17 March 2018

A Wrinkle in Time

A Wrinkle in Time was far, far better than I thought it would be. Between a literal life-changing stage play I saw as a kid to an almost painfully humdrum TV movie, I went in thinking this could go either direction (awesome or boring) if not disappoint and simply be bad. It's another case of the trailers not quite doing the film its justice. They tend to focus on the bigger names in the cast (Oprah Winfrey, Chris Pine, Mindy Kaling), who aren't even the leads. I can understand that from a marketing perspective, but it's a double-edged sword; most moviegoers these days can sniff out a film that plays it safe from a mile off. There's a saying in cooking that the first bite is with the eye, and trailers are the first bite of a movie. It doesn't help that as much as I like the book, A Wrinkle in Time is better known for its off-beat approach to sci-fi and quirky-yet-relatable characters than its actual plot. Taken on its own rather than part of a larger series of cosmic-fantasy reality-benders, it's a fairly straightforward Fish-Out-of-Water/Who Am I/Hero's Journey sort of affair. Again, that's not a bad thing, not as a starting point and certainly not if you've got a good cast to make you invested. That's the real strength of this movie; the main cast is awesome. This is probably the best ensemble of child actors I've seen since Ender's Game. You are genuinely invested in their plights, which are further hit home by the visuals. The book didn't dwell too much on its visuals, as it shouldn't, so it didn't garner a lot of expectations on this front, and by this point we're so saturated in fantastic imagery it's hard to stand out. Somehow, though, this film achieves it. It's not so out there that it's distracting, like its trying to buoy the rest of the movie, but it's still very inventive.

Only two things truly bug me about this movie, one's a nitpick that's in no way a dealbreaker, and the other's more of a question. Firstly, Aunt Beast is mentioned once and seen for all of 3 seconds. It's a somewhat creative look, but easily the weakest piece of art direction in the film. The stage play had furry starfish the actors could shift around inside to operate different limbs, emphasizing their non-humanoid form. Here, we have mammoths with spider-legs, seen way off in the distance... in a haze... before swiftly moving on to the next scene. Like I said, not a dealbreaker, and if the Ixchell had simply been omitted, I wouldn't have even cared. Speaking of omissions, notably absent are the twins. The Murry family is only Meg and Charles-Wallace. Granted, they didn't have a big role in the book, but they were important later in Many Waters. What I'm wondering now is if Disney is going to go ahead and make the other Time Quartet books (Quintet? An Acceptable Time is canon...ish? I'm spoiled on numbered spines, what's wrong with me?) are they just going to have the current collection of kids carry on and rewrite the plot to them, or are they somehow going to find a way to introduce the twins later, maybe as visiting cousins? The Time Quartet In Five Parts (?) was essentially Young Adult fiction before the great Hunger-Potter Explosion, when publishers didn't market these much outside of school book fairs, and the authors tended to play pretty fast and loose with overarching structures and deadlines. My point is the cynic in me fully expects Disney to try and do for the Time Quintaret as a franchise, but it doesn't look like they're taking any steps to do that, and while part of me is okay with that, it's a very odd strategy for The House Walt Built between Marvel and Star Wars. It's like I want more but I'm afraid to ask, if that makes sense.

07 March 2018

If You Love TinkerCAD So Much....

UPDATE 13-MARCH-2018: After much e-mail correspondence with the CEO and founder of SelfCAD, along with concerted efforts between him and his staff, some issues described below have been resolved. Still, more remain as of the time of this update. My final assessment as of now is that this program is not in a state of viability that makes it worth my time and effort to invest in. I've formally requested a refund of my annual license which I am assured will go through in a few business days. 
I have no intention of retracting or editing this entry beyond this update, as at best I could simply replace it with an at least equally-lengthy exploration of the new issues I was able to demonstrate for the SelfCAD team earlier today. Rather, I'm going to leave that new information between us for them to use as they see fit moving forward. Although I'm no longer using SelfCAD, I want to make something clear to anyone whose interest in the program led them here. 

Go ahead and try it. 

No, I'm serious. For all I've said and all the more I would have to say, I don't begrudge SelfCAD or anyone involved in the project for the state of the app. I have the fullest confidence they will sort out the issues and get to a state that will hold its own against the likes of Fusion360 and Sketchup, and certainly run circles around TinkerCAD and OpenSCAD
There's also the notable possibility that you could use the app and never have any of the problems I had with it. A fellow engineer mentioned giving it a try and falling in love with the sculpting features (which I barely bothered with at all), and was shocked at the screenshots I posted. He never encountered these errors, but he used the app differently than I did. To put it another way, your mileage may vary. You've got 30 days, use them.

