A Physics-based Animation Framework for Kinetic Art



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, pp.104-108 http://dx.doi.org/10.14257/astl.2016.129.21 A Physics-based Animation Framework for Kinetic Art Yunsang Jeong 1, Jihye An 2, Jinho Park 2 1,3 Dept. of Global School of Media, 2 Dept. of Media Soongsil University 369 Sangdo-Ro, Dongjak-Gu, Seoul 156-743, KOREA c2alpha@ssu.ac.kr Abstract. A 3D physics simulation framework based on kinetic art is proposed to increase the thinking time for expressing formless things while reducing the time and cost of producing kinetic art. Our simulation using Jbullet provides models, collision test, constraints, and forces according to machine structures and enables easy verification of how they work physically. The results show that the proposed simulation can replace the machin structure experiment which is required for kinetic art production. Keywords: Kinetic Art, Physics Simulation, Rigid Body, Machine Structue, Constraint, JBullet 1 Introduction Technology convergence has changed its direction to the domain of creativity, art, and humanistic sensitivity starting from the 2000s and this brought about the development of communication media. As a result, kinetic art, which had focused on the movement of machines, has shifted its focus to various effects or results of mechanical movements. In other words, meaning is given to feelings generated from looking at movements, rather than to movements from interactions. For example, artists seek the beauty in order to express an unspecific feeling or satisfy an aesthetic need of audience for the beauty which is formless. However, artists conduct multiple experiments to reduce gaps resulting from the formalization of formless things. However, if simulation program that help save the time and cost of experiment are provided, artists can understand the structure of machine movements through multiple simulations even if they do not know the structure at first. And we proposes a 3D physics-based simulation This research was supported by ICT & R&D program of Ministry of Science, ICT and Future Planning(MSIP) and Information & Communication Technologies Promotion(IITP). (No. B01011602640002003) and Ministry of Culture, Sports and Tourism(MCST) and Korea Creative Content Agency(KOCCA) in the Culture Technology(CT) Research & Development Program 2015Agency. (No. R2015120001-00000001) ISSN: 2287-1233 ASTL Copyright 2016 SERSC

framework for artists can have more time to satisfy the needs of audience for formless beauty because experiments in a virtual space save time and cost. 2 Related Researches The movements are such an important part of kinetic art, Jeong-Hwa Oh analyzed physical movements in traditional kinetic art and investigated the characteristics of kinetic art according to the period [1]. Moreover, movements in kinetic art can enhance the scientific thinking ability of children [2]. However, it is easy to understand structural movements with simple forms, but it not easy to predict the overall movements when the structure becomes complex. Therefore, Yohsuk et al. [3] researched kinetic art design module including rigid body simulation for artists using CAD. The module that they proposed is focused on kinetic art based on weight and balance such as mobil. We produced the simulation program by focusing more on the physical properties because kinetic art often uses complex mechanical structures, even though weight and balance are also important. 3 Our Method We propose a physics simulation framework in which kinetic artists can check complex machine structures in real time by providing models, constraints, collision test, and force for diverse movements and by allowing easy adjustment. Unreal or Unity3D which provide physics simulation features are game production engines and require high computing specifications even though they offer various features. Furthermore, it requires background knowledge about dynamics to use detailed parameters, which are difficult to be used by artists. We produced physics simulations using a physics engine (JBullet) which only have physical properties and a graphics library (LWJG) instead of a game engine. The purpose was to use JAVA which has excellent portability of platforms for future expansion so that artists can use simulations in any environment. We provided a basic model (Figure.1) for various forms of gears and composition of works that provide various movements, based on the external force receiving part, delivering and converting part, moving part, and fixing part [4]. Then we built the machine structure [5] using the Collision, Constraint, and Motor properties of JBullet. Fig. 1. Interpreter execution model Copyright 2016 SERSC 105

