, but without modifying the lists order:
suposing i have a structure list
(Paths = 75)
{0} (N = 51)
{2} (N = 51)
{3} (N = 51)
{4} (N = 51) ...............
I`m trying to apply to that list of values the statement:
if x>y then x=0
if x<y then x=x/z
but i need the list structure to keep exactly the same.
I`d be very thankful for any ideas on how to approach this problem.
Many thanks,
Roberto
…
each face of the mesh, but apparentely rhinoscriptsyntax.MeshVertexColors doesn't give me an output I can read and use , and same goes when I try to use rhinoscriptsyntax.ColorHLSToRGB command
look:
import rhinoscriptsyntax as rs
rs.Command("_selmesh")
rs.Command("unweld 0")
rs.UnselectAllObjects
rs.AddLayer("MainMesh")#'pick Mesh which is unwelded at 0strObject = rs.GetObject("Select mesh", 32)#'store mesh in base layerrs.ObjectLayer(strObject,"MainMesh")#' get the face vertices of the mesharrFaces = rs.MeshFaces(strObject, True)#'get the vertex colors of the meshcolor = rs.MeshVertexColors(strObject)
i = 0
arrFace = []arrHLS = []arrFaceVertices2 = []
while i <= len(arrFaces)-1:''''''arrFace.append(arrFaces[i]) ''''''arrFace.append(arrFaces[i+1]) ''''''arrFace.append(arrFaces[i+2]) ''''''arrFace.append(arrFaces[i+3]) ''''''arrHLS.append(rs.ColorRGBToHLS(color[i])) ''''''print(color[i]) ''''''print arrHLS
'''''' i = i + 4
''''''arrFace = [] ''''''arrHLS = [] ''''''arrFaceVertices2 = []
############
The result I get is :
Color [A=255, R=55, G=55, B=55][<Rhino.Display.ColorHSL object at 0x00000000000001F7 [Rhino.Display.ColorHSL]>]Color [A=255, R=55, G=55, B=55][<Rhino.Display.ColorHSL object at 0x00000000000001F8 [Rhino.Display.ColorHSL]>]Color [A=255, R=55, G=55, B=55][<Rhino.Display.ColorHSL object at 0x00000000000001F9 [Rhino.Display.ColorHSL]>]Color [A=255, R=59, G=59, B=59][<Rhino.Display.ColorHSL object at 0x00000000000001FA [Rhino.Display.ColorHSL]>]Color [A=255, R=55, G=55, B=55][<Rhino.Display.ColorHSL object at 0x00000000000001FB [Rhino.Display.ColorHSL]>]
But if I try to get color[i][0] I get an error, how can I access to the numbers RGB or the HLS one as numbers?
Thanks a lot!
V.…
he process. The last one is there because fixing it would cause another problem, which we feel is more serious. Solutions may well be forthcoming in the future though.
1. Grasshopper curves and points are drawn more towards the camera than they really are. This is a conscious decision. Often Rhino geometry and Grasshopper geometry exist in the same place. If we would draw the Grasshopper preview in place, then there's no telling whether you'd see the Rhino curve or the Grasshopper curve. We feel it's important that you always see the Grasshopper curve on top. This is why we draw all curves and points slightly towards the camera. However we don't do this for meshes. This results in something akin to the image below. The eye represents the location of the viewport camera, the shaded box represents the actual location of the geometry and all the thick black lines represent the edges of the geometry moved towards the camera. As you can see, the red lines will be visible, even though they should be behind the shaded box. This effect can get very strong when the camera is close to some geometry relative to the size of the boundingbox of all geometry.
2. Wires behind the camera are sometimes visible. This is a bug I don't know how to solve. We'll get around to it eventually. When an object is behind the camera the display transform sometimes makes it visible in front of the camera in some weird inverted perspective mode.
3. Meshes are not z-sorted prior to display. This means that the order in which they are drawn is not back-to-front, but fairly arbitrary. This means that a transparent mesh may appear to punch a hole in the mesh behind it. If this is annoying you to no end, you can use Ctrl+F on the Grasshopper components that contain the meshes that are punching holes and then press F5 to recompute. The draw order should now be different. Of course sometimes it will only 'fix' it for a specific camera angle.