I'm honestly still looking forward to an iPad version. I'll be there day one to try it out. 


TinkerCAD is a very simple 3D modeling program meant for 3D printing. Many scoff at its simplicity, calling it a kid's toy. What's ironic is that many of the scoffing remarks seem to come from people who use OpenSCAD. OpenSCAD is a needlessly complicated and obtuse graphics modeler the use of which is best described as attempting to teach a graphing calculator to play chess. To be fair, at least their dismissal has nothing to do with the price tag. That distinction gets left to the other scoffers who swear by the likes of Autodesk Inventor
As far as 3D printing goes, Inventor is overpowered. More than half of its features are completely useless, and I don't like paying full price for something I can only use half of, I don't care if it's somehow nice to have the option for more. There's no denying its usefulness and versatility, I simply have no need for it. That said, I'm always looking for an alternative to TinkerCAD, since there are times when I find myself using far too many workarounds for its limitations. Tragically, there used to be a middle ground to this paradigm in the form of 123D (also from Autodesk), which has since been discontinued. To fill this gap, Autodesk overhauled Tinkercad to have a few more features than previous versions, and the rest of their focus has gone to a CAD program called Fusion360. I've used Fusion360 and while I don't hate it, any time I tried importing a model to modify or edit, it never, ever got the scale right. No matter what I set the original model to, meters became feet, feet became inches, and millimeters became yards. It seems as if I have to start completely from scratch within its borders and never venture outside its ecosystem. I looked into the issue to see if I was doing something wrong. It turned out this was a known issue and Autodesk had not yet fixed it. The forum post that outlined this was dated 2015, and I was first trying this program in 2017. 2 full years and no progress on a simple matter of making the program understand scale, the most basic principle in technical drawing and engineering. It'd be laughable were it not so infuriating. 
I've talked before about how tech support is often so reluctant to admit when their program can't do something, reasons being 1) It's their product/paycheck, of course they're not going to talk trash about it, however valid the criticism, and 2) there's always the possibility of a feature being added or a known issue finally being resolved. Here's why this outlook needs to be shut down. To address the first point, if your program cannot work as it has advertised itself and/or is simply not suitable for a given application, it's less suspicious to spell out what exactly your product can and cannot do so you can focus on what works and get it in the hands of the right people who can make the most of it. Secondly, if I'm paying for an annual license, every day I'm made to wait on getting an issue resolved is time I can't actually use the program. I can't wait on a possibility. I'm going to find something else, and I'm either not going to renew my license, or I'm going to fight to get it refunded, and with the issue I'm having now with SelfCAD, I have a strong leg to stand on. 
SelfCAD is a browser-based 3D modeling program just like TinkerCAD, but with an interface somewhat closer to Fusion360. It doesn't have the scaling issue of the latter, but it is going to take you some time to work out exactly what scale the program is working in. To be fair, the only reason this is a problem is that not only is SelfCAD create 3D models, but it can also prepare them for 3D printing by having its own slicer. Scales can ultimately be adjusted when moving from program to program, of if the model is only going to be viewed on a screen, but when printing a physical object, it's important to get the scale right. While I have had some issues with the slicer, they don't compare to the issues I've had with making a simple model, not being able to make it, and then being given two pieces of advice from their technical support team that simply do not pan out as insisted. 

All I'm doing is taking a simple shape, like a cube or a hexagonal prism, 
twisting it, 
and then putting a cylindrical hole in the middle of it. 
Setting aside the practical use of this model, this shouldn't be a great challenge for a program meant for producing three-dimensional solid objects for 3D printing or other means of fabrication. However, when the time comes to subtract the cylinder from the twisted block:
It's a little hard to tell what's going on from this angle, but removing the cylinder has hollowed out the entire interior of the twisted block. 
This should not be a difficult task to perform. I inform SelfCAD of this issue through their site and get an acknowledgment in my email inbox:
"we have received your message and are currently investigating the issue."
Along with this, the following video from their YouTube channel is included: 

