How to get Plane Normal to always orient UV in the same direction? - Grasshopper2024-03-28T23:09:06Zhttps://www.grasshopper3d.com/forum/topics/how-to-get-plane-normal-to-always-orient-uv-in-the-same-direction?commentId=2985220%3AComment%3A1224576&feed=yes&xn_auth=noYou can make it even simpler…tag:www.grasshopper3d.com,2015-02-14:2985220:Comment:12245762015-02-14T21:24:14.135ZHannes Löschkehttps://www.grasshopper3d.com/profile/HannesLoeschke
<p>You can make it even simpler by using DivideCurve to replace the PFrames and Eval Components by one (actually two) component(s).</p>
<p>You can make it even simpler by using DivideCurve to replace the PFrames and Eval Components by one (actually two) component(s).</p> Damn, ok your solution is eve…tag:www.grasshopper3d.com,2015-02-13:2985220:Comment:12240712015-02-13T17:31:20.261ZArmin Seltzhttps://www.grasshopper3d.com/profile/ArminSeltz
<p>Damn, ok your solution is even simpler ;)</p>
<p>Damn, ok your solution is even simpler ;)</p> Ok, now I've seen it correctl…tag:www.grasshopper3d.com,2015-02-13:2985220:Comment:12240692015-02-13T17:30:00.824ZRiccardo Majewskihttps://www.grasshopper3d.com/profile/RiccardoMajewski
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768958637?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2768958637?profile=original" width="676"></img></a> Ok, now I've seen it correctly. (Is this so?)</p>
<p>Used cross product now:</p>
<p>In case you don't know (1 month ago, I didn't) the resulting vector of a cross product is a vector that is normal to both input vector (A & B)... and its length is equal to the area of the parallelogram formed by A+B (except you set unitize to true, then length is set to…</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768958637?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768958637?profile=original" width="676" class="align-full"/></a>Ok, now I've seen it correctly. (Is this so?)</p>
<p>Used cross product now:</p>
<p>In case you don't know (1 month ago, I didn't) the resulting vector of a cross product is a vector that is normal to both input vector (A & B)... and its length is equal to the area of the parallelogram formed by A+B (except you set unitize to true, then length is set to 1)</p>
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<p></p> Ah OK, thanks to your start I…tag:www.grasshopper3d.com,2015-02-13:2985220:Comment:12241782015-02-13T17:29:55.577ZArmin Seltzhttps://www.grasshopper3d.com/profile/ArminSeltz
<p>Ah OK, thanks to your start I have now found the solution which is even simpler:</p>
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<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768958181?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2768958181?profile=RESIZE_1024x1024" width="721"></img></a></p>
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<p>Now its always pointing towards the top point :)</p>
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<p>But it gave me a lot of understanding about how to best create planes. So thank…</p>
<p>Ah OK, thanks to your start I have now found the solution which is even simpler:</p>
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<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768958181?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/2768958181?profile=RESIZE_1024x1024" width="721" class="align-full"/></a></p>
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<p>Now its always pointing towards the top point :)</p>
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<p>But it gave me a lot of understanding about how to best create planes. So thank you!!</p> Thank you, its almost what I…tag:www.grasshopper3d.com,2015-02-13:2985220:Comment:12241702015-02-13T17:21:45.824ZArmin Seltzhttps://www.grasshopper3d.com/profile/ArminSeltz
<p>Thank you, its almost what I want.</p>
<p>Yes, I know I should be using vectors more directly, but you know, I only did A-Level Maths, so I never really used vector calculations.</p>
<p>Anyways. Your solution seems simple, but its not what I need. Have a look at the images below.</p>
<p>Your solution:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768958230?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2768958230?profile=original" width="410"></img></a></p>
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<p>My (buggy) solution:…</p>
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<p>Thank you, its almost what I want.</p>
<p>Yes, I know I should be using vectors more directly, but you know, I only did A-Level Maths, so I never really used vector calculations.</p>
<p>Anyways. Your solution seems simple, but its not what I need. Have a look at the images below.</p>
<p>Your solution:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768958230?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768958230?profile=original" width="410" class="align-full"/></a></p>
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<p>My (buggy) solution:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768958138?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768958138?profile=original" width="414" class="align-full"/></a></p>
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<p>The plane needs to be tilted to its "pointing" towards the top point.</p> Maybe you just lost while bui…tag:www.grasshopper3d.com,2015-02-13:2985220:Comment:12242682015-02-13T17:11:49.454ZRiccardo Majewskihttps://www.grasshopper3d.com/profile/RiccardoMajewski
<p>Maybe you just lost while building the definition (?)</p>
<p>(I haven't even looked at you "Rotation" group... as I can't understand its use...</p>
<p>rebuild your definition :P )</p>
<p>To manage planes I suggest to always:</p>
<p>- create a starting plane from origin, vector x (tangent of the curve), vector y (vector A to B);</p>
<p>- deconstruct and reconstruct your plane with rearranged XYZ components (by shuffling and inverting vectors) to achieve the plane you want.</p>
<p>(This can be…</p>
<p>Maybe you just lost while building the definition (?)</p>
<p>(I haven't even looked at you "Rotation" group... as I can't understand its use...</p>
<p>rebuild your definition :P )</p>
<p>To manage planes I suggest to always:</p>
<p>- create a starting plane from origin, vector x (tangent of the curve), vector y (vector A to B);</p>
<p>- deconstruct and reconstruct your plane with rearranged XYZ components (by shuffling and inverting vectors) to achieve the plane you want.</p>
<p>(This can be solved faster and lighter by working with vectors, like with vector cross product etc.... and creating directly the final plane... but somehow I fond easier to follow with this method)</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768956432?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768956432?profile=original" width="680" class="align-full"/></a>Maybe it helps.</p>
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