able all the components from that group.I know it's slowing down a lot, but the rhino performance is really poor on layouts. In Rhino 6 WIP it's a lot better though.
For the issue with different amount of drill holes i made an example script, how i would go for a solution to this. It's just a suggestion.
1) Do a little script that catches those holes and bake them to a separate layer.In my example i just generated them with GH.
2) Use RhinoCount (is installed with FabTools) to name the curves in Rhino by clicking one after the other. But first diable the layers, with the other geometry, so you don't accidentally click on geometry which you don't want to count.
You have 2 counters 1 for the part the second for the holes on each object. Increment the object counter if you have counted all holes of 1 object. By clicking on each hole the counter increments all by itself. Take a look at this command!
1 Click creates 1 Dot and renames the Rhino object. You can turn on/off all specific features of RhinoCount with the checkboxes. (see settings above)
And....this should be the result after some clicks:
3) If counted, you can reference the counted geometry again to GH with the counting as Datatree. (See attached GH File).
Then estimate the maximum amount of holes on one object in your drawing.Create a template with the amount of detail views and do the process from the layout tutorial again. For all objects with less holes you will have to delete the detail view which didn't have a target point or you do a sort of grouping for the hole centers and estimate the center of that group. You can be creative ;-)
I hope this helps. Good Work,
FF…
Added by Florian Frank at 7:49am on January 21, 2016
the pipe component .I have one curve ,but Pipe component outputs two pipes .This guide curve have two kinks . Pipe component fails at one of them .
Bug #3
I guess this bug may have been fixed .
Wish #1
I hope adding an "reverse list" option to the right-click menu .I think this would be useful (at least for myself).
Wish #2
I hope the SimplifyTree component would clear the zeros located at the end and middle of branch in condition the branches have same length.For example, I have a tree looks like :
A = {0;1;0} B = {0;1;0;1}
C = {0;1;0;0;1;0;0;0}
After simplify ,I get:
A = {1} B = {1;0;1}
C = {1;0;0;1}
And if the tree structure is something like:
A={0;0;1;0}
B={0;0;1;1}
C={0;0;1;2}
After simplify ,I get:
A={1;0}
B={1;1}
C={1;2}
But If the tree is:
A={0;0;0;0;0;0}
B={0;0;1;0;1;0}
C={0;0;1;0;2;0}
I get:
A={0;0}
B={1;1}
C={1;2}
WIsh #3
I came across conditions that there is no direct way to handle some Datatree matching problems . And now I think I find what's the problem :GH now lack the capability to make cross reference between lists/branches .For example, I have two trees ,the first one have two branches {0}&{1}, the other have three branches{0}&{1}&{2}.Now GH would do:
what I want is :
If this can come true ,I can say it would be very very very useful . I just have a coarse idea on how to do that: Like () wrap items,{} wrap branches, then [] wrap trees .
Say I have a tree [0] ,which have three brabches{0},{1},{2}. So [0]=[{0};{1};{2}] or [0]=[{0},{1},{2}]
If this is ruled, the following fomula is meanningful:
[0]=[{0}] (this means tree[0] just have one branch)
[0]=[{0;0;0};{0;0;1};{0;0;2}]
[0]=[{0;0};{0;1};{0;2}]=[{0;0;0};{0;0;1};{0;1};{0;2}]After that, Maybe we could match [{0};{1}] and [{0};{1};{2}] very easily (Longest List;Shortest List;Cross Reference) ??
I tried to explain the concept of "tree" to my friends ,but I am confuzed somewhere myself .For example ,how could we have a tree including branches {0},{0;0}and{0;0;0} at the same time??{0} should be the biggest tree trunk,and {0;0} is part of {0} .{0;0;0} is just the smallest trunk and store the least data inside .How could the biggert trucks are empty while only the smallest branches contain items ?(David drawed a datatree that tell this,remember??)
But if this idea is acceptable ,then I could make a fairy tale about tree to them :
(Long long ago...)
[0] is a tree ,[1] is a tree.
{0},{1},{0;0}.{0;1;0} are branches.