Seems simple enough, except I followed this tutorial exactly and got a different result. At least, it seems I got a different result; we don't see whether or not the bat symbol got the same sort of hollowing out or if it had a proper rectangular hole. I bring this up in my reply to that first e-mail. Roughly 5 whole days pass before I get the next reply:
"If you apply the Add Thickness tool with thickness set to 1 to cube after the hole was made, you should get your desired result."
No. No, I do not get the desired result. I literally get a worse result. Not only is the shape still hollowed out where it shouldn't be, but thickening the walls have thrown off all the external dimensions. 
Adding thickness does not fill in the volume around the space left by the subtracted cylinder. Instead, it adds thickness to the entirety of the hollowed shell, expanding its overall size. 
I mean, this is almost insulting. Who would call this a viable solution to the problem of making a cylindrical hole in a given shape. I honestly wonder if they tried this themselves before passing the info off to me. Also, on the off-chance I'd gotten the wrong information, I tried applying the thickness to the shape before subtracting the cylinder.
I don't even know how to approach that situation, especially when the "undo" shortcut simply stops working for no good reason. I shared these updates with SelfCAD, and I have yet to receive a response. Given the 5-day turnaround on the last interaction, I'm not optimistic about receiving this update in a timely manner. The only reason I'm even concerned about the turnaround time is that I've purchased an annual license to use this software. If it can't handle what should be the simplest task possible, and everyday I can't use it effectively goes against that annual license, I'm wasting money on something that doesn't work, and can't even get a straight answer on whether or not that's supposed to work to begin with. 

To give an idea of how simple this process should be, here's the same exact process done in TinkerCAD:
SelfCAD, I am legitimately regretting my contribution to your cause. Not only does this not make me want to buy another annual license, but I'm going to lobby for compensation on what I've already paid. This is absurd. OpenSCAD doesn't even have this problem. 

I kid you not, the day I wrote this, I got an email from SelfCAD inviting me to their ambassador program. How can I represent something that it seems no one at the company knows how to operate? 

25 February 2018


Got back from Annihilation earlier this evening. It was about what I expected, definitely on the brainier side of the sci-fi spectrum, not quite as cerebral as Arrival or Contact, but no roller coaster. Still, for as densely complex as the film could be, it being on the same level as the likes of Solaris or Under the Skin does give you a fairly strong sense of what you're in for . That is, there are so few examples of this particular type of harder (dare I say "challenging"?) sci-over-fi-fare out there and almost fewer sources to draw upon that its niche feels like its digging itself deeper rather than branching out. What's worse is that following this very narrow pattern of "Thinking Man's Sci-fi" through mainstream Hollywood makes any deviation from the other entries stick out like a sore thumb and almost appear as clumsy juxtapositions or afterthoughts. 
Arrival dealt with issues of communication, language, philosophy, and cultural bias to tell a reality-bending yarn about cause and effect. Annihilation tackles issues of identity by exploring a somewhat obscure region of the uncanny valley. I mentioned Solaris, in which an alien consciousness tries to answer the messages its picking up from a space station by creating these "approximations" or "estimates" of what it thinks would be good answers to these questions, often with unintentionally violent results. Annihilation looks at the same dynamic through what amounts to full-fledged body horror. Most of the time, it's subtle, even artful in places. Other times, the existential terror of questioning what we do or don't consider familiar gives way to an outright shock and awe gorefest. These scenes are few and far between, with only one that had me looking away from the screen, but they overall felt hollow and superficial, even juvenile on some levels. I'm no prude, mind, but with the way these scenes were framed by the rest, I have all suspicions that this movie could have gotten away with a solid PG-13 rating than trying to reach for R by the skin of its teeth and reaching for the low-hanging fruit of sensationalism. 
For the purposes of review, this is overall my strongest criticism, and I'll never pretend it's at all elevated above nitpicking. I only bring it up because it did so well to make my skin crawl that when it changed gears to merely making me sick to my stomach, I felt insulted on what I can only describe as an intellectually masochistic level (I'M HERE TO LOSE MY MIND, NOT MY LUNCH, DAMMIT!). 
If I had to stretch for a bigger issue with the film, it's got more to do with the aforementioned sub-genre serving as the source than anything that unfolds on screen, and that's the characterization. I've found with the more cerebral sci-fi is that their writers are definitely more deeply in love with their plots than their players. Arthur C. Clarke suffers from this immensely. As much as I love 2001 and Childhood's End for their unforgettable plots, his characters are barely memorable, borderline inconsequential (which you could argue is part of the point, challenging our inflated sense of significance and all that), or even tacky in places. The cast is all fine, it's their characters who are a bit flat and one-note. I suppose it's to help make them easier to project onto or identify with or at least not overshadow or distract from the plot, but I feel like this prioritizing of events over individuals works better for a novel than a movie, since the craft of acting itself is meant to engage your empathy rather than your intellect (it is, after all, the oldest special effect). What even calls this relationship of players and plots into sharp question is when those occasional spots of pure carnage for carnage's sake turns our "audience avatars" into cannon fodder. Annihilation gives you so little to invest in when it comes to characters that when it takes them away, you wonder why it bothered. It makes what should have been a big reveal or harrowing conflict or moral dilemma lose just enough impact to feel like a missed opportunity. You love it for challenging you, and hate it when it pulls punches. 
To its credit, there's more hard knocks than soft blows. There are times when the movie is frighteningly beautiful. Last Jedi and Black Panther celebrated color, Annihilation makes it something to fear. Most movies overuse lens flare, Annihilation makes it matter. That's brilliant. 

