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2. DIGITAL BODIES

Research & Ideation

Inspiration: Artists and Projects

Objective:

Research on artists and projects utilizing digital modeling, body scanning, and fabrication technologies in fashion and textiles. Digital Bodies and Body Representation:

Iris van Herpen:

A leading fashion designer known for her innovative use of 3D printing and laser cutting to create avant-garde garments. Van Herpen’s work often explores the merging of human bodies with technology, transforming fashion into sculptural art. Her collections use digital modeling to manipulate body forms and create organic, otherworldly designs.

Neri Oxman:

An architect and designer whose work at MIT Media Lab focuses on the intersection of biology, technology, and design. Oxman utilizes 3D printing and body scanning to create intricate structures that blur the boundaries between human anatomy and synthetic materials. Her project, "Mushtari", involves a wearable that mimics the digestive tract, utilizing body scans to fit it precisely to the human form.

Neri Oxman digital avatars

Bart Hess:

A multimedia artist who plays with digital avatars and body manipulation. His work delves into the surreal by scanning and digitally altering the human body to create futuristic designs. He often uses body scanning to push the boundaries of texture and shape in his fashion pieces, exploring the limits of physical and digital realms.

Bart Hess digital avatars and body manipulation:

Sustainable Digital Fabrication Practices:

The Fabricant:

A digital fashion house that creates virtual garments without the need for physical materials. They utilize 3D body scanning to create perfectly tailored digital clothing. This approach highlights the potential for a zero-waste fashion industry by designing in virtual environments, where no fabric is cut or wasted.

Anouk Wipprecht:

A fashion tech designer known for her interactive, tech-infused garments. Wipprecht uses body scanning and 3D modeling to create pieces that fit perfectly to the body and respond to the wearer’s movements or emotions. Her work emphasizes the role of technology in enhancing fashion's connection to human anatomy.

Anouk Wipprecht 3D modeling to create pieces that fit perfectly to the body and respond to the wearer’s movements or emotions

Relevant Projects:

"Body as Interface" by Behnaz Farahi:

A project that merges digital fabrication with body representation, exploring how the human body can be transformed into an interactive medium. Using 3D modeling and laser cutting, Farahi creates wearables that respond to the movement and temperature of the wearer, turning the body into a canvas for expression.

"Skinterface" by Interactive Architecture Lab:

This project explores how the skin can act as a digital interface. Using body scanning technologies, the team creates wearable surfaces that interact with the environment. This project highlights the potential of integrating digital technologies with the body, turning it into a medium for both fashion and interaction. 3. "Synthetic Skin" by Lucy McRae: An experimental project that combines body scanning and 3D printing to create second-skin garments. McRae’s work delves into how future fashion might blend with biology and technology, using the body itself as the mold for new forms of clothing.

Science fiction of artist Lucy Mc Rae on relation between technology and human.

References:

• Iris van Herpen’s Digital Couture

• Neri Oxman’s Body-Inspired Designs

• Bart Hess’s Digital Body Manipulations

• The Fabricant’s Virtual Fashion

• Anouk Wipprecht’s Fashion Tech Innovations

• Behnaz Farahi’s Body as Interface Project

• Skinterface Project Overview

• Lucy McRae’s Synthetic Skin Exploration

DIGITAL BODIES Overview

During Week 3 of Fabricademy, we explored the fascinating world of Digital Bodies. This week’s focus was on how digital tools, software, and fabrication technologies such as 3D modeling, laser cutting, and body scanning can be utilized to create custom body representations. We also learned to manipulate virtual bodies using software like MakeHuman, Blender, and Fusion 360, and translate those into tangible forms using cutting-edge fabrication techniques. Below is a detailed summary of the steps I followed and the tools I used to complete this assignment.

Introduction to 3D Design & Cutters

The first step of the week involved learning about 3D modeling software and laser cutters. We were introduced to the basics of designing for 3D fabrication and how to prepare files for machines like laser cutters.

Software Introduction

• MakeHuman & Blender: We began by using MakeHuman to generate customizable 3D human models. This tool allowed us to adjust body proportions, age, gender, and posture. The model created was then imported into Blender for further refinement. Blender allowed for advanced adjustments such as sculpting and smoothing the body features. • Slicer for Fusion 360: Once the human body model was prepared, we imported it into Slicer for Fusion 360 This software was then used to break down the model into 2D slices for laser cutting.

Step 1: MakeHuman – Creating Digital Bodies

Next, we moved to MakeHuman, an open-source tool used to generate 3D human models. This software offers great flexibility in creating custom body shapes, allowing for adjustments in proportions, gender, age, and more. It’s an intuitive tool for creating personalized avatars, which can later be exported for further manipulation or fabrication.