--
David Rutten
david@mcneel.com
Poprad, Slovakia…
that aren't relevant anymore or if there are any I missed please let me know. Maybe we can get a list like this in a better place as well.
Thank you.
Right Mouse - When wiring, plugs wire into multiple inputs.Shift+Click - Pick component aggregate.Shift+Clicking - Place component aggregate.Alt+Left - Click Split canvas tool.Ctrl+Q - Preview toggle.Ctrl+E - Enable toggle.Ctrl+Left - Navigate upstream.Ctrl+Right - Navigate downstream.Ctrl+M - Mesh Edge display toggle.Ctrl+1 - No previewCtrl+2 - Wireframe preview.Ctrl+3 - ShadedCtrl+Alt+Shift+Click - Save image of canvas.Ctrl+Alt and Shift+Ctrl+Alt - Highlights components on the canvas and component palette.Ctrl+Shift - Rewire component input/output.Double Click - Find/SearchAlt+Drag - Copy component on canvas.Ctrl+Tab - Document cycling.Ctrl+Shift+P - PreferencesCtrl+N - New fileCtrl+O - Open fileCtrl+S - Save file.Ctrl+Shift+S - Save as.Ctrl+Alt+S - Save backup.Ctrl+W - Close open document.Ctrl+Z - Undo copy.Ctrl+Y - RedoCtrl+X - CutCtrl+C - CopyCtrl+P - PasteCtrl+Alt+V - Paste in placeCtrl+Shift+V - Paste in centerCtrl+A - Select allCtrl+D - DeselectCtrl+Shift+I - Invert SelectionCtrl+Shift+A - Grow SelectionCtrl+Shift+Left Arrow - Grow UpstreamCtrl+Shift+Right Arrow - Grow DownstreamCtrl+Left Arrow - Shift upstreamCtrl+Right Arrow - Shift downstreamCtrl+G - Group selectionF3 - FindF4 - CreateF5 - RecomputeCtrl+B - Send to backCtrl+F - Bring to frontCtrl+Shift+B - Move backwardsCtrl+Shift+F - Move forwardsInsert - Bake selectedCtrl+Q - Toggle previewCtrl+E - Toggle enabled selected
…
r. I have a substantial amount of help from another member of the community, but I find myself stuck again. I cannot get my hexagons to rotate in the XZ and YZ directions. I am not even sure what module I would use for that. It was suggested that I rotate the planes before I actually create the hexagons, and in that scenario I encounter the same issue. I am not sure what module to use for that. I am going to attach the two scripts I am working with right now. The one below the first is my current one. There is a hole where the rotation should be occurring, though. Any help would be greatly appreciated. If you have not seen my first post, this is what I am attempting to accomplish:And these were the great instructions I was given originally: "Reply by Andrew Kudless yesterday
Kevin,
Try this:
1. On each point place a XY plane
2. Rotate each plane in XZ and in YZ by random amounts (make sure you have different seeds in the random component)
3. Use the Polygon component to make a Hexagon on each plane. Use a new random component (with a new seed) for the diameter of the hexagons. Use a domain component and sliders to set the minimum and maximum random diameters.
4. You can make the curves into solids in a couple of ways:
4a. Input the hexagon curves into a planar surface component to make flat surfaces. Next extrude the surface in the direction normal to the plane to make a solid
or
4b. Extrude the hexagon curves in a direction normal to each plane. Then use "Cap Planar Holes" to make the extruded surfaces into solids. " If anyone can help me with my most current issue, that would be extremely helpful. Thank you, Kevin
…
Added by Kevin Miller at 1:05pm on January 21, 2013
n be moved to the appropriate place. The files are sensitive, but I can email them directly to you if you like.
1/ Contouring (and also Brep/Plane Intersection) generates non-closed curves from a closed brep (the screenshot actually shows a surface instead of a brep, but the same thing happens):
2/ Contour generates non-planar curves (one is also open, see below). This is very disturbing because it cannot be used to create a 'boundary surface'.
3/ Offset doesn't return all results. This seems like more of a rhinocommon problem. It always returns a valid result, but often not the one I want. Better would be to return all results and let me choose what I want.
