ve I want to use.
I want to then divide the curve and paste in a few other components (diamonds in my case) that are placed perpendicular to the curve. To achieve this I'm using the Perpendicular Frames component to extract frames from the curve and then I orient the other geometry to these frames. This works fine, except for one issue I have which is that the middle frame generated by the PFrames component seems to be rotated 90 degrees from the other frames. Because of this the geometry I try to orient obviously also orients in the wrong direction.
Attached are two images that hopefully illustrate the problem, you can see that the middle frame has another direction in comparison with the rest. Why is this happening? It must have something to do with the initial curve and at one point I thought it might be because I used 'join curves' to create the curve from two other curves but when I tried it on another curve that I also extracted using Deconstruct Brep that wasn't joined, the same thing is happening. Does anyone maybe know what's happening here? Thanks!…
is we pumped some insulating foam into the mould to act as a further compression element to the initial blue rods. At this moment in time I am trying to create a grasshopper script to mirror this material behaviour
I have been playing around with the twist_frames script but it's not exactly what I want. In an ideal world I could create a relatively simple mesh and then have it tighten around the linear elements. This would mean that the initial model is made so that the mesh meets the points before the kangaroo is initialised.
Just to note. This image should be rotated 90 counter clockwise. The model tapers to the end because we weren't able to spray the foam to the bottom this should not be a concern for the script as that is a physical hurdle rather then a digital. Also, the model was hung thought out the process so was not in a state of tensile equilibrium
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Added by Conor Scully at 6:26pm on November 25, 2014
direction.) these lines are important because they're all straight lines. The idea is then to have curved pieces going the opposite direction to form the lattice (doesn't have to be exactly 90 degrees right now).
So far, I haven't been having much luck with things like curve on surface or isotrim, and I'm a bit stuck. Even if someone had an idea for an approach, that would be a huge help. Here's where I get to before running into difficulties:
I've also highlighted two points on the straight pieces to show the approximate direction of where the curved connecting pieces would ideally go. I tried using those as uv points for a curve-on-surface, but with no luck!
Any help would be massively appreciated!…
m boundary for a much more fine-grained voronoi. So it may be similar to the 2D voronoi groups, but not really.
I managed to create the points within the geometry, and build a fine-grained voronoi diagram, but could not cut it down using SDiff.
Now I have a few questions:
1. Is there a better method to create the points? Because first generating thousands points in a bounding box and then throwing away 90% of them is quite time consuming and doesn't seem to be an elegant way.
2. Is there a good method to convert a mesh into a brep? Then I could use SDiff to get me a result (but I'm still not sure if that is exactly what I want)
3. Is there overall a better/smarter approach to the problem?
Thank you very much for your help :)
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late the angles between each.
My script so far isThe error occurs in line 90+91 I dont know why this is happening they should all be vectors since they are stored in a Vector3d list.
So if anybody could enlighten would be really appreciated.
Thanks and nice monday!…
divides itself in 3.
Parameters: Length and Angle (the middle one is fixed, the other two vary in angle).
Goal: The circles need to be tangent at all times. So if you reduce the radius, the angle would close in order to bring the circles close together, till they are tangent.
When you increase the radius, the angle opens, up to a maximum of 90 degrees. From this point onward, the only parameter that can make the circles still be tangent is the length of the lines, which should increase in order to keep the circles tangent.
Thanks for any help
Shynn
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13;2} ... 20.{13;12}
21. {21;0}22. {21;1}23. {21;2} ... 41. {21;20}
42. {34;0}43. {34;1}44. {34;2} ... 75. {34;33}
76. {55;0}77. {55;1} ... ....
I want to grab the first 8 [0-7], the next 13[8-20], the next 21[21-42] etc
so i have the (known fibonacci seq) list of numbers on the left here:
C S
8 0
13 8
21 21
34 42
55 76
89 131
144 220
233 364
and i need the list on the right, so that i can select items using a Series (N=1 and S and C from the list above) and a List Item component.
the simple question is:
is there a component that can take a list and accumulate it in this way that I need?
if not, is there anyone that can point me to a simple relevant VB example so i could easily adapt it?
many thanks,
gotjosh…
oxes in the most efficient way within boundaries of object and follow the following constraints. The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables: (1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!…
Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…
re is my problem... I need to arrange Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…