17 February 2018

Black Panther

Fish swim in water, 
birds lay eggs, 
and Marvel movies are good whenever they're not great. 

(tosses napkin on the plate and excuses self from the table)

I swear I'm not trying to be a grouch about this, and none of my critiques are meant to put the movie down. This is one of the better ones, maybe not Thor or the 1st and 3rd Captain America movies, but definitely better than Iron Man 2, possibly the only Marvel movie I actively dislike (if only because I haven't seen The Incredible Hulk, which is only because I can't stand Edward Norton). As for Panther, the extent of my knowledge of the character begins and ends with a miniseries written by Reginald Hudlin and artwork by John Romita Jr., and as far as that goes they nailed the character and lore, delivering on all my expectations. I'm glad they kept the outside references to the other films at a minimum save some cameos and flashbacks, keeping it self-contained (like Doctor Strange) while firmly nested in the overall timeline. I'm certainly glad it didn't pull an Iron Man 2 and grind its own plot to a screeching halt to tell me how great Infinity War is going to be. On the whole, my only true criticism of the film is that while it's self-contained in terms of story, it is all still a bit familiar, and beyond some awesome art direction (What The Last Jedi did for red, Black Panther does for purple), there's not a lot it brings to the table we haven't seen before. There's a little Cap here in the car chases, a little Stark there in the gadgetry department, and a dusting of Thor (or even Guardians) for some of the battle scenes. Again, this isn't bad, but I think sometime after the end of Iron Man 3 and just before the halfway mark of Guardians 2, I may have hit my point of saturation. We had no idea what to expect from Thor or Captain America, certainly not their second installments, and those pre-Disney Marvel adaptations like Daredevil or Ang Lee's Hulk had their issues, but at least their flaws were interesting, even experimental on some levels. Now, we've clearly found a rhythm and a rhyme you can marry to any melody and it won't not produce a chart-climber. I hate saying that given how close to the brink of death the superhero genre has been from time to time, but on the whole the nicest thing I can say about this movie is that if you've loved all the past Marvel films, this one won't disappoint, but if you're maybe growing a little tired of filling out the MCU Bingo card, this isn't going to shake up the game. 
Then again, as I've implied, I am one of those weirdos who likes Eric Bana's Hulk and Ben Affleck's Daredevil, so don't let my damning with faint praise deter you from giving it a shot. 

