Exploration 1: Rotating Squares

For my first track, I start off with something simple – a series of squares that rotate with each upwards offset such that a spiraling effect is achieved.
The angle of rotation is determined by the number of squares for example:
10 squares –> each square rotates by an additional 360deg / 10 = 36deg
Other parameters that can be adjusted: number of squares, distance between each offset, and overall size of the squares

Another outcome is when the squares do not rotate, but their sizes change with each additional offset instead.


So far all the squares rotate on the same XY plane and I thought it was a bit boring so I used the Rotate3D command instead and plugged in some XYZ vector values. You can see that the spiraling effect has turned into a more organic twisting effect.


Using the same Rotate3D command, I played around with the vector coordinates and achieved this surprise result – a flower-like frame where each square rotates in a 3D radial manner about a common point


So far I have been working with 2D frames and so I wanted to see how I could achieve 3D forms out of it. I used the “point on curve” command and selected a specific point on every square frame. For example below I selected points 0.33 and 0.66 of every square to divide each square into 3 parts. Starting point of each square is 0, ending point is 1, hence corners 1 2 3 4 would be 0, 0.25, 0.5, and 0.75 respectively. I then used interpolate curve to join the respective points together and piped them to create a helical effect.


Over here, instead of pipe I lofted every 2 neighbouring corners of each square. (note that the square frames are hidden)

Lastly in my latest development, I wanted the squares to not just rotate about the same axis (so far they have all been stacked on top of each other) and instead have each square’s center follow the path of a curve. I used the Orient command to map each square’s centre point onto the curve. Note that the curve is the same curve that I interpolated from the squares’ corner points in the previous example.


In my subsequent explorations I will try to move beyond just an upwards offset of squares.

All definitions here:


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