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<channel>
	<title>Soulwire &#187; 3D</title>
	<atom:link href="http://blog.soulwire.co.uk/tag/3d/feed" rel="self" type="application/rss+xml" />
	<link>http://blog.soulwire.co.uk</link>
	<description>Art + Technology</description>
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			<item>
		<title>Double Sided 3D Plane in FP10</title>
		<link>http://blog.soulwire.co.uk/code/open-source/two-sided-planes-in-flash-player-10</link>
		<comments>http://blog.soulwire.co.uk/code/open-source/two-sided-planes-in-flash-player-10#comments</comments>
		<pubDate>Tue, 30 Dec 2008 14:15:10 +0000</pubDate>
		<dc:creator>Soulwire</dc:creator>
				<category><![CDATA[Actionscript 3.0]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Lab]]></category>
		<category><![CDATA[Open Source]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash Player 10]]></category>

		<guid isPermaLink="false">http://blog.soulwire.co.uk/?p=273</guid>
		<description><![CDATA[Easily create two sided 3D DisplayObjects and flip card effects using Flash Player 10 and the new 3D API


Related posts:<ol><li><a href='http://blog.soulwire.co.uk/code/actionscript-3/fit-a-displayobject-into-a-rectangle' rel='bookmark' title='Permanent Link: Fit DisplayObject into Rectangle'>Fit DisplayObject into Rectangle</a></li>
<li><a href='http://blog.soulwire.co.uk/laboratory/flash/as3-flocking-steering-behaviors' rel='bookmark' title='Permanent Link: Flipping you the Boid'>Flipping you the Boid</a></li>
<li><a href='http://blog.soulwire.co.uk/code/actionscript-3/managing-runtime-loaded-dynamic-assets' rel='bookmark' title='Permanent Link: Hello Dynamic Sprite'>Hello Dynamic Sprite</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.soulwire.co.uk/wp-content/uploads/2008/12/papersprite.swf" rel="lightbox;width=800;height=550;" title="Double Sided DisplayObject in Flash Player 10" ><img title="PaperSprite Demo" src="http://blog.soulwire.co.uk/wp-content/uploads/2008/12/papersprite-710x352.jpg" alt="PaperSprite Demo" width="710" height="352" /></a></p>
<p>I’ve made a couple of small improvements to the PaperSprite class:</p>
<ol>
<li>The visible face of the plane is updated automatically only when required. This saves on processing load and also means you can just set up the PaperSprite and not have to worry about anything else, just tween the crap out of all its properties and it won’t mind one bit. (Thanks to Jesse for the pointers re. using stage.invalidate for this process)</li>
<li>The back face is now automatically flipped horizontally, so text and graphics are no longer mirrored and will display correctly</li>
<li>I’ve changed the logic which sets the dynamic registration point for the pivot. This should now correctly line up the front and back faces of the 3D plane, regardless of where their individual registration points are.</li>
</ol>
<p>Also, some people have asked how to use it, so here is a really quick example to get you up and running with PaperSprite if you are not familiar with using classes and are using the Flash IDE to compile your movie:</p>
<ol>
<li>First, <a href="http://blog.soulwire.co.uk/wp-content/plugins/download-monitor/download.php?id=papersprite.zip" title="Download the PaperSprite class for creating two sided planes using FP10" >download the PaperSprite class</a> and put the <strong>soulwire </strong>folder in the same directory as your FLA or source code.</li>
<li>Then paste this code into the main timeline of your FLA:</li>
</ol>
<p><span id="more-273"></span></p>
<pre lang="actionscript">// Import the PaperSprite class

import soulwire.display.PaperSprite;

/*
Create a new PaperSprite:

If your front and back faces already exist, you can pass them straight
into the constructor, like so:

myPaperSprite = new PaperSprite( myFrontMc, myBackMc );
*/

var myPaperSprite:PaperSprite = new PaperSprite();

/*
Optionally specify a pivot point, in this example the centre is used
(this is also the default so there is no need to set this normally).

