ing; 95% of all the available tutorial material seems to be from an earlier build, like .7 or something.
Hexagonal Grid is a lot different with it's inputs and outputs changed a lot, and yeah I know Vector multiplication is now assumed by the ordinary one use serves all multiplication function but still generally this issue is the only confusing thing in the entire program which is otherwise quite clear. And it's not just these functions...there's quite a few I'm bumping up against and it's really eating into my study time to have to search and search for the substitute which is often the exact same function with a new name. I know there has to be change to have progress but...
I've tried to think my way around this and after a lot of work on various tutorials I've eventually forced things to work but I really wish things hadn't been thrown out with such brutal haste.
Thus I was wondering; is there an earlier build available that would allow me to go back to say, the Grasshopper Generative Modeling For Rhino tutorials? Link?
Sorry to bother you with this but it would really hasten the learning process..…
Added by Fabrizio123 at 11:02pm on January 24, 2011
y differences that are inconsequential to me, choosing one or the other appears to simply be a matter of a choice in programming style.
I've been active on this forum for a couple of months now. From the cross section of my interests, about 95% of the scripts I've encountered are written in VB rather than C#. My natural choice would be to learn C# because I took some C++ in college and I like the refined style. But I'm a little concerned about learning C# with respect to GH because most of the stuff here is in VB.
Is it just coincidence that Grasshopper users happen to come from other arenas that use VB more? Or, am I missing something that I should know before learning how to script for GH?
Also, once you learn one language well, is it fairly simple to read into and do minor hacking or tweaking in the other, since they are based on the same libraries?
My questions are fairly straight forward. I'm trusting that people in the GH community can keep their cool more than on most forums when a "this versus that" question is asked. Thanks for your understanding.…
Added by Gabe Krause at 12:22pm on February 4, 2011
occured during processing of command: GrasshopperPlug-In = GrasshopperFont 'Segoe UI' does not support style 'Regular'.Stack trace: at System.Drawing.Font.CreateNativeFont() at System.Drawing.Font.Initialize(FontFamily family, Single emSize, FontStyle style, GraphicsUnit unit, Byte gdiCharSet, Boolean gdiVerticalFont) at System.Drawing.Font.Initialize(String familyName, Single emSize, FontStyle style, GraphicsUnit unit, Byte gdiCharSet, Boolean gdiVerticalFont) at System.Drawing.Font..ctor(String familyName, Single emSize, FontStyle style, GraphicsUnit unit, Byte gdiCharSet) at Grasshopper.GUI.GH_DocumentEditor.InitializeComponent() in C:\dev\Grasshopper\1.0\root\src\GH_DocumentEditor.Designer.vb:line 329 at Grasshopper.GUI.GH_DocumentEditor..ctor() in C:\dev\Grasshopper\1.0\root\src\GH_DocumentEditor.vb:line 1779 at Grasshopper.Plugin.Commands.ShowGrasshopperEditor(Boolean ShowUponLoad) in C:\dev\Grasshopper\1.0\root\src\GH_GrasshopperCommands.vb:line 22 at Grasshopper.Plugin.Commands.Run_Grasshopper() in C:\dev\Grasshopper\1.0\root\src\GH_GrasshopperCommands.vb:line 94 at GrasshopperPlugin.GrasshopperCommand.RunCommand(IRhinoCommandContext context) at RhDN_TemplateCommand<CRhinoCommand,RMA::Rhino::MRhinoCommand>.RunCommand(RhDN_TemplateCommand<CRhinoCommand\,RMA::Rhino::MRhinoCommand>* , CRhinoCommandContext* context)---------------------------OK ---------------------------
Any ideas?…
, and made the below definition to try it out. (lots of components to draw a line, but I'm just trying to understand the equation)
I had been searching for advice on some geometry topics worth exploring for a class, and now I'm in the class and the teacher wants me to start by learning about splines in general (not nurbs). I just spent the day learning linear spline interpolation, then quadratic, then cubic. I didn't try working them by hand yet, but I'm getting the concepts. It seems cubic is the lowest degree where you can get C2 continuity, which makes it smooth. I read over parameterization and how that simplifies the number of equations. I read about space curves, and then the differences between Hermite, Catmull-Rom, and Cardinal spline, but then got tired and had a cocktail.
So I guess I'm looking for any direction or advice on how to understand parametric curves in 3d space, and how they can be defined (splines or otherwise). Thanks!!!
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nts but as there are polylines and surfaces in it, they are conflicting as the geometries are overlapping and intersecting.
The input for the model is a centre point and four connecting points: we can call them CNT, A, B, C and D. The model works for these points - it's quite complicated with lots of polylines, vector geometry, surfaces, rotations, etc. - but it still works and has an output of two breps.
If I had a compilation of N sets of CNT, A, B, C and D's, is there a way of feeding each of these into the grasshopper in individual sets rather than just plugging in the huge set of numbers - e.g. feeding in CNT1, A1, B1, C1 and D1 and getting a result before moving on to CNT2, A2, B2, C2 and D2?