09 February 2018

Frankly, Clover, I Don't Care-a-Toss

I liked Cloverfield. It was a legitimately novel approach to the kaiju genre that more or less delivered on what it promised: a giant monster's city-wide rampage caught on a camcorder. 
10 Cloverfield Lane is a serviceable little thriller that tries too hard to create tension and banks even more heavily on a "twist" so predictable that painting itself into a corner is a charitable description. It's that episode of the Twilight Zone you've never actually seen but know the premise and ending to because it's been referenced to death by everything else. Again, it's serviceable. 
The Cloverfield Paradox is... a mess. It's a mess from the start. If there's an underlying issue that plagues all of the films in this series, it's that they try wearing too many hats. It worked better for Cloverfield because the genres it tries to mesh have enough elbow room to gel with one another. 10 Cloverfield Lane tries to be a psychological thriller playing off paranoia and speculation about the unknown, but forgoes the character psychology/social commentary in favor of a flashy action set piece of payoff that's almost insulting. Its attempt at genre mixing fails because the parts are incompatible. 
The Cloverfield Paradox has this problem and then some. I could almost demonstrate this mathematically, but let's talk about what it means for something to be derivative. There's nothing inherently wrong with a movie being derivative or familiar or even formulaic. Everything borrows from something that came before, sometimes mixing and matching from other somethings along the way. Being derivative does become a bad thing when you miss the all important second step of referring to the past, and that's learning from it. Borrowing works best when you build on what you borrow, shoulders of giants and all that general wisdom. Not only does Paradox borrow from a number of sources without adding its own flavor to the mix, but it handles them so clumsily and ineptly that I wouldn't even call it experimental if I was desperately trying to be nice. If there were more jokes beyond token banter among the characters, I'd think it was a parody. 
Going back to what I said about building on what you borrow, one of my favorite horror movies is Event Horizon. If you've never seen it, it's about a ghost ship in space and the salvage crew sent to find out why it mysteriously vanished only to reappear with the crew's innards painting the walls. Needless to say, something's gone horribly wrong, and it's about to get worse. Granted, this isn't an especially great film (it's certainly aged quite a bit) as its premise loses steam around the halfway point and even gets a bit goofy towards the start of the third act. However, the reason it works is that albeit it's not exactly a surprise when we learn just what we're dealing with, it builds up to it. It creates an oppressive atmosphere with just enough plausibility that your suspension of disbelief can boot up slowly enough to ease you into the sillier bits of the narrative unfolding before you. 
Now, nearly 20 years later (I was a sophomore in High School when Event Horizon came out), I'm watching this ParaCloverDox mashup and in the first ten minutes, a talking head on a news program the characters are watching warns that this super-science power plant in orbit could not only rip open the fabric of space-time, but actually summon monsters and demons. He uses those exact words and even gets called on them by the interviewer. Why should I care about anything that happens in a movie if the movie itself practically tells me to my face that there's nothing to care about? 

Seriously, I think this movie decided to go to Netflix instead of theaters to save itself the embarrassment of trying and failing to stand alongside the likes of Interstellar, The Europa Report, Alien, Solaris, Event Horizon, 2010, Total Recall, and even The Black Hole (which also knew how to build up an atmosphere and get people invested enough to ignore the goofy parts, and did so about 20 years before Event Horizon). 

If you want me to say one good thing about it, it's Elizabeth Debicki. She played an alien queen in Guardians of the Galaxy Vol. 2 and brings a commanding presence to this CloverLaneSlusho nonsense that does not deserve her. 

07 February 2018

A Sketchy Arc

Damn it, Sketchup, why do I have to fight with you so much? I keep trying to give you the benefit of the doubt that you've simply got a learning curve and how you work as a 3D modeling program isn't like those other 3D modeling programs. I write these long, angry diatribes about how making a sphere is like summoning a demon while on the moon and with a bucket over my head, yet I wait. 
Now, today, after revisiting the browser-based version, I swear you're pulling the wool over my eyes. 

I was literally trying to recreate what I saw in this video in another tab and at around the 4:10 mark, I see a sleight of hand. This is the comment I left verbatim and a screenshot of exactly what I was seeing when I tried to follow along.

Okay, I hate to be "this guy" but I feel like we're either missing a step or calling a tool by the wrong name. I'm literally following this to the letter in another tab right now and my arc tool isn't working like this... at all. I didn't even see you click on the arc tool, it was just selected after you made the line.
I make the vertical line, put the circle on top, draw another line from the center of the base to the edge... and then the arc tool acts nothing like what I'm seeing on screen. I click on the arc tool and I get a compass overlay that keeps trying to draw an arc that's convex to the vertical line. After some fiddling to try and at least get the arc to be concave, it doesn't go from the edge of the base to the circle up top. It's only as tall as it is wide and trying to tweak it gets me an error message about too many segments.
I have no clue what I'm doing wrong and I feel like this happens every time I try to do anything in Sketchup.

It may be a little hard to see, but that little green circle near the edge of the base is what I somehow have to place somewhere to make an arc between the edge of the base and the circle atop the line. It's also worth repeating that we saw this tutorial first select the arc tool, then change their minds and select the line tool, draw a line from the center of the base to the edge, and next thing we know we're drawing an arc between those two points. 

Let's be clear: you have to select the tools on the left hand side of the screen. His mouse cursor never ventures close to that and suddenly we go from a line tool to an arc tool. I can't find any keyboard shortcuts that would allow this, and even if I did, the arc tool doesn't work as it's being shown. 

This is why I hate learning any kind of software. There's always something in the tutorial (which I've sometimes PAID for the "opportunity" to sit through) that is not accurate, it's fairly important, and whoever I learn it from gets so embarrassingly tripped up it's like watching someone try to recite the alphabet backwards and start over every time they mess up. Normally, when I've written these, I leave them in the drafts folder until I calm down a little, I read a few more tutorials, wind up feeling stupid because I missed something obvious, and then the post never goes live due to its newfound inaccuracy. Given I've also left a comment on the video, I should probably wait until I get an answer to that before I go pressing the publish button. However, I've wound back this video at least five times and whatever the instructor is doing, it's not working when I try to do exactly as he says. 

Please, whatever I'm doing wrong, tell me. 
I'm not trying to shame anyone. I just want the damn thing to work as advertised. 

UPDATE: Okay, so about an hour after posting this, when I was still too frustrated to sit back down and give it another go, I reasoned that maybe it was the 2-point arc tool being used. This morning it turns out I'm right. So, that half of the mystery is solved, but it doesn't explain how he selected the arc tool, to say nothing of simply not specifying which of the 4 distinct arc tools he was referring to. I mean, that's kind of important. How many shapes are there?

Also, the top of the pawn is hollow now, and that's an improvement over the first time I tried using the "Follow Me" tool in order to make the upper portion.

UPDATE II: It's the mid-afternoon, and Sketchup responded to my YouTube comment, but only about halfway. 
Het Matt! InSketchUp Free, the nested tools show the last tool you clicked on. In this video, Aaron is showing the default tools (the ones that are available by default when you first start Sketchup Free). In the case of the Arc tool, 3 point Arc is the default, but if you clicked on 2-point Arc previously, that will be the tool that activates when you click on the Arc icon. Your best bet is to start a totally new session of Sketchup Free and try again.
Like I said before about the 2-point arc, he selected that particular arc tool, which means that if he ever goes back to it, that's the one that's selected. Fine, except that's not my problem. Not specifying which arc tool is annoying enough, but he seems to select it without using his cursor at all. There's a keyboard shortcut for the Arc tools, which is "A" conveniently enough. What's not convenient is that he doesn't mention this in the video and I don't even think it's mentioned in another video dedicated to explaining all the different arc tools. Exactly how "Step 1" is this chess piece tutorial? Admittedly, that's on me. I'm hardly a stranger to Sketchup, and I haven't touched the software in a while, so forgetting a shortcut or two isn't Trimble's fault. Known issues, though.... 

A quick check on the forums also revealed that if your model is too small, Sketchup will not draw certain faces. In my case, because my pawn is small, it puts a hole in the top. Here's where this software starts to fail at justifying its 800USD full version. If I take my model, before I use the "follow me" command to make a sphere and a pillar, and scale it up, it not only makes the sphere whole, but if I then scale it back down to where it couldn't draw the full sphere, there's still no hole. 
I'm not changing the number of polygons when I scale it, so why does the overall size matter? 

05 February 2018

DIY 3D Printing: A Memoir

Damn, I missed January. I had an entry in my drafts that was scheduled for around the last week, but 2018 has started off rather busy and hectic for me apart from getting two (count 'em, two) types of flu in the same month and about a fortnight apart. Anyway, that entry is still in the works and does need to get done as it's sort of my own State of the Union address, only with at least 90% less bullshit and 150% more diplomacy. Until then, here's a reply to a forum post on Thingiverse about building one's own 3D printer. It got a bit long-winded, I'll admit, but maybe it'll act as a little microcosm of what I do, how I do it, and why I don't take a fire axe to the damn things sometimes besides obvious reasons. 

I would like to 3D print a 3D printer.
Have you lost your damn mi--That sounds like a fun project you won't regret undertaking in any way, shape, or form... Honest.

Do I need any special hand skills?

No. If you've ever assembled a piece of furniture that didn't rely solely on gravity to hold it together, fixed a door hinge or desk drawer, checked the fuses in your car, wired a speaker, upgraded the RAM in your desktop, or have ever done a science project involving batteries and lightbulbs, you have literally all the skills you could possibly need to go ahead with this.

