Physical Computing Series

Zoetrope & Praxinoscope

An exploration of persistence of vision, 3D printing, and iterative design.

Project Overview

This project was a two-part physical computing journey. It began as a challenge to create a simple interactive object using a servo motor, a 3D printed component, and an external button—resulting in a classic Zoetrope.

Through iteration and feedback, the project evolved. The second phase focused on refining the visibility and mechanics, ultimately converting the shutter-based Zoetrope into a mirror-based Praxinoscope.

>Watch the Zoetrope process video below (2:15 minutes)

Brainstorming

As part of the design process, it is important to quickly explore as many ideas as possible. Deviations often lead to a richer final product.

I utilized a combination of traditional sketching on paper and collaborative digital mind-mapping on Miro.

Planning & Development

My initial concept involved a 3D printed character jumping into a portal and re-emerging as a 2D drawing in an infinite loop.

To help figure out the action of the character in the 12 limited "frames" alloted, I animated the subject in 2D using Toon Boom Harmony.


The 3D version was animated in Autodesk Maya, with careful consideration for the 360-degree silhouette so the animation would be legible from any angle.

Prototyping & Wiring

To make the Zoetrope rotate, I wired a micro-controller and servo to a breadboard. Getting the signal to work involved a learning curve, but it eventually got there!

Building the Base

The base needed to be wide enough for all of the 3D figures to fit, and light enough for the servo to succesfully rotate it. The base went through two iterations, with the first attempt being too flimsy and prone to pealing if an adjustment needed to be made to any of the 3D figures.

Additionally, there were too many "frames". The solution was to widen the spacing between each figure, ultimately reducing the "frames" from 20, down to 12. The second attempt utilized a thicker board and it was wrapped with painters tape to allow repositioning of the 3D figures.

Zoetrope Design

The final result is a functional Zoetrope that smoothly animates the 3D printed figure, viewable through narrow slits, creating the illusion of persistence of vision.

Design Feedback

Zoetrope Feedback: The shutters (slits) of the Zoetrope obstructed the view of the animation too much. Additionally, the push-button activation was physically uncomfortable to hold down for extended periods.

The Solution: Praxinoscope

To solve the visibility issue, I converted the Zoetrope into a Praxinoscope. This device replaces the slits with a central ring of mirrors.

  • Mirrors: I used 12 mirrors to match the 12 frames of animation 1:1. This reflects the image to the viewer, creating a brighter, clearer persistence of vision.
  • Interaction: I swapped the momentary push button for a robust toggle switch, improving user comfort.
  • Fabrication: I designed a new base in Carbide Create and cut it using a CNC machine for a cleaner finish.

>Watch the Praxinoscope process video below! (1:21 minutes)

Lessons Learned

Occam's Razor

I initially designed a very ornate base in Maya, but realized "Occam's razor is always in effect." A simpler, cleaner outcome was more achievable and aesthetically pleasing.

Persistence of Vision

The number of mirrors must correspond exactly 1:1 with the animation frames. Even a slight misalignment breaks the illusion of motion.

My Role

Interaction Designer

Fabricator

Animator

Timeline

April - May 2022

Development: 4 Weeks

Technology

  • Autodesk Maya / ZBrush
  • ToonBoom Animation
  • 3D Printing (Cura)
  • Arduino / Servos
  • CNC Milling