Grasshopper

algorithmic modeling for Rhino

Curve Crease_Form Finding 2 surface with two different curvature

Hi everyone! 

I am starting developing a personal project wich explore curve crease. 

Online i found some example at http://www.curvedfolding.com/profiles/blogs/grasshopper-kangaroo-fo... 

where they used a simplify code from the kingkong plugin to create curved crease.

What i am trying to do is ricreate something like that but using two different geometry with two different curved.(One fisical model explain better what i am trying to achive in the img. Planar and Curved). 

What i try until now is try to use a different approach. 

1)Start with the two surface, transform it in mesh and use the component spring from mesh to activate the internal force.

2)divide the edge with the 2 different curvature that i want to join and connect the points trough lines that they will be the springs. 

3) Connect everything to the kangaroo component 

The problem is that the geometry does not react the way i want.

Hope to catch your interest, i will be very happy to have some help on this problem.

Thankyou very much 

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I saw the script but i think the approach to fix the side point doesn't take in consideration the material propieties, in the case of paper doesn't deform like that. 

I understand that gravity is a variable, but i think in this case, all it needs is internal force. 

The only constrain is the stiching lines in the center wich impose the material to take sortain shape. 

BTW:

By speaking about "bent" what exactly do you have in mind? Bent in relation with what? (a) "gravity" (i.e. an umbrella stick [don't ask ...] vector derived from the pairs. (b) proximity to something else (i.e. some attractors that push/pull things), (c) something else???

Or you mean that the surfaces should "join" in the proximity of the intersection of the extended surfaces? (when this is obviously achievable).

Note: in order to "normalize" (avoid the zig-zag, that is) the new "common edge"  ... obviously another MIA constrain is required (V3 does this).

What i want to achive is have a simulation of the phisical model build in paper that i post, that means join the surface on the sides and by joining the material react taking that shape. 

That's because as i sad, adding force gravity on the mesh, make it react as a normal membrane. 

I am sorry, hope is more clear. 

Well ... "gravity" is used as another (possible or not) option. Since you have a rather total control on mesh pts (and anchors) via V2A ... just add the K1 component that you think is suitable for your goals (or try K2).

If the auto transpose algo fails (I can imagine a lot of "unsuitable" surface pairs) use manual transpose control to achieve U to U match. 

Peter i really appreciate your effort, but the way you talk i don't really understand, i am not a programmer and i am trying to learn better grass and kangaroo by appling in a project. 

Is there is a way, you can suggest me and the others how we can simulate that beahaviour? 

My effort not bringing  me too far. 

Thankyou again

Hmm ...

1. Programming has nothing to do with the core questions of yours in this thread. I mean that quite possibly there's a way to do that entirely with native components. But it's not that simple as it appears.

2. Reason that I use C# is that it's far easier (and faster) for me to work that way. Helping new users is one thing but the time/effort required for a complete solution is another animal (always within the good Samaritan bandwagon).

I wonder if actually you need this: surfaces "match" towards a common edge derived by extending them properly. BTW: doing this with "paper" meas that we are talking about planar surfaces (or for developable ones).

I understand the problem, just increase the stiffness factor in the spring for mesh components and it kinda works, but still not the exact geometry. 

Now the problem is that the angle deform the shape too much, not keeping it smooth! 

After all this effort, i finally complete the task! i made and it works with the springs that attach the two surface and the spring the works as a repulsion! 

It was more easy that i tough! 

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Hi Luigi, did you mean to say "surface crease" in the discussion title? (Your post from this morning seems to confirm that.) If so, Artyom has given some valuable pointers, and I would suggest setting the MeshSurface U parameter to 1.
I think that will get you a bit closer to your goal, and it will reveal that you need to have equal length segments to match them up at the seam. (So you will have to create the meshes in a different way.) Mårten Nettellbladt's work can probably help you. Though this is not my field of expertise whatsoever, I'll attach my attempt anyway.

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Notice: I forgot to set the slider indicated by "start low..." back to something about 5 to 10 in the definition I posted~

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