reporters took their windup Arriflexes and Eyemos into the heat of battle, producing some of the most arresting footage of the twentieth century. After the war, it took a while for commercially produced movies to catch up, and documentary makers led the way, demanding the production of smaller, lighter cameras that could be moved in and out of a scene with speed, producing a "fly-on-the-wall" effect.This aesthetic took a while to catch on with mainstream Hollywood, as it gives a jerky, ragged effect, totally at odds with the organized smoothness of a dolly shot. The Steadicam (a heavy contraption which is attached a camera to an operator by a harness. The camera is stabilized so it moves independently) was debuted in Marathon Man (1976), bringing a new smoothness to hand held camera movement and has been used to great effect in movies and TV shows ever since. No "walk and talk" sequence would be complete without one. Hand held cameras denote a certain kind of gritty realism, and they can make the audience feel as though they are part of a scene, rather than viewing it from a detached, frozen position.

    5. Crane Shots
    Basically, dolly-shots-in-the-air. A crane (or jib), is a large, heavy piece of equipment, but is a useful way of moving a camera - it can move up, down, left, right, swooping in on action or moving diagonally out of it. The camera operator and camera are counter-balanced by a heavy weight, and trust their safety to a skilled crane/jib operator.

    6. Zoom Lenses
    A zoom lens contains a mechanism that changes the magnification of an image. On a still camera, this means that the photographer can get a 'close up' shot while still being some distance from the subject. A video zoom lens can change the position of the audience, either very quickly (a smash zoom) or slowly, without moving the camera an inch, thus saving a lot of time and trouble. The drawbacks to zoom use include the fact that while a dolly shot involves a steady movement similar to the focusing change in the human eye, the zoom lens tends to be jerky (unless used very slowly) and to distort an image, making objects appear closer together than they really are. Zoom lenses are also drastically over-used by many directors (including those holding palmcorders), who try to give the impression of movement and excitement in a scene where it does not exist. Use with caution - and a tripod!

    7. The Aerial Shot
    An exciting variation of a crane shot, usually taken from a helicopter. This is often used at the beginning of a film, in order to establish setting and movement. A helicopter is like a particularly flexible sort of crane - it can go anywhere, keep up with anything, move in and out of a scene, and convey real drama and exhilaration — so long as you don't need to get too close to your actors or use location sound with the shots.







        Make Decisions about your Motion Graphic Sequence

        1) Do you want to make a Trailer or Title Sequence?
        2) Research research the pacing and the types of imagery found in your movie genre. How many cuts are there? 
        3) Which of the 10 title sequences do you think would work best for your movie?



         Mapping out your Motion Graphic Sequence

        - How many changes do you want to have in the sequence?
        - What direction is the content moving in each part? How does it relate to the parts before and after?
        - How long is each part?
        - What content do you need to collect for each part?
        - What is the purpose of each part? (what do you want your viewer to get out of it?)



        How to Animate and manipulate Video in Photoshop

          -----





          Photoshop Video
          - Open the "Timeline". You can find it under "Window"
          To use video in Photoshop:

          1) Drag a video file onto the Photoshop icon, it will appear in the Layers window and the Timeline window


          2) Select the layer and "control"click to bring up the menu. Pick "convert to smart object"

          3) To make a new video layer click the drop down menu on the videos timeline and click "new video group".

          3a)You can duplicate video layers

          4) Layer Adjustments, Blend modes and Opacity all work the same as still images

          5) Saving and Rendering - To save your file "Save As" a .PSD

          - To save the final video file goto "File" --> "Render Video"



        Work on Project!


        10/18/18

        In class Thur Oct 18th

        Your Project 4 idea (Motion Graphic) is due today!





        Motion Graphics

        Examples

        ---





        ---


        where to find free stock video check out Makerbook

        -----

        -----





        Photoshop Video
        - Open the "Timeline". You can find it under "Window"
        To use video in Photoshop:

        1) Drag a video file onto the Photoshop icon, it will appear in the Layers window and the Timeline window


        2) Select the layer and "control"click to bring up the menu. Pick "convert to smart object"

        3) To make a new video layer click the drop down menu on the videos timeline and click "new video group".

        3a)You can duplicate video layers

        4) Layer Adjustments, Blend modes and Opacity all work the same as still images




        - To save your file "Save As" a .PSD

        - To save the final video file goto "File" --> "Render Video"



        Work on Project

        10/10/18

        In class Thur Oct 11th


        Bring your Movie Posters to class!

        At the beginning of class hang your poster in the hall across from the digital lab!


        Critique Project 3



        Project 4 Assigned



        -->

        Project 4

        ART213 Fall 2018


        Motion Graphics

        description:
        - Create a 45 Second Motion Graphic using Photoshop


        things to consider:
        - Think about how the viewer perceives what is happening in the space. Consider zooming in and out to create the illusion of depth. Collect images and graphics and think about what they mean to the viewer and how mixing them together or changing them changes the relationship to the viewer.


        whats due:
        One digital HD video, 1920 x 1080 pixels at 72 dpi. Your animation must be at least 45 seconds long . Your video will be handed in full size as a .MOV to Joe and will be uploaded to your Youtube account.




        Project 4 Due Dates
        Assigned Oct 11th
        Project Idea - Tues Oct 18th
        Content folder and Storyboard - Tue Oct 23rd
        Final Video due - Tue Oct 30th






        Digital Video


        Film & Stop motion Animation = sequence images through time.

        - FPS (frames per second) or frame rate is the number of images that are shown in a seconds worth of time.


        Traditional film = 24 FPS

        Traditional animation = 12 FPS
        Digital film = 30 - 60 FPS
        Modern animation = 12 - 30 FPS

        Which means 1 minute of      

        Film = 1440 still images     
        Animation = 720 still imagesv     
        Digital = 1800 - 3600 still images





        Digital Video Resolution