MakeHuman Workflow:

• Customization of Body Parts: In MakeHuman, I customized the body by adjusting parameters such as height, weight, muscle tone, and posture. This enabled me to create a realistic representation of a human body that could later be used for digital fabrication. • Exporting Files: Once the body was ready, I exported it in multiple formats, including OBJ and STL. These formats are compatible with other software such as Blender, Fusion 360 and slicer tools.

Step 2: Blender – Refining Digital Models

After generating the human model in MakeHuman, we imported the 3D model into Blender for further refinement. Blender is a powerful 3D modeling software that allowed us to make detailed modifications to the body model, ensuring smoothness and accuracy before proceeding with fabrication.

Blender Workflow:

• Sculpting and Refining: In Blender, I used the sculpting tools to smooth out imperfections and enhance the body model, paying particular attention to proportions and surface texture. • Mesh Optimization: I optimized the mesh to ensure the body model would be easy to fabricate and slice. This included reducing the polygon count while maintaining the integrity of the shape. • Exporting for Next Steps: Once the model was refined and optimized, I exported it in STL format, which is compatible with the next steps in Fusion 360 and Slicer for Fusion 360.

Step 3: Slicer for Fusion 360 – Preparing for Fabrication

After refining the 3D body in Blender, the next step involved taking the 3D model and preparing it for slicing and fabrication using Slicer for Fusion 360.

Slicing the 3D Body Model:

• Slicing: In Slicer for Fusion 360, I imported the human body model and experimented with different slicing techniques such as stacked slices and radial slices. The goal was to prepare the body for laser cutting by breaking it down into layers or pieces. • Customization: The number of slices, slice thickness, and direction could be adjusted to create different aesthetic or functional effects. This helped in visualizing how a digital model could be translated into a physical, layered structure.

Step 4: Inkscape – 2D Adjustments Before 3D Fabrication

Before sending the sliced model for fabrication, we used Inkscape, a vector-based design software, to adjust and prepare the 2D slices. Inkscape is essential in refining the design for accuracy before cutting.

Inkscape Workflow:

• 2D Adjustments: After exporting slices from Fusion 360, I used Inkscape to make final adjustments to the 2D layers. This involved refining the outlines, cleaning up the vectors, and ensuring that all slices were aligned properly for the laser cutter. • Exporting for Laser Cutting: Once the adjustments were made, I exported the 2D files in a format compatible with the laser cutter, such as DXF or SVG. These files were now ready for the final step of cutting and assembling the 3D model.

Step 5: Scanning Our Own Bodies

This phase involved 3D scanning of our own bodies. The aim was to capture our physical body in digital form for further manipulation and comparison with the virtual bodies we had created using MakeHuman.

Body Scanning Process:

• We used 3D scanning devices (such as handheld scanners or apps) to capture 3D body data. This involved standing in different poses while the scanner recorded data points to create a digital mesh of our bodies. • We also used 3D scanning app SCANDY PRO

Mesh Generation:

After scanning, we generated 3D mesh models of our bodies that could be exported and edited in software like Fusion 360.

Challenges Encountered:

• Old fashioned scanner •The scanning process required stillness to ensure accuracy, and some parts needed additional retouching to fill gaps in the mesh. • Lighting and surface texture affected the quality of the scan, but these issues were fixed in post-processing.

FINAL MODEL INTEGRATION & FABRICATION

For the final step, the MakeHuman and Fusion 360 models, along with the scanned body models, were treated independently and processed for different purposes. Final Adjustments for Fabrication:

• Using MakeHuman and Blender Models: The MakeHuman models that were refined in Blender were sliced in Slicer for Fusion 360 and prepared for laser cutting or 3D printing. These models were not mixed with the scanned bodies but treated as standalone digital forms. • Using 3D Scanned Bodies: The scanned body models were processed separately using Fusion 360. These digital scans were refined and prepared for slicing and fabrication, without combining with the MakeHuman models. <b style="color: darkgreen; font-size: 30px Preparing for Output: • The MakeHuman models were exported for 3D printing or laser cutting, depending on the slicing methods applied. The scanned bodies were also processed and prepared for fabrication through slicing in Fusion 360. • Both sets of models were fabricated as distinct outputs, demonstrating different applications of 3D body models in digital fabrication.

REFLECTION AND LEARNINGS

This week’s exploration of digital bodies was a highly educational process. I learned how to: • Use multiple software tools such as MAKEHUMAN, BLENDER, INKSCAPE, FUSION 360, and SLICER FOR FUSION 360 to create, edit, and prepare 3D body models. • Prepare models for fabrication by slicing them into parts for laser cutting or creating full models for 3D printing. • Utilize 3D scanning techniques to capture and manipulate real-world body data in digital form. This project has opened my eyes to the potential of digital tools in fashion and body design, allowing for a high degree of customization and innovation. I look forward to applying these skills to future projects.