To pivot around the top left use:
myPaperSprite.pivot = new Point(0,0);

or for bottom right:
myPaperSprite.pivot = new Point(1,1);

and so on...
*/

myPaperSprite.pivot = new Point(0.5,0.5);

// Centre it on the stage

myPaperSprite.x = stage.stageWidth / 2;
myPaperSprite.y = stage.stageHeight / 2;

/*
Set the front and back faces:

These can be any type of DisplayObject, for example, to use a MovieClip
from your library use:

myPaperSprite.front = new MyLibraryClip();
*/

myPaperSprite.front = createSprite(0x66FF00);
myPaperSprite.back = createSprite(0xFF3399);

// Add the PaperSprite to the display list

addChild ( myPaperSprite );

// This method just creates coloured boxes for the demo

function createSprite (colour:uint):Sprite
{
	var mySprite:Sprite = new Sprite();
	mySprite.graphics.beginFill ( colour );
	mySprite.graphics.drawRect (0,0,100,100);
	mySprite.graphics.endFill ();
	return mySprite;
}

// Listen for the enterFrame event

addEventListener ( Event.ENTER_FRAME, spin );

/*
Move and rotate your PaperSprite in any way you want - it will
update it's visible face automatically!
*/

function spin ( event:Event ):void
{
	var mX:Number = ((mouseX / stage.stageWidth) - 0.5) * 360;
	var mY:Number = ((mouseY / stage.stageHeight) - 0.5) * 360;

	myPaperSprite.rotationY += (mX - myPaperSprite.rotationY) / 40;
	myPaperSprite.rotationX += (mY - myPaperSprite.rotationX) / 40;
}</pre>
<p>Publish the movie and you’re all done!</p>
<h2>Background</h2>
<p>Flash Player 10’s new 3D capabilities are a much welcomed and exiting addition, and although their implementation at first seemed a little obtuse after using libraries such as Papervision3D, Adobe’s implementation is beginning to make a lot more sense to me. Rather than being handed a complete 3D library, developer’s have been given the necessary building blocks to use 3D, or 2.5D with less ‘hacks’ and arguably better performance where it matters.</p>
<p>Time will tell, but I personally think this will be a positive development for existing frameworks like Papervision and Sandy, because whilst Flash can now natively handle certain tasks like triangle drawing, 3D matrices etc &#8211; implementing cameras and shaders, loading and building meshes and so on is something which developers will still require. If this can plug neatly into Flash Player’s capabilities and possibly yield increased performance then all the better.</p>
<p>In more basic situations though, the ability to rotate a DisplayObject around its X, Y and Z axis, as well as finally having a Z property, is useful for adding basic 3D effects, even if your project doesn’t require anything more sophisticated than that.</p>
<p>But this is where some gaps begin to arise. Z sorting, for example, will be required, and <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://www.unitzeroone.com/" >Ralph Hauwert</a> (a member of the Papervision3D team) has already written a <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://theflashblog.com/?p=470" >useful script</a> for this.</p>
<h2>Two Sided DisplayObjects</h2>
<p>Another common use for Flash Player 10’s 3D capabilities is to create <strong>double sided sprites</strong> or planes, than can be rotated to reveal alternate content on either side. Again, I would have expected this to be a new property of DisplayObjectContainer, so that <strong><em>front </em></strong>and <strong><em>back </em></strong>could be passed to it as DisplayObjects. This isn’t the case though, so it requires some minimal work around.</p>
<p><a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://theflashblog.com/" >Lee Brimelow</a> demonstrated <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://www.gotoandlearn.com/play?id=91"  target="_blank">one approach</a> to this, which was to monitor the rotation of a DisplayObject, and swap the visible faces accordingly (<a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://flashartofwar.com/2008/11/16/two-sided-plane-fp-10/"  target="_blank">Jesse Freeman</a> also used this technique). This works great in many cases, however it doesn’t give the desired results when the parent DisplayObject is off centre and therefore subject to the perspective of the 3D environment. It also means that if you are rotating the DisplayObject around multiple axis then the calculations required get slightly more complex.</p>
<h2>The Solution</h2>
<p>As ever, the wise and prolific <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://www.senocular.com/" >Senocular</a> came to the rescue. He described a technique whereby 3 points are placed on the surface of the DisplayObject, and by determining the winding direction of these points when translated from 3D to 2D space; one is able to determine which way the DisplayObject is facing. Because this is relative to the perspective used to produce this transformation, the result is true to the point of view of the user.</p>
<p>Senocular published his helper class which will return a Boolean value indicating whether a given DisplayObject is front facing or not, and so I wish to stress that all credit is his for <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://www.senocular.com/?id=2.57"  target="_blank">his solution</a> and wonderfully clear <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://www.kirupa.com/forum/showthread.php?t=315821"  target="_blank">explanation of the process</a>.</p>
<p>I did feel that it might be beneficial though to wrap this up, along with other functionality, into a class which solved the double sided DisplayObject issue, and so I introduce the <strong>PaperSprite </strong>class (I chose to call it <em>PaperSprite </em>so that it isn’t confused with <em>Sprite3D</em> if you use another 3D library).</p>
<h2>How to use PaperSprite</h2>
<p>Creating a two sided Plane using PaperSprite is simple:</p>
<pre lang="actionscript">import soulwire.display.PaperSprite;

