Go back to previous tree structure after set of operations? - Grasshopper2024-03-29T12:17:31Zhttps://www.grasshopper3d.com/forum/topics/go-back-to-previous-tree-structure-after-set-of-operations?commentId=2985220%3AComment%3A1843050&feed=yes&xn_auth=noWell...it's one way, at least…tag:www.grasshopper3d.com,2017-10-29:2985220:Comment:18430062017-10-29T20:29:28.440ZDavid Stasiukhttps://www.grasshopper3d.com/profile/DavidStasiuk
<p>Well...it's <em>one</em> way, at least. :)</p>
<p>Well...it's <em>one</em> way, at least. :)</p> David! That is great! Thank y…tag:www.grasshopper3d.com,2017-10-29:2985220:Comment:18430022017-10-29T20:07:32.626ZShynnSuphttps://www.grasshopper3d.com/profile/ShynnSup
<p>David! That is great! Thank you.</p>
<p>So that was the way huh? I knew I was missing components knowledge to solve this. Thanks for the explanation, lesson learned.</p>
<p>David! That is great! Thank you.</p>
<p>So that was the way huh? I knew I was missing components knowledge to solve this. Thanks for the explanation, lesson learned.</p> When cull patterns reorder t…tag:www.grasshopper3d.com,2017-10-29:2985220:Comment:18432562017-10-29T19:40:51.299ZDavid Stasiukhttps://www.grasshopper3d.com/profile/DavidStasiuk
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769337959?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2769337959?profile=RESIZE_1024x1024" width="721"></img></a></p>
<p>When cull patterns reorder the objects from your original path structure (as it does here), your best bet is to extract your original path structure and let it follow the same reordering processes that are being applied to the objects in question. Then you can flatten your re-ordered objects, graft them into a new, simple tree (one path per object) and reapply your…</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2769337959?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2769337959?profile=RESIZE_1024x1024" width="721" class="align-full"/></a></p>
<p>When cull patterns reorder the objects from your original path structure (as it does here), your best bet is to extract your original path structure and let it follow the same reordering processes that are being applied to the objects in question. Then you can flatten your re-ordered objects, graft them into a new, simple tree (one path per object) and reapply your original data structure using the replace paths component.</p>
<p></p> i think you could have a look…tag:www.grasshopper3d.com,2017-10-29:2985220:Comment:18429912017-10-29T19:01:16.641ZChapulin Coloradohttps://www.grasshopper3d.com/profile/ChapulinColorado
<p>i think you could have a look at replace members</p>
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<p>i think you could have a look at replace members</p>
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<p></p> The problem is that I use a c…tag:www.grasshopper3d.com,2017-10-29:2985220:Comment:18430502017-10-29T17:49:20.329ZShynnSuphttps://www.grasshopper3d.com/profile/ShynnSup
<p>The problem is that I use a cull pattern to re structure my tree. So an original tree of 78 branches (78 lines) becomes 407 branches (407 circles). Then I perform a move on the 407 branch tree but now I need to go back to 78. Unflattening the tree organizes the points in wrong order....</p>
<p>The problem is that I use a cull pattern to re structure my tree. So an original tree of 78 branches (78 lines) becomes 407 branches (407 circles). Then I perform a move on the 407 branch tree but now I need to go back to 78. Unflattening the tree organizes the points in wrong order....</p>