![]() ![]() Not only was the Apple II the first commercially successful portable computer, but it signalled the 'convergence of home and office computing', wrote the acquiring curator, with the VisiCalc program essential to the success of the product. ![]() The collection of these additional materials captures the history of how the computer was used in the home and in the workplace. Alongside the computer itself, the museum acquired a floppy disk drive, a monitor, the program VisiCalc (an early spreadsheet application) and an original 1977 print advertisement for the computer. In 2018, the museum acquired another Apple computer, an Apple II, that was collected within the Design, Architecture and Digital Department. Today, with more recent acquisitions, the museum looks to collect additional related material to help contextualise the digital object. ![]() At the time no ephemera, such as how-to guides or advertisements related to the graphics software was collected – the only record we have of its importance in terms of processing graphics software is the statement from the donor. However, the donor of the iMac, who was a professor of architecture, told the curators he had bought the computer not for its look, but because of its capability to run graphics software. The curator positioned the iMac within a history of plastic consumer products, with its 'colourful' hardware revolutionising 'the aesthetics of computers at the end of the 1990s'. When the iMac G3 was collected, the department's emphasis was on the object's materiality and aesthetics, rather than its software capabilities or function. Already a pioneer in collecting hybrid digital objects, the Woodworking and Furniture Department acquired an iMac G3 personal computer in 2008. To get the works into the collection via the Prints and Drawings Department, early works of computer art were collected as just that – prints and drawings.įor other departments collecting digital objects early on, there was a similar focus on the physicality of the work. Although originally created as plotter drawings (a type of artwork where a machine called a 'plotter' reads a digital file and mechanically draws the image with a pen), both pieces were collected as silkscreen prints due, in part, to the technical limitations in reproducing plotter drawings, but also because artworks created by computers were approached, at this time, with scepticism by curators. Silkscreen prints were often acquired as substitutes for their digitally-produced counterparts, such as Manfred Mohr's P-021 (1970 – 76) and Vera Molnar's piece from Hommage à Bartók (1978). During this time, digital artworks were primarily collected as examples of print, with their materiality, rather than their digital production processes, determining their suitability for acquisition. Is there any way to somehow merge these objects and keep the skeleton working? I do realize that the rig breaks because references break when I merge the objects, but there's a couple of reasons why I wanted it to be a single object, like changing the center of the whole object to the bottom and make it work so I can animate it with Unity.After the Circulation Department was disbanded in 1977, the objects became part of the Prints, Drawings and Paintings collection. I struggle so much to remove every bit of paint anywhere besides where it should be and, even if I succeed, I can never get it to work as it used to while using the first method (like forearm scaling down and leaving the bone while rotating for whatever reason). I wouldn't have such a big issue with facts like the forearm actually moving some bits of my legs as well if the weight paint tool wasn't so painful to use for me. Here he uses automatic weights and weight paint, and both of these work terribly in my case. The first problem is that he uses a model that is a single object, so I just use Ctrl + J to merge all cubes and spheres into one object, but it breaks the rig completely. ![]() Now I wanted to import my model with working rig to Unity, and he also has this guide. That works beautifully and it's simple, intuitive, and fast to me. So I was following this guide of creating a low poly person and rigging it, and as you can see he created a person from multiple cubes and spheres and connected them to one rig manually, by selecting each object and connecting it to a proper bone. ![]()
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