PARTS
Direct download link for the ROD PUPPET parts archive
Checksum (SHA256):
fb9ab3465c5eae14f5a5496fe17bd59da58953ad281742ee43b12e90fb3f897a
Contained within the archive is a README file with information regarding print settings.
TOOLS
Below follows a list of tools and applications used to make the various things featured on this website, shared for those who might be curious.
For FDM printing I use a
Prusa i3 MK3. Minor modifications made (PSU moved outside of enclosure and heatbreak switched to a
regular E3D V6 one).
Filaments frequently used:
add:north PETG PRO Matte black
For SLA printing I use a
Prusa SL1S speed.
Resins frequently used:
Prusament Resin Rich Black
When it comes to 3D software I mainly use
Blender and occasionally also
Masterpiece (VR).
For servo animation I use
Brookshire VSA (usually in combination with a
Pololu Mini Maestro).
For 3D scanning I use a
Revopoint Pop Mini.
To record video I use a
BMPCC 4k and for editing and color correction/grading I use
Da Vinci Resolve.
NOTES ON 3D SCANNING
I thought I'd share my workflow as it pertains to the making of heads, hands, feet and other parts that are not related to any mechanical function. If you, like me, prefer making these kinds of parts by sculpting in clay rather than 3D modelling you may find it useful or interesting.
The first step after sculpting something out of clay is to digitize it, accomplished by either using photogrammetry (constructing a 3D mesh out of photos) or by using a 3D scanner. The photogrammetry route is typically cheaper but more time consuming and the results can vary greatly depending on camera, setup and software (there are good resources and tutorials available, for example the
shakespeare scanner and
OpenScan). Dedicated 3D scanning hardware is more expensive but is usually much faster with more reliable results. There are some scanners that aren't astronomically priced and still yield very good results, for example scanners from
Revopoint.
Regardless of the approach some post processing is likely needed and usually just involves cleanup and smoothing. This can be done using the sculpting tools in
Blender although I find those tools somewhat clunky and prefer to do post processing in virtual reality, using something like
Masterpiece. Working with 3D in virtual reality is very intuitive and easy, although perhaps only feasable if you already have access to a virtual reality headset (I would not consider it worth it to obtain one for the sole purpose of doing 3D modelling). It's an interesting experience to make a small head in clay and then proceed to scale it to natural size (or larger) and stand face to face with it in VR.
When making hands it can be worthwhile to make use of the armature features in
Blender. Normally used for animation, rigging a model with an armature allows for reposing. This essentially means that only one hand has to be sculpted in clay and scanned. After cleaning it can be rigged with an armature, posed, mirrored and then reposed again.
If using a blue light 3D scanner such as a
Revopoint Pop Mini, which requires the sculpture you're scanning to be uniformly white (as opposed to textured, needed for photogrammetry) it can be worthwhile to use a modelling clay that does not harden such as plastiline. This way you really only need one piece of clay at all times. After having sculpted something you scan it and after that you can make something else out of the same piece of clay.
Skeleton hand sculpted by my wife.
A clay hand.
The sculpture is photographed from different angles, about 100 photos in total (with help of the
shakespeare scanner).
The mesh is constructed in
Meshlab.
Alternatively one can use a dedicated 3D scanner (scanner depicted in use is a
Revopoint Pop Mini).
The mesh is cleaned and processed in VR using
Masterpiece.
After cleaning you'll end up with a printable part.
If the part is a hand it can be rigged with an armature in
Blender.
After rigging, a suitable pose is configured.
The hand can then be mirrored and reposed again.
After fitting the part to the rest of the puppet it can be printed.