{0}=(0,1,2,3,4,5) is branch.
[0]= [{0;0;0};{0;0;1};{0;0;2] is a standard tree .
[0]=[{0;0;0};{0;0;2};{0;0;3] is a pruned tree.
[{0};{0;0};{0;0;0}] is an illegal tree .
Gh is lenient enough to allow the existence of illegal tree .
Gh is lenient enough to allow the existence of empty trees& empty branch&null items.
We can use PathMapper to transform an illegal tree into a legal one and vice versa . We can use PathMapper to do any things to tree&branch&item.
Wish #4
wish for Split List component : it would have a wrap option just like many other components.In this way , we can split a list of data at -1 .I think this would be useful .
wish #5
wish for a Preview toggle component .See picture below (it's fake).
this toggle look mostly like the boolean toggle, but it have a input param by which we can control the preview logically and smartly .
When there is no input ,we can control swith the preview with a double click action .This toggle component could control all gh geometry overriding the global setting .The link curve between toggle and target works just like the galapagos.
Wish #6
Wish for adding arc angle output to both Arc 3pt and Arc SED components.This would make things easier sometimes .
Wish #7
Many times I were puzzled that a same gh script would perform perfect if the input is single surface but buggy while the input is more than one surface .After debuging many times ,I just found that if one or two component of the script do things smarter ,this kind of bugs would never happen again !! Simply saying:we need a optional datatree match behavior. Say I have two datatree [{0;0};{0;1}] and [{0;0;0};{0;0;1};{0;0;2};{0;0;3};
{0;1;0};{0;1;1};{0;1;2};{0;1;3}] Normally {0;0} matchs {0;0;0},{0;1} matchs other branches (Longest List behavior).Now I need {0;0} matchs {0;0;0},{0;0;1},{0;0;2},{0;0;3} separately and {0;1} matchs {0;1;0};{0;1;1};{0;1;2};{0;1;3} separately .I cant describe this matching rules accurately but it's very obvious .I hope you can understand the meaning .
I remember David said once that he would not change anything about the datatree matching rules in order to avoid destroy people's production work .And that is my bottomline too .What I want is when I need one component to match the input datatree in this way ,I can switch it (just it ) into this mode (Assuming these is a "xxx mode" option in component's right-click menu ). In this way ,All the exist Gh def would not be destoryed.
PS. I am not carping but I found the DivideKink param input of Divide Curve component is useless except adding a segments output .
…
ng is deciding how and where to store your data. If you're writing textual code using any one of a huge number of programming languages there are a lot of different options, each with its own benefits and drawbacks. Sometimes you just need to store a single data point. At other times you may need a list of exactly one hundred data points. At other times still circumstances may demand a list of a variable number of data points.
In programming jargon, lists and arrays are typically used to store an ordered collection of data points, where each item is directly accessible. Bags and hash sets are examples of unordered data storage. These storage mechanisms do not have a concept of which data comes first and which next, but they are much better at searching the data set for specific values. Stacks and queues are ordered data structures where only the youngest or oldest data points are accessible respectively. These are popular structures for code designed to create and execute schedules. Linked lists are chains of consecutive data points, where each point knows only about its direct neighbours. As a result, it's a lot of work to find the one-millionth point in a linked list, but it's incredibly efficient to insert or remove points from the middle of the chain. Dictionaries store data in the form of key-value pairs, allowing one to index complicated data points using simple lookup codes.
The above is a just a small sampling of popular data storage mechanisms, there are many, many others. From multidimensional arrays to SQL databases. From readonly collections to concurrent k-dTrees. It takes a fair amount of knowledge and practice to be able to navigate this bewildering sea of options and pick the best suited storage mechanism for any particular problem. We did not wish to confront our users with this plethora of programmatic principles, and instead decided to offer only a single data storage mechanism.*
Data storage in Grasshopper
In order to see what mechanism would be optimal for Grasshopper, it is necessary to first list the different possible ways in which components may wish to access and store data, and also how families of data points flow through a Grasshopper network, often acquiring more complexity over time.