4/ Fillet issues. See image below, the fillet component works fine up to a certain radius and then the one on the right disappears completely (presumably the radius is too large so it gives up). However, if I use the FilletAtParameter component, the fillet works at each of these points but it won't do all of the fillets at once (regardless of how I arrange the data tree). My work around at this point is to get it to fillet each of the sharp bits separately and then RegionUnion all the curves together, which is incredibly slow.
5/ There is no ExtrudeTapered component, so I wrote a quick VB.Net component to expose this functionality. Firstly: I cannot for the life of me figure out what the "Base Point" input does. This seems to have no impact on the result and the documentation is missing. Secondly: giving it a non-unitized vector does very strange things to the result.
Thank you for your help!
Steven
…
thing about how to use Grasshopper to break up the unit modules as parameterization. Is there any Grasshopper Master could help me? The result i want is looks cool and easy to build.
Reference:
https://vimeo.com/98518748 Video link
http://www.designboom.com/architecture/robotically-fabricated-landesgartenschau-exhibition-hall-06-25-2014/
The question:
1,In the video,How to process parametric form?(kangaroo?)
2,After make all the things on the round surface, how to change the Tangency circle into flat polygon?
3, at last ,how to link every unit module?
…
faces (maked in RED, GREEB and BLUE) are shared by two zones. The small zones (in GRAY) attached to the big hall are not taken into consideration in the research.
In this case, inclined surfaces are included, as the simplification of the grandstand for spectators.
As the image shows, I have some questions:
1 - What should be the correct “surface type” of the inclined surfaces? floor?wall? or else?
(Actually, I have tried both floors and walls, but warnings shown below were received. The weird thing is that they had been assigned as floors and walls respectively having checked by the "decomposeByType" component.
2 - Can I ignore these warnings? if not, why and how can I deal with it - how to assign inclined surfaces as proper "type"?
3 - How can I get "interiorWalls"?
Although the small zones attached to the large hall are not considered in the research, I still need to assigned the shared walls as interior Walls (and set EPBC as "Adiabatic"), right? But, having checked by the "decomposeByType" component regrading walls, all I got were "walls" instead of "interiorWalls". Then, how can I get "interiorWalls" as I want?
Btw, due to the complexity of the geometry (e.g. containing inclined surfaces), I formed the thermal zone of the sports hall surface by surface using the "createHBSrfs" component as shown in above images. Do you think if it is a proper way in my case?
Any help will be much appreciated!
Ding
…
vided with U and V into line segments (i'd prefer to use that method instead of rectangular grid). These segments in U direction would then be rotated around V lines segments with min value of 0 and max value of 90 degrees, according to attractor (i'd like it to be image sampler in the end but for now im trying with point/multiple points). These lines would then be lofted
I post the definition below
Here are my problems (i marked them in definition):
1)i managed to get U direction line in every second row, i dont know how to get the lines between the rest (i tried shifting list, but didnt manage to get the right result).
2)Harder part - id like to measure distance between attractor point and a bottom point of lines. Than i would like to transfer it to rotation this way (distances used just as example): distance 0-20 - angle of rotation 0degrees; distance 20-30 - angle of rotation 1-90 degrees. I have no idea how to transfer it into definition. I also have problems remapping numbers to 0-90 value.
3)I'd like to do that later but i'd also like to use black-white image sampler as white - 0 angle of rotation, black - 90 degrees. I never experimented with image sampler and would be grateful for some advice how transfer colors into degree values.
I politely ask you to help me (especially with first two points i mentioned). I'm not asking for a ready definition - I would like to understand where my mistakes are.
Below i post a picture of something simmilar (although im trying to rotate it by edge, not by center line)
Pardon my english, thank you for your time and help.
Enjoy your weekend.…
t;Custom additional code> Bob[] b = new Bob[] {new Bob(1), new Bob(2), new Bob(3)};
class Bob{....
}
//But how to make something like this in a loop?
// <Custom additional code>
Bob[] b = new Bob[10];
for(int i = 0; Bob.Length; i++){
b[i] = new Bob(i);
}…