Shelling polysurfaces for fabrication and miters - Grasshopper2024-03-29T07:50:22Zhttps://www.grasshopper3d.com/forum/topics/shelling-polysurfaces-for-fabrication-and-miters?commentId=2985220%3AComment%3A1103762&feed=yes&xn_auth=noexcellent!! the solution is s…tag:www.grasshopper3d.com,2015-10-02:2985220:Comment:13722312015-10-02T11:19:59.386ZJonhttps://www.grasshopper3d.com/profile/Frank683
<p>excellent!! the solution is so elegant, thanks!</p>
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<p>excellent!! the solution is so elegant, thanks!</p>
<p></p> Check it, y'all!http://www.jo…tag:www.grasshopper3d.com,2014-12-01:2985220:Comment:11788582014-12-01T13:40:21.248ZJoshua Jordanhttps://www.grasshopper3d.com/profile/jorudan
<p>Check it, y'all!<br/><br/><a href="http://www.jordangriska.com/dolos/" target="_blank">http://www.jordangriska.com/dolos/</a><br/><br/>I'm not the artist, just the grasshopper.</p>
<p>Check it, y'all!<br/><br/><a href="http://www.jordangriska.com/dolos/" target="_blank">http://www.jordangriska.com/dolos/</a><br/><br/>I'm not the artist, just the grasshopper.</p> We wont tell anyone... (kidd…tag:www.grasshopper3d.com,2014-07-29:2985220:Comment:11081072014-07-29T19:07:30.546Ztazhttps://www.grasshopper3d.com/profile/taz
<p>We wont tell anyone... (kidding). Post an update when you can!</p>
<p>We wont tell anyone... (kidding). Post an update when you can!</p> Ohh I'm bummed I came into it…tag:www.grasshopper3d.com,2014-07-28:2985220:Comment:11074692014-07-28T21:45:51.345ZJoshua Jordanhttps://www.grasshopper3d.com/profile/jorudan
<p>Ohh I'm bummed I came into it after the era of Kangaroo sound effects. I think they would overlap quite closely with a Roadrunner/Coyote cartoon.<br/><br/>This has been quite helpful, both in supplied definitions and linked research. Have been able to rationalize a large piece of public art. Will supply pics/details as they become declassified.</p>
<p>Ohh I'm bummed I came into it after the era of Kangaroo sound effects. I think they would overlap quite closely with a Roadrunner/Coyote cartoon.<br/><br/>This has been quite helpful, both in supplied definitions and linked research. Have been able to rationalize a large piece of public art. Will supply pics/details as they become declassified.</p> Very true... Pondering your…tag:www.grasshopper3d.com,2014-07-23:2985220:Comment:11054192014-07-23T01:45:38.291Ztazhttps://www.grasshopper3d.com/profile/taz
<p>Very true... Pondering your statements while keeping this thread alive a bit longer.</p>
<p>Very true... Pondering your statements while keeping this thread alive a bit longer.</p> :) hmm "CINCH" - that reminds…tag:www.grasshopper3d.com,2014-07-19:2985220:Comment:11041102014-07-19T17:50:13.510ZDaniel Pikerhttps://www.grasshopper3d.com/profile/DanielPiker
<p>:) hmm "CINCH" - that reminds me, maybe I should put the sound effects back in Kangaroo... (some of the earlier versions made noises)</p>
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<p>Regarding constant thickness and the offset meshes Taz mentions below - there are several different types of 'constant offset' meshes we can talk about.</p>
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<p>- Vertex-vertex, where the distance between the corresponding vertices of the inner and outer mesh are all the same (potentially simplifying the node detail)</p>
<p>- Face-face,…</p>
<p>:) hmm "CINCH" - that reminds me, maybe I should put the sound effects back in Kangaroo... (some of the earlier versions made noises)</p>
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<p>Regarding constant thickness and the offset meshes Taz mentions below - there are several different types of 'constant offset' meshes we can talk about.</p>
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<p>- Vertex-vertex, where the distance between the corresponding vertices of the inner and outer mesh are all the same (potentially simplifying the node detail)</p>
<p>- Face-face, constant distance between corresponding faces (simpler panels)</p>
<p>- Edge-edge - constant depth beams</p>
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<p>The first 2 can be achieved if the mesh has the property of being <em>conical</em> or <em>circular</em> respectively (and you can use Kangaroo to optimize for either of these properties, and in general this requires slight modification of the form).</p>