A lot of components operate on individual values and also output individual values as results. This is the simplest category, let's call it 1:1 (pronounced as "one to one", indicating a mapping from single inputs to single outputs). Two examples of 1:1 components are Subtraction and Construct Point. Subtraction takes two arguments on the left (A and B), and outputs the difference (A-B) to the right. Even when the component is called upon to calculate the difference between two collections of 12 million values each, at any one time it only cares about three values; A, B and the difference between the two. Similarly, Construct Point takes three separate numbers as input arguments and combines them to form a single xyz point.
Another common category of components create lists of data from single input values. We'll refer to these components as 1:N. Range and Divide Curve are oft used examples in this category. Range takes a single numeric domain and a single integer, but it outputs a list of numbers that divide the domain into the specified number of steps. Similarly, Divide Curve requires a single curve and a division count, but it outputs several lists of data, where the length of each list is a function of the division count.
The opposite behaviour also occurs. Common N:1 components are Polyline and Loft, both of which consume a list of points and curves respectively, yet output only a single curve or surface.
Lastly (in the list category), N:N components are also available. A fair number of components operate on lists of data and also output lists of data. Sort and Reverse List are examples of N:N components you will almost certainly encounter when using Grasshopper. It is true that N:N components mostly fall into the data management category, in the sense that they are mostly employed to change the way data is stored, rather than to create entirely new data, but they are common and important nonetheless.
A rare few components are even more complex than 1:N, N:1, or N:N, in that they are not content to operate on or output single lists of data points. The Divide Surface and Square Grid components want to output not just lists of points, but several lists of points, each of which represents a single row or column in a grid. We can refer to these components as 1:N' or N':1 or N:N' or ... depending on how the inputs and outputs are defined.
The above listing of data mapping categories encapsulate all components that ship with Grasshopper, though they do not necessarily minister to all imaginable mappings. However in the spirit of getting on with the software it was decided that a data structure that could handle individual values, lists of values, and lists of lists of values would solve at least 99% of the then existing problems and was thus considered to be a 'good thing'.
Data storage as the outcome of a process
If the problems of 1:N' mappings only occurred in those few components to do with grids, it would probably not warrant support for lists-of-lists in the core data structure. However, 1:N' or N:N' mappings can be the result of the concatenation of two or more 1:N components. Consider the following case: A collection of three polysurfaces (a box, a capped cylinder, and a triangular prism) is imported from Rhino into Grasshopper. The shapes are all exploded into their separate faces, resulting in 6 faces for the box, 3 for the cylinder, and 5 for the prism. Across each face, a collection of isocurves is drawn, resembling a hatching. Ultimately, each isocurve is divided into equally spaced points.
This is not an unreasonably elaborate case, but it already shows how shockingly quickly layers of complexity are introduced into the data as it flows from the left to the right side of the network.
It's no good ending up with a single huge list containing all the points. The data structure we use must be detailed enough to allow us to select from it any logical subset. This means that the ultimate data structure must contain a record of all the mappings that were applied from start to finish. It must be possible to select all the points that are associated with the second polysurface, but not the first or third. It must also be possible to select all points that are associated with the first face of each polysurface, but not any subsequent faces. Or a selection which includes only the fourth point of each division and no others.
The only way such selection sets can be defined, is if the data structure contains a record of the "history" of each data point. I.e. for every point we must be able to figure out which original shape it came from (the cube, the cylinder or the prism), which of the exploded faces it is associated with, which isocurve on that face was involved and the index of the point within the curve division family.
A flexible mechanism for variable history records.
The storage constraints mentioned so far (to wit, the requirement of storing individual values, lists of values, and lists of lists of values), combined with the relational constraints (to wit, the ability to measure the relatedness of various lists within the entire collection) lead us to Data Trees. The data structure we chose is certainly not the only imaginable solution to this problem, and due to its terse notation can appear fairly obtuse to the untrained eye. However since data trees only employ non-negative integers to identify both lists and items within lists, the structure is very amenable to simple arithmetic operations, which makes the structure very pliable from an algorithmic point of view.
A data tree is an ordered collection of lists. Each list is associated with a path, which serves as the identifier of that list. This means that two lists in the same tree cannot have the same path. A path is a collection of one or more non-negative integers. Path notation employs curly brackets and semi-colons as separators. The simplest path contains only the number zero and is written as: {0}. More complicated paths containing more elements are written as: {2;4;6}. Just as a path identifies a list within the tree, an index identifies a data point within a list. An index is always a single, non-negative integer. Indices are written inside square brackets and appended to path notation, in order to fully identify a single piece of data within an entire data tree: {2,4,6}[10].
Since both path elements and indices are zero-based (we start counting at zero, not one), there is a slight disconnect between the ordinality and the cardinality of numbers within data trees. The first element equals index 0, the second element can be found at index 1, the third element maps to index 2, and so on and so forth. This means that the "Eleventh point of the seventh isocurve of the fifth face of the third polysurface" will be written as {2;4;6}[10]. The first path element corresponds with the oldest mapping that occurred within the file, and each subsequent element represents a more recent operation. In this sense the path elements can be likened to taxonomic identifiers. The species {Animalia;Mammalia;Hominidea;Homo} and {Animalia;Mammalia;Hominidea;Pan} are more closely related to each other than to {Animalia;Mammalia; Cervidea;Rangifer}** because they share more codes at the start of their classification. Similarly, the paths {2;4;4} and {2;4;6} are more closely related to each other than they are to {2;3;5}.
The messy reality of data trees.
Although you may agree with me that in theory the data tree approach is solid, you may still get frustrated at the rate at which data trees grow more complex. Often Grasshopper will choose to add additional elements to the paths in a tree where none in fact is needed, resulting in paths that all share a lot of zeroes in certain places. For example a data tree might contain the paths:
{0;0;0;0;0}
{0;0;0;0;1}
{0;0;0;0;2}
{0;0;0;0;3}
{0;0;1;0;0}
{0;0;1;0;1}
{0;0;1;0;2}
{0;0;1;0;3}
instead of the far more economical:
{0;0}
{0;1}
{0;2}
{0;3}
{1;0}
{1;1}
{1;2}
{1;3}
The reason all these zeroes are added is because we value consistency over economics. It doesn't matter whether a component actually outputs more than one list, if the component belongs to the 1:N, 1:N', or N:N' groups, it will always add an extra integer to all the paths, because some day in the future, when the inputs change, it may need that extra integer to keep its lists untangled. We feel it's bad behaviour for the topology of a data tree to be subject to the topical values in that tree. Any component which relies on a specific topology will no longer work when that topology changes, and that should happen as seldom as possible.
Conclusion
Although data trees can be difficult to work with and probably cause more confusion than any other part of Grasshopper, they seem to work well in the majority of cases and we haven't been able to come up with a better solution. That's not to say we never will, but data trees are here to stay for the foreseeable future.
* This is not something we hit on immediately. The very first versions of Grasshopper only allowed for the storage of a single data point per parameter, making operations like [Loft] or [Divide Curve] impossible. Later versions allowed for a single list per parameter, which was still insufficient for all but the most simple algorithms.
** I'm skipping a lot of taxonometric classifications here to keep it simple.…
Added by David Rutten at 2:22pm on January 20, 2015
ocessed once Grasshopper is done with whatever it's doing now.
3) Grasshopper tells the Slider object that the mouse moved and the slider works out the new value as implied by the new cursor position.
4) The slider then expires itself and its dependencies ([VB Step 1] in this case, but there can be any number of dependent objects).
5) When [VB Step 1] is expired by the slider, it will in turn expire its dependencies (VB Step 2), and so on, recursively until all indirect dependencies of the slider have been expired.
6) When the expiration shockwave has subsided, runtime control is returned to the slider object, which tells the parent document that stuff has changed and that a new solution is much sought after.
7) The Document class then iterates over all its objects (they are stored in View order, not from left to right), solving each one in turn. (Assuming the object needs solving, but since in your example ALL objects will be expired by a slider change, I shall assume that here).
