Soft Robots – Material

Going to Material Connexion was a great experience and surely it was very full-filing to come across so many interesting and diverse materials. There were several choices that I would like to experiment with.

One material that I would like to discuss in this blog post is Clarino™ Synthetic Leather:

It falls under the category of Polymers. It is specifically designed for molding applications. Its very durable and stiff, and becomes even stiffer after molding. It is capable of being drawn to at least double its original dimensions. This material has no stretch in normal conditions but high stretch when heated, is thin, strong, highly abrasion resistant, dimensionally stable, can be precision cut and provides grip and protection.

Link to Material Connexion page:

It can be great to experiment with the discussed material and try to create molds that require more complexity and durability. The above material is manufactured in the United States by:

Kuraray America, Inc. -Clarino Division33 Maiden Lane, Suite 600-D

New York, NY

+ 1 212 986 2230

+ 1 212 972 6172


Mutsumi Saito

Sales Representative

+ 1 212 356 4253

+ 1 212 972 6172




Soft Robots – Imaginary Technology

Recently I got across a very interesting fish called blue tang surgeonfish. They’re found anywhere from New York to Brazil and they can grow up to 15 inches long. Having clear bodies helps conceal them from the predators.

It would be very interesting to use the blue tang’s see through advantage for technological purposes. Maybe we could use this fish as a live scavenger that could be intruding and live inside electronics and thus that way we can always have a see through “processor” and be able to know exactly whats going on inside things.

MoCap – Week 5

This week we experimented with the perception neuron kit. We started out by assessing each component to the correct part of the body, then connecting the parts in series and ending by putting all the chips necessary.

We then connected to our local router and checked to see if all the body parts where working correctly.

Once everything was in order we started the calibration process which proved to be a very painful experience since we could not surpass the first stance for more than 30 minutes.

Finally, when we managed to calibrate correctly we tried to live feed through Unreal Engine. There was a problem again and we got disconnected and no feed was broadcasting.

Overall it felt like the Perception Neuron was not the most reliable source for motion capturing. We will try it out again next time and see if we get a more solid outcome.

Environment Update:

Made some new material by using bit2material software. Snow material for the rocks  and dirty metal for some objects. Working on triggering various lights on several locations.

Animation Characters:

MoCap – Week 4

This week we were assigned to perform a sketch with a small plot that we had to come up with. We came up with the idea of creating two characters that would meet up in a bar set-up scenario and sit down to have a chat and some drinks. After some argument between them, the interaction escalates and the two characters are on for a fight. Some pushing occurs and at the end there is a chase around the table and the chased character is able to escape unharmed.  Second Capture was the Hula dance which Larysa performed.

Also we had the opportunity to enjoy some live action using IKinema.

Not the actual footage but the characters will remain as is: The mechanic and the business man:

MoCap – Week 3

LAB: Data Review + Fix Gaps

For our third lab we have to review our data from one of our recorder MoCap session and correct and fill any gaps that were present as well as assign back to their original position any unassigned markers. Overall our MoCap didn’t present many gaps and was smooth throughout.


The avatar that I chose to create was done in Fuse and featured a Matrix kind of “woman” with abnormal characteristics. Then it was send to Mixamo for some animation moves. I applied the newly created character into my scene to see how it can blend in.






MoCap – Week 2

LAB: Create a skeleton + Animation

For this week’s lab we had to record a 37 point skeleton and play around with it in space in order to use the data for later projects.

We started off by placing all the necessary points for the skeleton to be tracked properly on all 37 points:

Once this process was done properly we moved on to do the tracking routine. Started off as usual with the T-stance and moved on..


First Unreal Scene

The story evolves around a “deserted” planet outside our solar system where things like flying can be considered a basic skill. Two travelers that randomly met up on the planet after having to get transported there for unknown reasons. Their quest begins and strange and interesting things start to happen around them. They soon understand that they have enhanced abilities and the “real” quest begins. The main character will look more on the human side while the second character will be either an object like “human” or some form of dust that emits strange colors as it moves. No names have been assigned up to this point.


MoCap – Week 1

Lab: Calibration and Rigidbody Lab

This week we our first approach into using the MoCap studio and its software. We started by calibrating the cameras:

We wanted to make sure that we stay above or around 10,000 samples per camera.

Next, we assigned four rigid bodies and moved around to see if the tracking was accurate and consistent.


I was always fascinated on how the motion capture works and the possibilities it can offer in order to create something beautiful that can relate people with technology. During this course I’m envisioning of learning how to create such beautiful worlds and being able to expand my knowledge in what is possible and what not while creating experiences through motion capture.

Setting up my moodboard, I realized that I’m more keen in combining art and movement in order to create a semi real world where people could transform into other forms of existence. It would be nice if we could combine music and movement in order to transform into different “worlds” and “bodies”.



Is a project based on fabricating an enclosed box in the shape of a theatre which will consist of psychedelic and illusions elements.

The Box will be made out of wood and then painted in hippie, psychedelic colors. On the front there will be a big circular 3D printed circle which will consist of illusion patterns in the colors of black and white made out of acrylic. The circle will be mounted on to a motor that will continuously spin it. There will be a potentiometer attached in order to adjust the speed of the motor and thus the illusion circle. Next to the main circle on both sides there will be smaller circles that will be connected through gears and will as well turn simultaneously. On top of the box, a sign, carved in the lasercutter will read PsychoCircus and it will be painted accordingly to the theme. Lastly there will be a switch to turn on/off the motor. Everything is going to be controlled by an Arduino micro-controller.

  1. Designing the layout of the front view on illustrator:

2) Prototyping with Cardboard:

3) Testing to see how the gears will fall in place and how they will react.

4) Fabricating the enclosure for the spinning wheels.

5) Fabricating the spinning wheels made from acrylic and orienting them       in order to match up.

6) LaserCut “Psychocircus” lettering and assemble gears and spinning            wheels. Making sure to spray paint all wooden parts black.


Directing VR

Photo Roman:


Cut of another students’ 1 minute of footage:


“Recreate a Scene”:


Tiltbrush experiment:


Presentation with Ashley:


The presentation can be found on the below link:

Final Project:

Below is a presentation and first idea of the final project: