We are aware of the issue, and have some ideas for a more robust approach, but simply haven't had the time recently.
As general pointers, using 3 sided tubes causes more problems than with higher numbers. Very short segments, duplicate or overlapping input, and tight angles also cause problems.
and I think it will always be problematic to apply it recursively as you have done - skeletonizing a wireframe, then skeletonizing the wireframe of the skeleton, and subdividing the result is going to result in meshes with tens of millions of vertices, which will probably push the limits of rhino/gh.
Mario A. Benavides
Jan 17, 2013
Jonny Blackmore
Having the same origin (0,0,0) issue with Exoskeleton.
Any one find a fix?
Cheers,
Jonny
Jan 23, 2013
Daniel Piker
Hi guys,
We are aware of the issue, and have some ideas for a more robust approach, but simply haven't had the time recently.
As general pointers, using 3 sided tubes causes more problems than with higher numbers. Very short segments, duplicate or overlapping input, and tight angles also cause problems.
and I think it will always be problematic to apply it recursively as you have done - skeletonizing a wireframe, then skeletonizing the wireframe of the skeleton, and subdividing the result is going to result in meshes with tens of millions of vertices, which will probably push the limits of rhino/gh.
Jan 23, 2013