8) It's hard to tell which object will get triggered first. You'd have to superimpose them in order to see which one is visually the bottom-most object, but let's assume for purposes of completeness that it's the [VB Step 1] object which is solved first.
9) [VB Step 1] is triggered by the document, which causes it to collect all the input data.
10) The input parameter [x] is asked to collect all its data, which in turn will trigger the Slider to solve itself (it got expired in step 4 remember?). This is not a tricky operation, it merely copies the slider value into the slider data structure and shouts "DONE!".
11) [x] then collects the number, stores it into its own data structure and returns priority to the [VB Step 1] object.
12) [VB Step 1] now has sufficient data to get started, so it will trigger the script inside of it. When the script completes, the component is all ready and it will tell the parent document it can move on to the next object (the iteration loop from step 7).
13) Let us assume that the slider object is next on the list, but since it has already been solved (it was solved because [VB Step 1] needed the value) it can be skipped right away, which leaves us with the last object in the document which is still unsolved.
14) [VB Step 2] will be triggered by the document in very much the same way as [VB Step 1] was triggered in step 9. It will also start by collecting all input data.
15) Since all the input data for [VB Step 2] is either defined locally or provided by an object which has already been solved, this process is now swift and simple.
16) Upon collecting all data and running the user script, the component will surrender priority and the document becomes active again.
17) The document triggers a redraw of the Grasshopper Canvas and the Rhino viewports and then surrenders priority again and so on and so forth all the way up the hierarchy until Grasshopper becomes idle again.
[end boring]
Pretty involved for a small 3-component setup, but there you have it.
To answer somewhat more directly your questions:
- The order in which objects are solved is the same as the order in which they are drawn. This is only the case at present, this behaviour may change in the future.
- Adding a delay will not solve anything, since the execution of all components is serial, not parallel. Adding a delay simply means putting everything on hold for N milliseconds.
- [VB Step 1] MUST be solved prior to [VB Step 2] because otherwise there'd be no data to travel from [GO] to [Activate]. The only tricky part here is that sometimes [VB Step 1] will be solved as part of the process of [VB Step 2], while at other times it may be solved purely on its own merits. This should not make a difference to you as it does not affect the order in which your scripts are called.
--
The Man from Scene 24…
Added by David Rutten at 4:43pm on December 10, 2009
ou will see all of the available components on a ribbon at once so there is no need to keep clicking drop down menus.
It's all about discoverability with GH. What if you're a beginner and don't know about the Create Facility (dbl click canvas) how can you find Extr?
Even if you hover over every component or use the drop down lists you will not see the name Extr appear anywhere.
Sure it makes sense that Extr is short for Extrude but it's also the Nick Name of Extrude to Point component
So you can easily miss the fact that one has a Distance Input verses a Point Input.
I think I made the move to Icons around about the move from version 0.5 to 0.6, possibly before. I initially thought that I would go back to text because I loved the mono chromatic look of the text but I soon realised that Icons were the way forward. The greatest benefit is speed. You don't need to digest and decipher every component (which is written 90 degrees to the norm).
I'm not saying you should move to Icons forthwith but at least consider that once you have a better knowledge and understanding of GH, Icons will set you free.
My top ten tips that I would highly recommend to anyone wanting to better themselves with GH.
1) Turn on Draw Icons
2) Turn on Draw Fancy Wires
3) Turn on Obscure Components
4) Use the Create Facility like a Command Line eg "Slider=-1<0.75<2" or "Shiftlist=-1"
5) Use Component Aliases to customise your use of the Create Facility eg giving the Point XYZ component an alias of XYZ will bring it up as the first option on the Create Facility as opposed to the other possibilities.
6) Try to answer other people's questions even if it's not relevant to your own area. By looking into solving a problem outside of your comfort zone and then posting your results it is very rewarding but it also lets you see the other approaches that get posted in a new light.
7) Take the time to understand Data/Path structures.
8) Buy a second monitor - There is nothing that can compare to real estate when working in Grasshopper.