I've tried looking through tree structures, but it seems to be failing when the size of the set isn't known - e.g. how to extract all the information from trees when N isn't know using list item (i=0, i=1, i=2..., i=N).
I hope I've managed to explain the problem adequately, I can make up an easier to understand Grasshopper model later if I haven't explained well...
Thanks in advance for any comments, pointers, etc.…
creating the structural frame, finding the endpoints, linking these endpoints with curves and afterwards lofting the surfaces between the curves.
The results were quite nice, however, the procedure is very time consuming and inefficient. There is just too much copy-pasting involved.
(see attached file: "Old Attempts.zip" )
Mesh relaxation:
I have later on used Daniel Piker's tutorials on Mesh Relaxation and realized that this might be the way to go.
The link to these online tutorials on wewanttolearn.net is:
https://wewanttolearn.wordpress.com/2011/10/22/mesh-relaxation-kangaroo-tutorial/
His tutorials, however, only deal with mesh boxes which are ideal cubes. He then joins them together in various directions, but it is under 90 degrees angle.
( see attached file: "Daniel Pikers Examples" )
What I would like to achieve:
I want my bridges to go in all directions and angles, not just under 90 degree angle.
Ideally I would like to make a square (polygon) follow a curve (which moves in all axis) at certain number of division points. I would then loft these squares into a mesh and use that shape as a mesh box. I would later use this mesh box and relax it the same way as Daniel Piker used the cubes in his tutorial. The anchor points are only the vertices of the squares which create the lofted mesh box.
( see attached file: "New Attempts" )
As you can see below this procedure works even if the curve is moving in all directions not only along xy axis. There are, however, many problems connected to it.
The problem:
Despite all the effort I cannot seem to come up with a design where I would be able to draw a random curve which would be the guideline for my mesh box and then apply this box to one definition in order to relax the mesh and create the shape that I want. Without this I am again forced into a lot of copy pasting as the final mesh box is made out of several sections.
Also is there any way I could make the final resulting mesh a bit smoother? Increasing the number of mesh faces is probably the only way, right?
Thank you guys so much for any potential help.
All best,
Luka
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POSTS
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ike using something like the Z vector, but technically you can use any vector you want. This vector will actually determine the static rotatation of all the planes, so you can control that here if you like. One important thing that I've noticed is that the closer the vector is to the plane of the curve or if its too similar to one of the tangent vectors, the more likely you'll have "flipping"
2) Take the cross product between the tangent and the static vector. This will be your first perpendicular vector, which you can use for the X component of the plane.
3) Take the cross product between the tangent and the result of the previous cross product. Use this result as the Y component of the plane. All three components (X, Y, and Z (which is the tangent vector)) are all perpendicular to each other now.
After you've done that you should have planes that decrease twisting. If your curve is not planar, then there will always be some twisting in the frames, but it will be minimal enough to use them effectively.
There also may be "flipping" within the frames, which means one (or both) of two things. First, you could have planes that have reversed their vectors, so the X vector is properly oriented, but pointing down when it should be pointing up. Second, the X and Y vectors could have potentially swapped, so that Y "should" be X and X "should" be Y. In order to check these things, you'll need to do a few tests. The first one is find out whether the vector (X or Y) of the plane your testing is pointing in the opposite direction of previous vector. The second test is to find out whether the vector (X or Y) of the plane your testing is perpendicular to the previous vector. In both cases, an angle test between the two vectors will be able to tell you what you need to know, but you will likely NEVER get exactly 180 for an opposite test or 90 for a perpendicular test. That means that you have to choose a range with which to determine that a given vector is opposite or perpendicular.
You should start testing the X vector to see if anything is wrong. If you find that the X vector is fine, then just move on because Rhino will only allow you to create right handed planes, and the Z vector (the tangent) will always be the same.
I don't believe that there's a native function within the old dotNET SDK for calculating angles, so use the example at the link below. It basically takes the arcCosine of the Dot Product of the two vectors your testing to return the angle in Radians. I'm not sure if this function is included in RhinoCommon or not....
http://wiki.mcneel.com/developer/sdksamples/anglebetweenvectors…
ed when membrane cones are invited to the party (then mesh (via Starling is the best way) the brep and send data to Kangaroo : the easiest thing to do). But patch doesn't trim the inner Loops and ... well initially I thought to find this in SDK and do the job:
Well... I confess that I can't get the gist of the Brep.Trim (as explained in SDK).
Thus go to plan B: having already the closed breps (the "cones") as cutters ... attempt a Boolean difference
but this does that (this looks to me a bit paranoid, but some reason must exist):
What I want is this:
the code that mess things is (open the script inside definition attached):
BTW: where in SDK is that DeBrep thing?
BTW: Delaunay GH syntax is still cryptic to me (but this is not an issue anymore)
I would greatly appreciate any help on that final step (to greatness).
The full working definition soon (v5: with 90% of components replaced by C# stuff).
best, Peter
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