algorithmic modeling for Rhino
Where can i get a working example of an inflated cushion? Like the one in the video.
It's just what I needed to get started.
dear, your definition is cool.
but i tried to add different meshes and it doesn't work! maybe i got lost with the values or my mesh is not really close? (it was, a cylinder) see attach.
I had the same problem. Things that fixed it: scale geometries up, rebuild mesh normals, make the time step smaller in the kangaroo settings block
I'm getting some bugs...
In this one, the resulting mesh is skewed due to the transition from quad to triangular. Otherwise, the mesh just spins around...
Can anybody offer me any pointers here?
The definition below shows a different, more symmetrical way of triangulating the mesh (using weaverbird's 'stellate' component), that should help stop the mesh spinning around.
Also, I've added an example of colliding the inflating mesh with a solid like you asked about in your email.
Thanks Daniel. I expect this will help a lot. Right now its not running though - The first error is on the first 'Mesh' component: "Solution exception: Object reference not set to an instance of an object"
Is there supposed to be geometry going into the 'move' command upstream of that? I'm getting a translation vector, but no geometry.
Currently, believe that I have Kangaroo, WB, and Meshedit installed. Am I missing something else?
got it to run by using a list item to have just the naked vertices feed to the move command.
Wow, this is incredibly cool, and incredibly fast. How is it that your stuff always runs so smoothly and fast compared to mine? Are there any heuristics I could use to help reduce computation load and speed things up in my definitions?
Glad it helps,
The error you mention sounds like it is caused by having an older version of Kangaroo.
Version 0.084 slightly changed the nakedvertices component to output both the index of which points are clothed/naked and the vertices themselves.
As for speed - using as simple meshes as possible helps (though too coarse and the behaviour will be compromised). If you want to have a smoother result, you can always subdivide the Kangaroo output with WeaverBird, but by keeping this subdivision downstream of the physics simulation you reduce the amount of computation significantly.
Cool. I can definitely try that.
I think my issue is coming from my meshes then. I start with a mesh as you have created, then create cylindrical Breps, and turn them to meshes, and subtract them from the initial bag mesh (then unify normals). This creates the 'buttons' I need, but results in a lot of tiny faces. Then I have to use WBQuadSplit to return everything to quads, and things run very slowly.
Thank you again for your assistance. Should my project go anywhere, I will let you know, and give you the opportunity to accept or decline an acknowledgement before hand.
hey i was trying to check the definition but as soon as i open it on grasshopper a lengend shows up saying that im missing the inflate mesh component
where can i find it?