# Analysis: My Tin Can Man

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The shapes I chose to use for my Tin Can Man were selected based on ease of calculation and functionality. While choosing the shapes I considered many things such as: would these shapes work if put in use in real life circumstances? Do they create a realistic or aesthetically pleasing image? Would it be possible to use them if this Man was assembled in real life? All these questions played a role in how and why I chose the shapes I did. In my original design (fig.1), I chose a sphere for the head. This stayed the same in my refined (fig.2) design as well. To me, a sphere was the obvious choice for a head. It resembles the shape of most human heads and is easy to apply volume and surface area formulae to. Not only that, but it is simple to connect…show more content…
What is interesting about how I have designed the legs, is how I have attached them. They are attached at a singular point of the body. Realistically, this may be hard to construct in real life, but having a design like this meant that calculating total surface area was less of a hassle then if the legs fully connected with the body. The knees are small spheres. This was chosen because having spheres as joints allows for optimal rotation of the legs. The feet of my Tin Can Man are triangular prisms. This is because triangles provide a look that is correlated to feet. They are also the same dimensions as the elbows, yes in real life these proportions would be ridiculous. But using the same shape meant that I would be relieved from having to do anymore extra calculations. There was a rhyme and reason to most of the joints and areas of attachment. As you can see in (fig.2), everything is attached at a single point and not via flat bases. This would allow for a wide range of movement in all of the joints. My Tin Can Man would be able to do squats and rotate his arms due to the mobility in the joints. However, actually assembling a model with joints like this would be difficult. Attaching shapes at such a finite point would be hard in itself, let alone finding a way to make them movable and not just static. For this reason, in a real life setting my model would require further refinement and adjustments to make assembly