var mySprite:PaperSprite = new PaperSprite();

// Any type of DisplayObject can be used for each face
mySprite.front = new Sprite();
mySprite.back = new Bitmap( myImage );</pre>
<p>So you can use any DisplayObject for the front and reverse sides; MovieClips, Sprites, Bitmaps, Shapes, Loaders etc. <strong>These can also be set via the constructor</strong>&#8230;</p>
<p><del datetime="2009-01-02T12:53:05+00:00">Another property of PaperSprite is <strong>whether is updates it’s display automatically</strong>. If <em>true</em>, once the PaperSprite is added to the stage it will update its visible face autonomously, however if you have a more general render loop where you’re controlling your 3D scene from, you can set this to <em>false </em>and then call the <strong>update </strong>method when calculating the visible face is required:</del></p>
<blockquote><p>Thanks to <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://flashartofwar.com/"  target="_blank">Jesse Freeman</a> for suggesting a method to limit unnecessary calls to the <em>update </em>method. By overriding the setters for the position and rotation properties and using <strong>stage.invalidate()</strong>, then listening for the render event (Event.RENDER), the calculations needed to determine the visible face of the PaperSprite need only be made if one or more properties have been changed and if the PaperSprite needs to be rendered. Therefore there is no longer a need for autoUpdate, everything is handled internally by the PaperSprite class. Cheers Jesse! :)</p></blockquote>
<p>&#8230;The other useful feature is the <strong>pivot </strong>property. By default, a PaperSprite will pivot (rotate around) its <strong>centre point</strong>, which will be automatically calculated for each face depending on its respective dimensions. Alternatively, if you want the PaperSprite to rotate around the <em>top left</em> corner, <em>bottom right</em>, or indeed any point on its surface, you can set the pivot property, which is a Point object and requires 2 normalised values, representing the fraction of the width and height of the PaperSprite at which you want to place the pivot.</p>
<p>So to set the PaperSprite to rotate around its centre (this is set by default) you can use:</p>
<pre lang="actionscript">mySprite.pivot = new Point( 0.5, 0.5 );</pre>
<p>And its Top Left corner:</p>
<pre lang="actionscript">mySprite.pivot = new Point( 0.0, 0.0 );</pre>
<p>And its top centre:</p>
<pre lang="actionscript">mySprite.pivot = new Point( 0.5, 0.0 );</pre>
<p>And so on!</p>
<p>You can also access its <strong>isFrontFacing </strong>property at any time:</p>
<pre lang="actionscript">if ( mySprite.isFrontFacing )
{
	doSomethingGood();
}</pre>
<p>An finally, removing the front or back face from its display list (or indeed not defining one at all) will cause the PaperSprite to <em>display the available face at all times</em>, essentially giving it the default behaviour of a one sided Sprite.</p>
<h2>Download the PaperSprite class</h2>
<p>Again, this is really just a glorified augmentation of Senocular’s solution to finding the front facing side of a DisplayObject in 3D. All credit should go to him for creating such an elegant solution. I built this class in order to simplify its use and provide the extra functionality needed to quickly start working with a two-sided DisplayObject.</p>
<a href="http://blog.soulwire.co.uk/wp-content/plugins/download-monitor/download.php?id=papersprite.zip" class="download" title="PaperSprite Class & Demo: The PaperSprite class is a double sided DisplayObject, allowing for custom front and reverse side DisplayObjects which will appear as a 3D card when rotated in 3D space."  rel="nofollow"><strong>Download:</strong> PaperSprite Class & Demo</a>


