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Over the years my work has evolved into two distinct areas, design
and production.
The design phase is composed of periods of drawing, "playing",
and building. I do the initial drawings on a Macintosh computer.
This gives me the freedom to easily change, rotate and resize
any of the individual elements in a piece. I use a program called
Adobe Illustrator for this phase of the work. It allows me to
create flowing curves and undo my mistakes!
Screen shot from Adobe Illustrator showing cutting patterns
for Phenomenon.
During the past few years the "playing" phase of designing
has moved more to the computer also. I can now put together the
parts drawings along with simulated bearings and springs and get
a good idea if the concept will "work." I use a program
called Working Model by Knowledge Revolution for this phase of
the work. Often these drawings will be very crude, just some quick
shapes to see if the basic idea is sound and moves as I had expected.
I then add more detail as I get more excited. The limiting factor
to just how complex the simulation can get is the speed of the
computer. I don't try and simulate an entire sculpture, just the
parts of the mechanism that I'm not sure of. The computer speed
limits keep getting raised and playing keeps getting easier!

Screen Shot from Knowledge Revolutions's Working Model showing
a patterning test for Phenomenon.
Working Model is a 2 dimensional program. If I want to see how
things will look and move from a variety of points of view I have
to transfer to a 3 dimensional program. My current favorite (I've
tried a lot of these programs!) is called Extreme 3D by Macromedia.
I can use it to generate fairly realistic animations.

Screen shot from Macromedia Extreme 3D used to generate 3D animations.
Even with all this computer help a new idea can still fool me
when I actually try to make it. As the idea takes shape I print
out full scale patterns and make up a model to see if the piece
will work and move as I have planned and hoped. I'm getting better
at it but there are still days when I wonder why I got out of
bed!
Next follows a period of redrawing and rebuilding until the sculpture
either succeeds or fails. This is the phase where the computer
makes life a lot easier. I can redraw and reposition any of the
parts and then instantly make up new full scale patterns.
A final design is usually the product of equal measures of planning,
engineering and serendipity. A successful sculpture has to be
entertaining and have an interesting motion. I have to be able
to make it for a reasonable price and it has to be reliable. I
also have to be able to ship it any where in the world and have
people unpack it, set it up and operate it without problems.
The production phase is nearly as challenging as the design phase.
Most of my sculptures are made in limited editions so the first
step is designing "hard" templates and jigs. I have
developed a variety of methods to reproduce the individual parts
accurately and am constantly experimenting with new procedures
and methods.
I usually make the sculptures in groups of six. I cut most of
the pieces on a band saw and then do the final shaping with a
table router and sander. All the holes are predrilled using a
drill press. I cut and make all the knobs, pulleys, and spools
by hand using techniques that I have developed. All the pieces
are hand sanded and then stained and finished.

David cutting stacked wheels on the bandsaw.
The finishing process takes several days. I assemble and test
each piece when the finishing is complete. This involves making
final individual adjustments and balancing of all the wheels and
levers. I mount and operate each sculpture for several hours to
make sure it runs true. After several days of fussing, the pieces
are packed and shipped. The most difficult part of this job is
making the final decision that the sculpture is "just right"
and ready for shipment.
David testing Mystiques.
Links to Software companies will open in new windows.
Working Model
by Knowledge Revolution
Illustrator by
Adobe Software
Extreme 3D
by Macromedia |