How much will it cost if filament to build it is 5 cents a gram?
This is tricky. As counter-intuitive as it may be to the best part of a 3D printer, I have to agree with an old coworker of mine and say the fewer 3D printed parts you're using to hold your machine together, the better. If they're not printed right, the instability will ruin your prints (and therefore you can't make your spares or replacement parts), plus factor in the time and energy into printing your own spare parts versus, say, waiting a day or two for a box of miscellaneous hardware to be dropped on your doorstep. 

Will it be very challenging?
Yes. You don't build a 3D printer to save time or even money. You build it for the customization and the learning experience, and the former is only the case if you need something very specific, like an extremely large build area or an experimental toolhead/extruder assembly. The market has reached a point to where many mid-range kits cost more than low-end, fully assembled printers (with very generous warranties), and you'll probably get more mileage out of the low-end premade unit than your DIY, if only at the start. 

Is there anything else I should know before undertaking this project?
A wise man once said art is never finished, only abandoned. In our fleet of 3D printers, there's a Prusa i3+ clone my boss built in college during a single wild and crazy night at an engineering conference. After sitting in a box in a basement for 18 months, he brought it in to help with our workflow. Needless to say, it needed a lot of work when he brought it in. Over literally the course of the next year, about a half-dozen of us worked on getting this thing up and running to where it wasn't making tumbleweeds anymore. We replaced at least half of its hardware (including the frame), reflashed the firmware countless times, replaced every electronic component except for 3 of the 5 stepper motors, and rewired it from the ground up at least twice. If this sounds like a waste of time and money, it may have been, but it's surprisingly reliable despite its looks to the contrary, and I can't tell you the volumes of information I learned that no class could ever prepare me for. I'd build more for fun in my spare time if I didn't enjoy drawing and painting more.

Any suggestions on which one to build?
Going back to what I said about building printers for fun, I'd really like to try a Delta printer someday, purely because I find their design fascinating. It's like watching some slinky alien insect build a nest. Otherwise, if I had to recommend a good jumping off point, just go with a Prusa clone; they're beyond commonplace and come from a variety of manufacturers, all of which are to the point where it's harder to find a bad one than a serviceable one. I'm actually working (for work) on a Lulzbot clone, which is basically a Prusa that's built like a tank. 

Don't say I didn't wa--HAVE FUN! SERIOUSLY!

29 December 2017

Batting for Apples

I have a Playstation Vita and I swear that after one particular upgrade to its firmware, my battery life got cut in half. I thought it was just my imagination or finally taking notice of how long I'd had the thing. However, I found a few other users on forums reporting the same issue, with one offering the possibility that the firmware has a new protocol for the Wi-Fi antenna. I don't have the exact post, but it was something about refreshing more often or using more power. If this sounds familiar, you've likely been following the news of Apple slowing down performance of older phones for the sake of preserving battery life (or not, depending on how you read the nuance of various conflicting statements). 

So, as an iPad user who uses an iPhone as a backup for my Android daily driver, here are my thoughts on Apple's whole battery "fiasco".

I don't care. 

I'm not going to go so far as to say #appledidnothingwrong because that's fueling a fire that nobody asked to have started. As far as big corporate deceptions go, this is small potatoes. When I was at T-Mobile, HTC had this "hybrid" style of smartphone (bit of a last hurrah before Android) with battery life so atrociously below specifications that they offered trade-ins for bigger battery packs. 

From my perspective, as someone who got to see the Google G1 phone in person months before any consumers got their hands on it, Apple's exclusivity deal with AT&T was a massive blunder on their part, but also the very definition of serendipity. I have no doubt we'd have gotten Android phones anyway, but that "power vacuum" created by Big Mama Bell had an undeniably immeasurable impact on the smartphone landscape. Smartphones were now for everyone, and everyone deserves as many options as possible for the consumer-based economy to work best. Some people like to tinker with what they buy, while others just want the damn thing to work as advertised. 

My point is, if you're just joining us, welcome to the wonderful world of how upgrades work for Apple fans. You trade customization for stability, and that stability means every few years you get a whole new machine. That sounds cynical, and even condescending, but it's really what Apple users have expected, asked for, and gotten in spades since the beginning. They want their creative productivity machines to be super easy to use and ready to roll right out of the box. In short, Best Buy's Geek Squad is an aftermarket version of Apple's entire business model. If you own a Mac, chances are the most work "under the hood/bonnet" work you've ever had to do with it is upgrade your RAM. Now, by a show of hands, who knows what RAM stands for? Don't be embarrassed if you don't know. As far as adventures in technology goes, RAM upgrades are like changing a diaper or your car's oil. It may not be intuitive or obvious, and can certainly seem daunting, but you can be walked through the whole process in about 2 or 3 steps. 