<p>Related posts:<ol><li><a href='http://blog.soulwire.co.uk/code/actionscript-3/fit-a-displayobject-into-a-rectangle' rel='bookmark' title='Permanent Link: Fit DisplayObject into Rectangle'>Fit DisplayObject into Rectangle</a></li>
<li><a href='http://blog.soulwire.co.uk/laboratory/flash/as3-flocking-steering-behaviors' rel='bookmark' title='Permanent Link: Flipping you the Boid'>Flipping you the Boid</a></li>
<li><a href='http://blog.soulwire.co.uk/code/actionscript-3/managing-runtime-loaded-dynamic-assets' rel='bookmark' title='Permanent Link: Hello Dynamic Sprite'>Hello Dynamic Sprite</a></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://blog.soulwire.co.uk/code/open-source/two-sided-planes-in-flash-player-10/feed</wfw:commentRss>
		<slash:comments>94</slash:comments>
		</item>
		<item>
		<title>3D Ribbons in Papervision</title>
		<link>http://blog.soulwire.co.uk/code/actionscript-3/papervision3d-ribbons</link>
		<comments>http://blog.soulwire.co.uk/code/actionscript-3/papervision3d-ribbons#comments</comments>
		<pubDate>Tue, 12 Aug 2008 23:32:44 +0000</pubDate>
		<dc:creator>Soulwire</dc:creator>
				<category><![CDATA[Actionscript 3.0]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Open Source]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Papervision3D]]></category>

		<guid isPermaLink="false">http://blog.soulwire.co.uk/?p=76</guid>
		<description><![CDATA[
There’s been some great experimentation with 3d lines and ribbons in Papervision3D, notably Felix Turner’s Ribbon3D and of course the Audi A5 website.
A project I’m currently working on requires the drawing of ribbons in 3D space, and it’s such a simple yet beautiful effect that I thought it was time to have a quick go [...]


