Grasshopper

algorithmic modeling for Rhino

Just a really general question.

I am wondering about the pros & cons between Houdini & Kangaroo, since both of them are doing physical simulation. It feels like Houdini these days has been focusing on filming & animation industry, while Grasshopper with Kangaroo is more of a designers' tool. It's just my brief observation from the online resources today.

Are there anyone familiar with both of them? What are the advantages of Kangaroo over Houdini? Vice versa? 

Views: 1357

Replies to This Discussion

https://www.youtube.com/watch?v=I_prYEip-w8

I am quite interested in the chain effect that shown in the video above. Is there a easy way to simulate this in Kangaroo? 

Hi Addin,

I don't know Houdini very well, but have a rough idea of what it does, and would say that's a fair assessment.

Kangaroo was indeed created primarily as a design tool.

So the focus has been on form-finding and optimisation, particularly for architecture, so things like catenary forms, tensile structures and panelisation.

Things like rigid body collision, which are usually a major focus for typical animation focused physics engines have only come to Kangaroo more recently and are still relatively less developed.

I had a go at the chain example:

(I just added a new rigid curve component for this, and will post the example after uploading the new version)

I've just uploaded the new release on Food4Rhino, and the example file for the above demo on GitHub.

Hi Daniel,

Great to see your update! It works really well, especially after a bit tune of the strengths to prevent them from breaking apart. 

I am wondering about another issue about the rigid collision of Kangaroo. Since it is a bit different question, I will start a new thread right away.

Thank you Daniel!

Hi Daniel,

I have been working with RigidBody, SolidCollide & Hinge for a while these days. I found it really mysterious to me how exactly collision is happening in Kangaroo...

The four cubes are attached to each other on their edges initially. They start to fall and collide with the ground. More importantly, I want them to collide with each other during this process.

I have been struggling about what might be wrong, since they always keep going through each other, even though I already set the strength of SolidCollide super high (1000). How should I make it right?

Another question is about the hinge. I notice that even if I disable the Hinge, the objects are still somehow attached on edges due to auto-combing of the two points. Do I still need the Hinge component?

Thank you!

Attachments:

RSS

About

Translate

Search

Photos

  • Add Photos
  • View All

Videos

  • Add Videos
  • View All

© 2024   Created by Scott Davidson.   Powered by

Badges  |  Report an Issue  |  Terms of Service