If you're an iPhone user, you're only holding onto your phone because A) it's still working fine for what you need and you probably don't use it enough to even notice the battery's gradual diminishing, B) you've upgraded and it's now a backup in case something goes wrong with your new one, or C) it's good enough as a hand-me-down or something to occupy a kid or other family member who only needs it for something specific. Speaking of specific needs for family members, check out Music and Memory if you've got a few old iPhones, iPods, or even iPads resting in drawers. 

In my admittedly limited experience with Apple's iPhone line, they're sort of like the original Star Trek or Batman films in that every other iteration seems to get things right. For example, the iPhone 2 was panned by critics for having a lackluster camera despite a high price tag (their Macbook Air had the same problem). Later, the iPhone 4 became a laughingstock because you literally couldn't hold it in your hands without interfering with its reception. The iPhone 6 gave us #bendgate, enough said. More recently, the iPhone 8... well, admittedly those swollen batteries were a rare occurrence possibly blown out of proportion, but they didn't address complaints about the headphone jack from the iPhone 7, so we'll count that as a missed opportunity. Jury's out on the X, though that facial recognition feature causes more problems than it ever solved. Not only can it be fooled by an embarrassingly crude mockup, but if you're under arrest, a cop can unlock your phone just by pointing it at you. It's a scary prospect. 

As for the odd-numbered lot, I can only really speak for the iPhone 5, which is damn near perfect. The most important feature was the variety of 5 models available. There was the standard 5 and the slightly nicer 5s, but then there was the 5c. Intended as an economy/budget-level device, I had a 5c and while it definitely felt like its price tag, it still felt way more solid than any similarly-priced Android phones, and the display alone ran circles around the competition. Later, after I'd finished having my laugh over the 6, I admit to getting genuinely excited for the iPhone 7. Sure, the headphone jack was nowhere to be seen, but they'd given us an awesome camera and finally, finally made it at least splash resistant. For comparison, my Xperia Z Ultra is about 3 years old and nearly every review you'll see from its launch has it getting dunked in a fish tank. It's a small gesture, but I'll take it. 

Building on the success of the 5, Apple made another smart move that may not quite fit the odd-numbered pattern, the SE. The phone has almost identical dimensions to the 5s, but with upgraded guts from the bendy 6. In terms of price, it's filling the same position as the 5c. Sadly, this is a model that's been listed as afflicted by the battery throttling. That said, I've had mine for a few months, and I haven't noticed it. Then again, I only have it as a backup for my Xperia, the same as my old 5c, which I'll be carting off to Music and Memory along with my old iPad Mini 3. I'm sure whoever gets them won't mind some less-than-stellar battery performance. 

27 December 2017

Even I Use MSPaint

I didn't have MSPaint growing up because mine was a Mac household. Plus, by the time I was drawing digitally, I had a wide array of apps to work with, but I've always had a respect for the use of a limited toolset in creating art. A professor of mine had a quote from Jean Cocteau on every syllabus of his, and I still love it. He said, "Film will only become an art when its materials are as inexpensive as pencil and paper."
Similarly, I used to use a 3D modeling program called Strata Base. The company is still around, but the exact freeware program is long since retired. On its user gallery, someone commented on an image made with the software, "It's not the tools, it's the talent." I don't know of a concrete origin for that quote, but it's effectively saying the same thing as Cocteau
It shouldn't surprise anyone that many talented artists out there have done some incredible things with MSPaint, which in no small part helped keep it from the brink of extinction. Recently and thanks to Vox, I came upon an artist named Pat Hines, who shared some of his tips and tricks, including the use of gradients. Making gradients is actually easy, but it may not be obvious to users of more ample drawing applications. 
Zenbrush, my personal favorite drawing app despite the likes of Procreate and Autodesk Sketchbook residing on my tablets, has many similar qualities to MSPaint in terms of having a limited toolset, so this is a little bit of a handshake between these two gateways. 

18 December 2017

Sirens in the Old Mountain Town

Had a few entries kicking around in the drafts bin, but not really feeling it on most of them. Some are outdated, and others just turned into "out of my system" exercises that I was satisfied with once I had enough on screen. In any case, until I get those solidified, here's a new ambient soundscape to go along with a recent painting.