Related posts:<ol><li><a href='http://blog.soulwire.co.uk/code/open-source/two-sided-planes-in-flash-player-10' rel='bookmark' title='Permanent Link: Double Sided 3D Plane in FP10'>Double Sided 3D Plane in FP10</a></li>
<li><a href='http://blog.soulwire.co.uk/laboratory/flash/2d-cellular-automata' rel='bookmark' title='Permanent Link: 2D Cellular Automata'>2D Cellular Automata</a></li>
<li><a href='http://blog.soulwire.co.uk/code/actionscript-3/fit-a-displayobject-into-a-rectangle' rel='bookmark' title='Permanent Link: Fit DisplayObject into Rectangle'>Fit DisplayObject into Rectangle</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.soulwire.co.uk/wp-content/uploads/2008/08/ribbon3d.swf" rel="lightbox;width=800;height=550;" title="Papervision3D Ribbons" ><img src="http://blog.soulwire.co.uk/wp-content/uploads/2008/08/ribbon3d-710x326.jpg" alt="Papervision Ribbon3D" title="Papervision Ribbon3D" width="710" height="326" class="alignnone size-medium wp-image-684" /></a></p>
<p>There’s been some great experimentation with 3d lines and ribbons in Papervision3D, notably <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://www.airtightinteractive.com/news/?p=75" title="See Felix Turner's Ribbon3D"  target="_blank">Felix Turner’s Ribbon3D</a> and of course the <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://www.rhythmoflines.co.uk/" title="Audi A5"  target="_blank">Audi A5</a> website.</p>
<p>A project I’m currently working on requires the drawing of ribbons in 3D space, and it’s such a simple yet beautiful effect that I thought it was time to have a quick go at it myself.<span id="more-76"></span></p>
<p>Looking at some of the available source code though, I felt that there was a slight lack of simplicity, but more importantly a <strong>clear API</strong>. This no doubt is due to the fact that the aforementioned experiments were just that, experiments, and therefore not built with usability in mind. None-the-less, I wanted a Ribbon3D class which shared a similar looking constructor to that of the native Papervision classes, and which could easily be used in projects and manipulated in the same intuitive manner as the other 3D objects in the Papervision library.</p>
<p>There are some unused methods which I have kept in the source code, as they can create some great effects with pseudo depth of field and colour, but were somewhat processor intensive for the sake of the demo.</p>
<p>As I mentioned, the API is simple and I hope makes sense. The constructor looks like that of any other DisplayObject3D; you pass in a material of your choice, the width of the ribbon and the length (how many segments can be added before the oldest is removed)</p>
<pre lang="actionscript">var ribbon:Ribbon3D = new Ribbon3D( material, width, length );
scene.addChild( ribbon );</pre>
<p>One point of contention was how to make the ribbon grow. I wanted to be able to draw the ribbons using tweens, and so using a method such as <em>addSegment</em> or <em>growTo</em> seemed unnecessarily cumbersome as it would involve using a callback whenever the tween progresses. So too did using alternative members, such as tx, ty, tz etc, as again this would diverge from the standard DisplayObject3D API.</p>
<p>I eventually decided to override the getters and setters for the x, y and z properties, meaning that you can tween an instance of the Ribbon3D class as you would any other DisplayObject3D <em>(including bezier tweens as in the example above)</em> and it will grow to follow the tween. I was hesitant to implement this, as it means that moving or shifting the ribbon as a whole cannot be done in the normal way, however I concluded that the normal use of such a class would be to create trails or patterns, and so moving the whole ribbon around would rarely be required. That said, I have included a <em>moveTo(x,y,z)</em> method if this needs to be done.</p>
<p>So making an instance of Ribbon3D grow is as simple as:</p>
<pre lang="actionscript">TweenEngine.tween( ribbon, 2, { x:100, y:100, z:100, bezierThrough:yourBezier } );</pre>
<p>Because the x, y and z properties can be set separately, you have to call the <strong><em>draw</em></strong> method manually, from within the <em>Timer </em>or <em>EnterFrame </em>event you are using to render your Papervision viewport, for example:</p>
<pre lang="actionscript">private function render3D ( e:Event ):void
{

	// Tell the Ribbon3D to update it's mesh
	ribbon.draw();
	// Render the Papervision scene
	renderer.renderScene ( scene, camera, viewport );
}</pre>
<p>I have also left the <em>material</em> property open, so instead of passing in a colour and therefore having to use a ColorMaterial, you can use any of the wonderful Papervision materials, such as the <em>FlatShadeMaterial</em>, which I’ve used in the demo to give the ribbons a bit of extra depth.</p>
<p>I’m looking forward to playing with physics and collision detection in Papervision, as a swarm of boids with ribbon trails that don’t intersect (you can see the clipping sometimes in the demo) would be good to see. I’m slowly building a library of 2D steering behaviours so when and if I get round to learning the math required to port them to 3D I’ll have a stab at it and post the results.</p>
<a href="http://blog.soulwire.co.uk/wp-content/plugins/download-monitor/download.php?id=ribbon-3d.zip" class="download" title="Ribbon3D Class: A plugin class for Papervision 3D for creating 3D ribbons in Papervision"  rel="nofollow"><strong>Download:</strong> Ribbon3D Class</a> <a href="http://blog.soulwire.co.uk/wp-content/plugins/download-monitor/download.php?id=ribbon3d-demo.zip" class="download" title="Ribbon3D Demo: A demonstration of how to use the Ribbon3D class to create 3D ribbons in Papervision 3D"  rel="nofollow"><strong>Download:</strong> Ribbon3D Demo</a>
<p><em>Note: I have included the build of Papervision3D GreatWhite (rev 682-14.2.08) that I used, as the SVN repository is being updated frequently and may temporarily have adverse effects on the demo. Not included in the zip is the tweening engine I used, <strong>TweenMax</strong>, which you can read about and download <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://blog.greensock.com/tweenmaxas3/" title="The mighty TweenMax"  target="_blank">here</a>.</em></p>


