This week I explored digital locations for my installation piece as I wanted to build not only a smaller version in real life of the honey pond cloth dragging frontend - but as well experiment with the notion of pure "digitality" of an art piece.
After trying to port it into Decentraland (a VR space entirely running on the blockchain) and running into troubles with porting the PLA-animation from C4D to the decentraland-editor (it only accepts armature animations at the moment), I successfully ported the animation including a baked shader from arnold for testing into AFrame and WebVR (ignore the bare bones walls and the extra cloth in the web-version ... something I need to fix).
Really helpful was the babylonjs sandbox to play with the different elements of the animation.
Baking textures in C4D takes a very very long time on my mac, so I baked only one texture out (which comes with all its own troubles regarding exact lighting). To get a hyper real animation on the web, I technically would need to bake out the cloth texture for every frame of the animation - which would make it way to big for web use. So for now I will stick to the workaround, it looks ok.
These experiment have the goal to host the entire agent-simulation and the installation piece online. Accessible 24/7, explorable from every angle with webVR.
Another idea was to port it to iOS and the apple watch. That would mean the simulation and installation would be always on a human wrist - which is conceptually very interesting. A sort of wearable installation that deals with our expulsion from paradise ...
While doing a lot of digital, I am finalizing my orders at McMasterCarr for a small railing system for linear motion. I want to build an exact replica of the bigger mechanics so that I can show that they would work as well on a bigger scale.