The reason that only such limited models are used is to leave the formative as the exclusive area of artists because kinetic arts can give different feelings even with the same structure depending on the formative sense of the artist. The 3D modeling authoring tool was not built inside the proposed simulation because our physics simulation is a structure for helping the machine structure experiments of artists. However, data contained in OBJ files is checked to allow artists to call external 3D model files, and the relevant information is reshaped as mesh in JBullet so that simulations including the artist s design can be made. In the four machine structures, 3D models are greatly affected by the aesthetic influence of artists, but Collision, Constraint, and Motor are more affected by the physical properties. Collision refers to the collision between two objects, which are required to check and modify the actual operating range of the work, the collided part, etc. To detect collision, an outer area must be created to generate collision in the object expression, and this is called Collider. Collider must have the same information as the model to enable accurate collision. If the position, size and other information of Collider do not match the model, the collision is processed differently from what is actually seen because the object is regarded as being at the location of Collider. Therefore, using the peaks comprising the models so that accurate collision areas can be created when 3D models are called from outside as well as when the models are provided by us. While Collision detects collisions, the Constraint function applies constraints to the motions of models (movement, rotation) so that they appear to be bound. The Bullet engine developed with C++ supports a total of six constraints, but JBullet developed with JAVA supports five constraints. The types and characteristics of constraints are shown below (Figure. 2). Fig. 2. Constraint types In Figure 2, the black axis indicates the fixed distance between two objects, the red axis indicates that movement is impossible and the object can only rotate around that axis, and the green axis indicates that rotation is impossible and the object can only move along that axis. Furthermore, the red sphere indicates that there are constraints to movement, but rotation is possible around any axis. Among the constraints, ConTwist which can apply constraints to every rotation axis was not used in the proposed physics simulation because the same effect can be generated through the combination or limitation of Hinge and Generic6Dof. User must select a constraint required for each part based on the four constraints, but this gives the difficulty of perceiving physical connections for artists. Therefore, we designed it in such a way that the preset constraint will be automatically applied when they set a model to be connected to the center of the gear that we provide. 106 Copyright 2016 SERSC

Motion State has such physical properties as weight and gravity and forms a rigid body by being applied to the model for which Collider has been generated along with Constraint. To continuously move rigid bodies that need a motor which delivers external force. User must apply Motor to the rigid bodies and check if the rigid bodies are interconnected by constraints and make continuous motions according to the machine structure in a virtual space. 4 Result The proposed physics-based animation framework was developed and experimented on Windows 7 with Inter Core i5-3470 CPU, 8GB RAM, and GeForce 970 graphic card. We observed the machine structures of kinetic art [6~9] and used only the models that are provided by default in our simulation program (Figure.3). It took 10 minutes at the minimum to 40 minutes at the maximum from the initial model formation until the desired motions of the machine structure were obtained finally (Table 1). Fig. 3. Experiment results of the proposed animation framework (see [6~9] clockwise from top left) Table 1. Lead time and constraints used in the project design for simulation Project Lead Time(min) # of Object Constraints Motor [6] 15 42 Generic6Dof, Point2Point X [7] 10 24 Hinge O [8] 42 67 Hinge, Slider O [9] 25 20 Hinge O As shown in Table 1, the initial modelling of project structure can take long in virtual space, if the project structure is difficult. But the time for machine structure experiments through simulation in 3D environment is much shorter than the time required for actual structure experiment which involves repeated assemblies, tests, and disassemblies of parts. Our experiment was conducted with finished projects and how much Copyright 2016 SERSC 107

help was given to artists could not be expressed in quantitative numbers. Therefore, this data needs to be quantified in future research. Nevertheless, the motions were identical when the model was implemented in the same way as the actual project, which shows that the experiments for production can be replaced with simulations. 5 Conclusions Artists with no background knowledge about dynamics can also easily check the machine structure since model assembly and constraint setting in the virtual space is simple in simulation framework that made the proposed physics-based animation framework,. However, the difficult about the proposed simulation is that they must personally set physical properties for models brought from outside. Artists could conduct virtual experiments more easily if the physical properties setting could be simple for external 3D models as well. References 1. Jeonghwa, O.: A study on the Regrouping of the Physical Movement of Kinetic Art (Focused on associated Kinetic Art with Media Art). Master s Thesis In Kyungpook National University (2011) 2. Hyeockjae, K., Nanjoo K.: Effects of the Science-Arts Convergence Program on Elementary School Student s Creative Presonality. Focusing on Kinetic Art, Research Institute for Science Education, no.54, vol.1, pp 17-30 (2015) 3. Yohsuke F., Jun M., Takeo I., Yukio F.: Kinetic Art Design System Comprising Rigid Body Simulation. Computer-Aided Design & Applications, no. 7, vol.4, pp. 533-546 (2010) 4. JeaEun K.: A Study on the Toy Using Automata Focused on Wooden Goods. Master s Thesis In Keimyung University (2012) 5. Sangmin L.: The Study on Kinetic Metal Crafts Applying the Operational Principle of Mechanical Elements. Master s Thesis In Kyonggi University (2010) 6. Pendulum Waves, https://www.youtube.com/watch?v=yvkdfj9pkrq 7. Dynamic Structure 10110, https://www.youtube.com/watch?v=kxxlsccfohw 8. Team Work, http://ceciliaschiller.com/team-work-2/ 9. The Nose Knows, http://ceciliaschiller.com/the-nose-knows-2 108 Copyright 2016 SERSC