Desperate!How to develop a space frame structure based on very complex surface? - Grasshopper2024-03-28T10:42:18Zhttps://www.grasshopper3d.com/forum/topics/desperate-how-to-develop-a-space-frame-structure-based-on-very?commentId=2985220%3AComment%3A1839161&feed=yes&xn_auth=noPS: A sequel of screenshots r…tag:www.grasshopper3d.com,2017-10-25:2985220:Comment:18400062017-10-25T07:11:28.145Zpeter fotiadishttps://www.grasshopper3d.com/profile/peterfotiadis
<p>PS: A sequel of screenshots related to the "blob to truss" task:</p>
<p>Blob (Tsplines):</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769071071?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2769071071?profile=RESIZE_1024x1024" width="721"></img></a> TSpline to closed polusurface:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769071766?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2769071766?profile=RESIZE_1024x1024" width="721"></img></a> Brep to Mesh:…</p>
<p></p>
<p>PS: A sequel of screenshots related to the "blob to truss" task:</p>
<p>Blob (Tsplines):</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769071071?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769071071?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>TSpline to closed polusurface:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769071766?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769071766?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>Brep to Mesh:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769072049?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769072049?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>Mesh to W depth truss (bottom layer triangles meaning that the top is hexagons):</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769073492?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769073492?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>MERO KK system:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769074163?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769074163?profile=RESIZE_1024x1024" class="align-full" width="721"/></a><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769074705?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769074705?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>Clash situations between sleeves/cones:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769075013?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769075013?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>Note: A real-life irregular truss of that type is the most challenging task in parametric design by a huge margin. Not recommended at all for anyone not extensively familiar with coding.</p> Some generic guidelines:
1. I…tag:www.grasshopper3d.com,2017-10-24:2985220:Comment:18396242017-10-24T07:16:52.151Zpeter fotiadishttps://www.grasshopper3d.com/profile/peterfotiadis
<p>Some generic guidelines:</p>
<p>1. It's far easier to convert your Brep (i.e. a list of BrepFaces) to some mesh and then attempt to make a truss out of this. You can use Mesh Machine or some external subdivision app (Modo, Z Brush etc) in order to get "as equal" as possible mesh faces. </p>
<p>For instance ... see a <strong>W depth truss</strong> (tri mesh > meaning that the "out" grid is hexagons) out from a Kangaroo "inflated" mesh:…</p>
<p></p>
<p>Some generic guidelines:</p>
<p>1. It's far easier to convert your Brep (i.e. a list of BrepFaces) to some mesh and then attempt to make a truss out of this. You can use Mesh Machine or some external subdivision app (Modo, Z Brush etc) in order to get "as equal" as possible mesh faces. </p>
<p>For instance ... see a <strong>W depth truss</strong> (tri mesh > meaning that the "out" grid is hexagons) out from a Kangaroo "inflated" mesh:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769339272?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769339272?profile=RESIZE_1024x1024" class="align-full" width="721"/></a><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769339726?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769339726?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>2. A space frame is NOT a collection of abstract lines ... meaning that clash members detection (via trigonometry and NOT by checking boolean intersections) is far more important than the "concept" it self. If "live" alterations are required for addressing local clash issues ... well ... that's 100% impossible with native components.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769340381?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769340381?profile=RESIZE_1024x1024" class="align-full" width="721"/></a><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769340929?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769340929?profile=RESIZE_1024x1024" class="align-full" width="721"/></a><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769341652?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769341652?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>See a typical clash detection capability:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769341808?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769341808?profile=RESIZE_1024x1024" class="align-full" width="721"/></a></p>
<p>3. A truss without proper connectivity Data Trees means nothing in real-life (vertices to edges, vertex to vertex, edges to vertices).</p>
<p>4. Each "standard" truss member (say: sleeves, cones and the likes) should be an <strong>instance definition placed in space according appropriate orienting planes</strong>. That way you may be able to handle thousands of components that in real-life participate in any truss of a certain size.</p>
<p>All the above are far easier to do with code (V4 is impossible with components).</p> something like this, but this…tag:www.grasshopper3d.com,2017-10-23:2985220:Comment:18394112017-10-23T18:28:10.986ZSirui Zhouhttps://www.grasshopper3d.com/profile/SiruiZhou
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769335536?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2769335536?profile=RESIZE_1024x1024" width="721"></img></a> something like this, but this space frame structure is wrong, especially at the surface connection and the <span lang="en" xml:lang="en">perimeter</span>. You can take a look at my skin rhino file, basically it is a sapce frame structure developed from that…</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769335536?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769335536?profile=RESIZE_1024x1024" class="align-full" width="721"/></a>something like this, but this space frame structure is wrong, especially at the surface connection and the <span lang="en" xml:lang="en">perimeter</span>. You can take a look at my skin rhino file, basically it is a sapce frame structure developed from that skin.</p> I think it could be helpful t…tag:www.grasshopper3d.com,2017-10-23:2985220:Comment:18391612017-10-23T18:04:39.024ZDaniel Pikerhttps://www.grasshopper3d.com/profile/DanielPiker
<p>I think it could be helpful to try and clarify a bit exactly what are the properties of the solution you are after.</p>
<p>Maybe make some sketches of what you are imagining.</p>
<p>At the moment the question is very open, and we'd just be guessing if we try and propose detailed solutions.</p>
<p>I think it could be helpful to try and clarify a bit exactly what are the properties of the solution you are after.</p>
<p>Maybe make some sketches of what you are imagining.</p>
<p>At the moment the question is very open, and we'd just be guessing if we try and propose detailed solutions.</p> Thank you! If I build the sur…tag:www.grasshopper3d.com,2017-10-23:2985220:Comment:18391552017-10-23T17:38:14.027ZSirui Zhouhttps://www.grasshopper3d.com/profile/SiruiZhou
<p>Thank you! If I build the surface individually, the spaceframe will not contimue from the surface to the column. Let's say I want to build the spaceframe a 5'*5'*5' triangles grid. The depeth is also 5'. I tried the mesh suggestion before, but it didn't work. Since some pieces are just too small and some pieces are too large. But space frame is eventually a grid. </p>
<p>Thank you! If I build the surface individually, the spaceframe will not contimue from the surface to the column. Let's say I want to build the spaceframe a 5'*5'*5' triangles grid. The depeth is also 5'. I tried the mesh suggestion before, but it didn't work. Since some pieces are just too small and some pieces are too large. But space frame is eventually a grid. </p> It's hard to give you a sugge…tag:www.grasshopper3d.com,2017-10-23:2985220:Comment:18392432017-10-23T17:29:22.214ZLouis Leblanchttps://www.grasshopper3d.com/profile/LouisLeblanc
<p>It's hard to give you a suggestion without knowing what the requirements for the spaceframe are. You could give meshing algorithms a try. For example MeshMachine or Cocoon should be able to break that surface up into a bunch of triangles and use shorter pieces where the curvature is tighter.</p>
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<p>You could also rebuild the top as a single surface to use your standard UV tools and then build your columns another way.</p>
<p>It's hard to give you a suggestion without knowing what the requirements for the spaceframe are. You could give meshing algorithms a try. For example MeshMachine or Cocoon should be able to break that surface up into a bunch of triangles and use shorter pieces where the curvature is tighter.</p>
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<p>You could also rebuild the top as a single surface to use your standard UV tools and then build your columns another way.</p>