I became intrigued enough to order the solid state relay board that was recommended, and since they were cheap I purchased two. I think they came directly from China because they took several weeks to arrive. By that time, the new year had arrived, and my interest waned. I put them in the closet with the Pi, thinking maybe next year.
With the cooler weather and heading into fall, I’ve been thinking ahead and wondering if I couldn’t make those things actually work in a lightshow. As you can see from the video at the beginning of this post, things are actually coming together. It took me quite a while to sort out what needed to be done, and to get the information I needed to make things work. I was so excited when I actually got the first light to blink!
In the next post, I will write a step by step set of instructions of what I learned, so hopefully it can help save someone some time getting things set up. I’m nowhere near an expert on this, but am very happy that some things are starting to come together.
Here is a cool project we did last Halloween in my Visual Literacy class. My student created a pattern in Adobe Illustrator from an image “Soul Eater Moon” which evidently comes from the Soul Eater manga. I’m not “with it” enough to be familiar with Soul Eater, but here is a photo of the scene that was used.
Here is the vector drawing that was created to use as a pattern.
Here is what the finished pumpkin looked like. The open areas provide the brightest light. The shaved away areas allow some light to be seen for a mid-value. The skin areas are opaque, so those areas remain dark.
Here is what the finished pumpkin looked like when lit up.
We took things another step forward and scanned the pumpkin using the handheld 3D scanner that the Mechanical Engineering Technology folks at K-State Polytechnic recently acquired. The scanner creates a model that can be used for 3D printing.
Here is the scanned pumpkin
Here is the creator of the pumpkin, Kyler Besher. Nice work, Kyler!
One of the things that has caused me a bit of confusion while working with Unity3D is object rotation. I was working on a small project today in which I was trying to build a four-walled building using C# code. I knew how to build a wall out of cubes using a nested “for” loop. But trying to rotate the objects 90 degrees so I could build four walls, it took me a while to figure out. Back in my days of working with Flash, you simply set the rotation property to the degrees you wanted it to rotate. But that was a 2-D environment. Unity has 3 dimensions, so rotation is more complicated.
So it is similar to doing a rotation in Flash, only you have to tell it the axis to rotate on. In the above example, the object is rotated 90 degrees about the y axis, exactly what I was trying to do. I was able to build four walls using this tidbit.