9) Read Rajaa Issa's Essential Mathematics
10) Pick a panel in a tab on the ribbon and get to know every component inside and out and then move on. Start with the Sets Tab > List Panel…
http://www.pilkington.com/) dominates the planar market. Charges "around" 1K Euros per m2 for a "plain" system. Personally in bespoke projects I design my own stuff but due to economies of scale ... they cost a bit more (but they look far more sexier, he he) . On the other hand only in a bespoke project I could dare to suggest such a solution (for a large scale building we are talking lots and lots of dollars).
3. Several scales below (aesthetics) you can find static alu systems (either structural or semi-structural):
Or hinged systems (either structural or semi-structural) capable to adapt in contemporary double curvature facades/roofs/envelopes/cats/dogs etc etc ... pioneered worldwide many years ago by my best friend Stefanos Tampakakis (everybody in UAE knows that genius man: http://www.alustet.gr/company.html):
4. With the exception of some paranoid things that Guru Stefanos does for Zaha these days we are talking about planar "facets" (obviously a triangle is such a planar facet). The current trend is: the more edges the better (humans excel in vanity matters). But achieving planarity in, say, quads (like yours) it adds another "restriction" on what you are doing. Until recently Evolute Tools Pro was the only answer. But right now ... well let's say that in short time you'll be greatly surprised by some WOW things in this Noble Forum, he he.
5. MERO (and obviously custom systems) can adapt (at almost no extra charge) in anything imaginable. But in a bespoke building ... well.. you know ultra rich people: they don't want MERO anymore since "everybody" does MERO solutions. Vanity, what else?
6. Smart Glass would become a must in the years to come: Eco-Architecture MUST dominate everything you do. On the other hand spending millions to do some extra WOW stuff (Vanity) ... it doesn't look to me very Eco-Friendly/Whatever ... but let's pretend so, he he.
7. I'm Architect but a bit different from the norm: for instance I smoke cigars (highly politically incorrect stuff) I always talk openly (ditto) and I ride lethal bikes (ditto).
may the Force (as always the Dark Option) be with you: go out there and kill them all.
best, Peter
…
Ladybug + Honeybee:
(Follow steps 0-4 for basic functionality and 0-9 for full functionality)
0. If you have an old version of LB+HB, download the file here (https://app.box.com/s/ds96em9l6stxpcw8kgtf)
and open it in Grasshopper to remove your old Ladybug and Honeybee version.
1. Make sure that you have a working copy of both Rhino and Grasshopper installed.
2. Open Rhino and type "Grasshopper" into the command line (without quotations). Wait for grasshopper to load.
3. Install GHPython 0.6.0.3 by downloading the file at this link (http://www.food4rhino.com/project/ghpython?ufh) and
drag the .gha file onto the Grasshopper canvas.
4. Select and drag all of the userObject files (downloaded with this instructions file) onto your Grasshopper canvas.
You should see Ladybug and Honeybee appear as tabs on the grasshopper tool bar.
(If you are reading this instruction on github you can download them from http://www.food4rhino.com/project/ladybug-honeybee)
5. Restart Rhino and Grasshopper. You now have a fully-functioning Ladybug. For Honeybee, continue to the following:
6. Install Radiance to C:\Radiance by downloading it from this link (https://github.com/NREL/Radiance/releases/download/4.2.2/radiance-4.2.2-win32.exe) and running the exe.
7. Install Daysim 4.0 for Windows to C:\DAYSIM by downloading it at this link (http://daysim.ning.com/page/download) and running the exe.
8. Install EnergyPlus 8.1 to C:\EnergyPlusV8-1-0 by going to the DOE website (http://apps1.eere.energy.gov/buildings/energyplus/energyplus_download.cfm), making an account, going to "download older
versions of EnergyPlus, selecting 8.1 and running the exe.
9. Copy falsecolor2.exe (http://pyrat.googlecode.com/files/falsecolor2.exe) and evalglare.exe (http://www.ise.fraunhofer.de/en/downloads-englisch/software/evalglare_windows.zip/at_download/file) to C:\Radiance\bin
10. You now have a fully-working version of Ladybug + Honeybee. Get started visualizing weather data with these video tutorials (https://www.youtube.com/playlist?list=PLruLh1AdY-Sj_XGz3kzHUoWmpWDXNep1O).
