orking with a script for a while. I uploaded both .3dm and .gh files. The script I made works fine, but I want to optimize as much as possible. (As I want to later to combine it with processing while playing with moving objects, so the script needs to be as fast as possible). And I see that your pyhton scripts could make things much easier. The concept about the script is similar to paper sharp bending. Imagine there are bunch of polygon sheets, and when they cross, their corners bend vertically in 90 degree. Quite simple in description, but took a few days to script it. Anyway I uploaded it.
The issue I would like to ask you, if there is a possibility to script these lines without culling duplicate lines. It is the same idea of keeping data tree of points that belongs to certain curve. But in this case lines instead of points.
Here is the link to animation I made with this script:
https://vimeo.com/85115102
Best,
Petras
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t towards the other curve that the span connects to). The effectively gives you 4 bezier curves that, if patched, will give you a surface that has corners whose normals are (approximately) the tangent vectors of the curves at those points.
the file is not that pretty, but it gets the job done.
You can change the slider values to change the amplitude of each of these bezier vectors.
You can also toggle between dividing the curves by distance or by number of segments (since there is the problem of running out of curve length when you divide by distance).
Note: I had to first rebuild your curves because there was something funky about them. I just rebuilt in rhino with 25 control points.
The crvs are internalized in the GH file, so you just need to open this file and the curves will already be reference.
Best,
Brian…
Added by Brian Harms at 3:28pm on February 6, 2017
tter put curve division depending on the length ... so constant length division. If you want to straitghten the curves fixe the node (roads intersections) and link them with lines.
100 points per curve => 720 s !
20 points per curve => 90 s !
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rankenstein all together as I wanted in the beginning, hehe nearly forgot it.
(Rotating every new branch 90° blabla), should be not too difficult.
Reagrding to your last comment, I see this not as exercise for something to be built. Just to learn the clash thing. Obviusily it would be ways nicer do it as you described but I know that is far away from what I can reach at the moment.
When you say "... locate the clash events (easy)." So just put in the Tree when no intersection happens.
Maybe later I can ask you to give an example of how to do this.
Below: image of SardineTree ready to get harvested
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ie une section ronde quand je lui assigne la fonction pipe, pour ce qui est du réseau polaire peut tu m'en dire davantage pour arrivé a repliquer l'helice j'ai utilisé la fonction " rotate " a laquelle j'ai appliqué une fonction degré avec une expression X/360 et du coup j'oriente les courbe a 90 , 180 et 270 par exemple si j'ai 4 courbe. Mais peut être que ma logique n'est pas bonne et qu'il faut balayé sur une courbe et après répété la fonction le nombre de fois souhaité.
je joins un exemple en fichier joint de ce que j'ai fait pour l'instant
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ying to create an adaptable canopy made up from a surface which has been divided in to a number of squares. lets say 5 x 5.
I want the canopy to respond by closing (rotating the squares) 90 degrees. when an attractor comes close to the square,
Is there a way to reference multiple squares without having to add a massive piece of script for every square.
Hope this is a clear question?
The Script is attached.…
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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