<p>Unfortunately exact edge-edge offsets are generally not possible in most cases, even allowing shape modification. If you look at figure (b) in the post below, you can see that for the beams to 'node out' both top and bottom and be equal depth, they would have to also form the same angle to the node axis, which severely limits the possible geometries.</p>
<p>However, in practice the difference is usually much smaller than shown there, and the node can often be detailed in such a way as to conceal it entirely.</p> !!I'm sure I'm not the first…tag:www.grasshopper3d.com,2014-07-18:2985220:Comment:11037622014-07-18T21:52:26.304ZJoshua Jordanhttps://www.grasshopper3d.com/profile/jorudan
<p>!!<br></br><br></br>I'm sure I'm not the first one to point out, vis a vis kangaroo, that elegant solutions to geometry problems are just that much more *satisfying* when they CINCH firmly into place.<br></br><br></br>There is, as Taz references below, a resulting rationalisation issue with incident edges not aligning if you are required to have edges (or beams as it were) of constant thickness. But this solution still allows you to articulate the original mesh surface (on the inside in the above case)…</p>
<p>!!<br/><br/>I'm sure I'm not the first one to point out, vis a vis kangaroo, that elegant solutions to geometry problems are just that much more *satisfying* when they CINCH firmly into place.<br/><br/>There is, as Taz references below, a resulting rationalisation issue with incident edges not aligning if you are required to have edges (or beams as it were) of constant thickness. But this solution still allows you to articulate the original mesh surface (on the inside in the above case) perfectly. it's great!</p> Mr. Piker fell for my trap! …tag:www.grasshopper3d.com,2014-07-18:2985220:Comment:11038182014-07-18T21:19:24.592Ztazhttps://www.grasshopper3d.com/profile/taz
<p>Mr. Piker fell for my trap! This fun will get me through Friday afternoon...</p>
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<p>I "think" (in a non-mathematical proof type way) there may be geometrical constraints between having coplanar vertex normals and a constant offset mesh (i.e. beams of all the same depth) except for some of the trivial cases Joshua started with.</p>
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<p>Pesky fabrication issues...</p>
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<p>From Pottmann:…</p>
<p>Mr. Piker fell for my trap! This fun will get me through Friday afternoon...</p>
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<p>I "think" (in a non-mathematical proof type way) there may be geometrical constraints between having coplanar vertex normals and a constant offset mesh (i.e. beams of all the same depth) except for some of the trivial cases Joshua started with.</p>
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<p>Pesky fabrication issues...</p>
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<p>From Pottmann:<a href="http://storage.ning.com/topology/rest/1.0/file/get/2768901556?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768901556?profile=original" width="572" class="align-full"/></a></p>
<p></p> tag:www.grasshopper3d.com,2014-07-18:2985220:Comment:11037602014-07-18T20:30:48.869ZDaniel Pikerhttps://www.grasshopper3d.com/profile/DanielPiker
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768902273?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768902273?profile=original" width="528" class="align-full"/></a></p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/2768902273?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768902273?profile=original" width="528" class="align-full"/></a></p> You are right that what you a…tag:www.grasshopper3d.com,2014-07-18:2985220:Comment:11037552014-07-18T20:21:29.709ZDaniel Pikerhttps://www.grasshopper3d.com/profile/DanielPiker
<p>You are right that what you are after is coplanar vertex normals.</p>
<p>Here's a definition with Kangaroo that achieves this directly by flattening each beam</p>
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<p>You are right that what you are after is coplanar vertex normals.</p>
<p>Here's a definition with Kangaroo that achieves this directly by flattening each beam</p>
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