After I've done all the above I followed this video
https://vimeo.com/96155674
And everything works well.
…
nted" in space (at instance definition creation phase): indicates the obvious fact that if garbage in > garbage out (try it).
2. Load the GH thing. Task for you: Using Named Views locate the points of interest as described further and make a suitable view. That way you can navigate rather easily around (hope dies last).
3. Your attractors are controlled from here:
The slider in blue picks some attractor to play with. You can use this while the K2 is running.
4. Don't change anything here (think of it as a black box: who cares how it works? nobody actually):
5. Enable the other "black box": job done your real-life stuff is placed:
6. Enable the solver: your "real-life" things start to bounce around:
7. Go there are play with the slider. A different attractor yields an other solution:
8. With real-life things in place if you disable the C# ... they are instantly deleted and you are back in lines/points and the likes:
9. Either with instance definitions or Lines/points change ... er ... hmm ... these "simple" parameters and discover the truth out there:
10. Since these are a "few" and they affect the simulation with a variety of ways ... we need a "self calibrating" system: some mini big Brother that does the job for us. Kinda like applying safely the brakes when it rains (I hate ABS mind).
NOTE: the rod with springs requires some additional code ,more (that deals with NESTED instance definitions) in order to (b) bounce as a whole and at the same time (b) elongates or shrinks a bit.
More soon.
…
ng/702/30
EDIT: DK2 works, not with positional tracking yet (14/09/15)
Source is here:
https://github.com/provolot/RhinoRift
Steps:
1) Download these files (also attached below):
https://github.com/provolot/oculus-grasshopper/raw/master/oculus-grasshopper_v0.4.ghx
https://github.com/provolot/oculus-grasshopper/raw/master/OpenTrackRiftGrasshopperUDP.ini
https://github.com/provolot/oculus-grasshopper/raw/master/oculus-grasshopper-test_v0.1.3dm
2) Download OpenTrack - http://ananke.laggy.pk/opentrack/, and setup/install. Once installed, double-click to open.
3) In OpenTrack, load the 'OpenTrackRiftGrasshopperUDP.ini' profile. Click the 'Start' button and move your Rift around - make sure that it looks like the Yaw/Pitch/Roll data is being sent. TX/TY/TZ will all be 0, as Oculus doesn't have absolute positioning data.
4) In Rhino, open the test 3dm. You'll notice that there are two viewports - called 'LeftEye' and 'RightEye'. These have been placed to mimic where the screens should be for the Oculus Rift --- but only when Rhino is in fullscreen mode, with the command 'Fullscreen'. The placement needs to be tweaked, but should work.
If you want to use your own model, you can load your own .3dm file in Rhino, then you can right-click on the viewport name, and go to Viewport Layout > Read from File. If you then load my test file, Rhino should open my two viewports, sized correctly, onto your model.
The placement of these viewports need to be tweaked; if you find a better viewport layout, upload an empty Rhino file with your viewports, and we can share eye-layout 'templates'!
5) In Grasshopper, open the .ghx definition. Everything that is multiple-grouped is a value that can be changed. Two things here:
- IPD: Set this and convert it to the proper units for your model.
- Left/right viewport names. In this case, leave this as-is, since you're using my example file.
6) Turn on the Grasshopper Timer, if it isn't on already.
7) In the GH definition, toggle 'SyncEyes' to be True. Then, in the left viewport, try orbiting around with the mouse. The 'RightEye' viewport should move around as well, pretty much simultaneously.
8) In OpenTrack, click 'Start', then toggle 'ReadUDP' to be True. You should see the 'OpenTrackInfo' panel fill with data that's constantly changing.
9) Move around the landscape with your camera, and when you set on a starting view that's ideal, click the triangle of the Data Dam component to 'store' the data.
10) Finally, toggle 'OculusMove' to be true. If all works correctly, both viewports should move based on the Rift's movement.
Let me know if you have any problems!
Cheers,
Dan…
Added by Dan Taeyoung at 11:47pm on December 10, 2013