<p>Related posts:<ol><li><a href='http://blog.soulwire.co.uk/code/open-source/two-sided-planes-in-flash-player-10' rel='bookmark' title='Permanent Link: Double Sided 3D Plane in FP10'>Double Sided 3D Plane in FP10</a></li>
<li><a href='http://blog.soulwire.co.uk/laboratory/flash/2d-cellular-automata' rel='bookmark' title='Permanent Link: 2D Cellular Automata'>2D Cellular Automata</a></li>
<li><a href='http://blog.soulwire.co.uk/code/actionscript-3/fit-a-displayobject-into-a-rectangle' rel='bookmark' title='Permanent Link: Fit DisplayObject into Rectangle'>Fit DisplayObject into Rectangle</a></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://blog.soulwire.co.uk/code/actionscript-3/papervision3d-ribbons/feed</wfw:commentRss>
		<slash:comments>56</slash:comments>
		</item>
		<item>
		<title>The Animated Autojector</title>
		<link>http://blog.soulwire.co.uk/art-design/animation/experiments-in-the-revival-of-organisms</link>
		<comments>http://blog.soulwire.co.uk/art-design/animation/experiments-in-the-revival-of-organisms#comments</comments>
		<pubDate>Mon, 26 Feb 2007 20:11:06 +0000</pubDate>
		<dc:creator>Soulwire</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[Visualisation]]></category>

		<guid isPermaLink="false">http://blog.soulwire.co.uk/?p=20</guid>
		<description><![CDATA[
Experiments in the Revival of Organisms is a short animation exploring Dr. S.S. Bryukhonenko’s invention; the Autojector.
I have recently finished the animation which you can watch on YouTube above. It is a mixture of CGI, drawing, live action and collage.
The rather disturbing soviet propaganda video that it is based on can be viewed here.


Related posts:The [...]


Related posts:<ol><li><a href='http://blog.soulwire.co.uk/notes/miscellany/the-guillotined-head-of-languille' rel='bookmark' title='Permanent Link: The Guillotined Head'>The Guillotined Head</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><object width="710" height="515"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=9030704&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=29cad4&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=9030704&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=29cad4&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="710" height="515"></embed></object></p>
<p><strong>Experiments in the Revival of Organisms</strong> is a short animation exploring Dr. S.S. Bryukhonenko’s invention; the Autojector.<span id="more-20"></span></p>
<p>I have recently finished the animation which you can watch <del datetime="2010-01-28T00:01:03+00:00">on YouTube</del> above. It is a mixture of CGI, drawing, live action and collage.</p>
<p>The rather disturbing soviet propaganda video that it is based on can be viewed <a rel="nofollow" href="http://blog.soulwire.co.uk/goto/http://www.youtube.com/watch?v=ap1co5ZZHYE"  rel="shadowbox[post-20];player=swf;width=640;height=385;" target="_blank">here</a>.</p>


<p>Related posts:<ol><li><a href='http://blog.soulwire.co.uk/notes/miscellany/the-guillotined-head-of-languille' rel='bookmark' title='Permanent Link: The Guillotined Head'>The Guillotined Head</a></li>
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