know Chris Chalmers was working on this but since his Kickstarter campaign for Chrysalis did not take off I have not seen any alternatives.
Does anyone know a way to load and customize GH models in a browser?
Thanks,
Ralph…
ivide them at the same size grid that i have in the Radiation analysis..
the problem is that on the Radiation you need to put a value of size and on the mesh surf i need to put u and v
how can i do it???
hope to have a fast answer
(and sorry for my English)
Tal …
na, ktoré vám otvoria dvere k množstvu neuveriteľných hier a neuveriteľným výhram. Táto stránka je skutočnou pokladnicou, kde nájdete všetko, čo potrebujete na nezabudnuteľný zážitok z hazardných hier. Vďaka tejto stránke budete mať prístup k rôznym kasínam s rôznymi témami, bonusmi a jedinečnými ponukami. Či už ste v hazardných hrách nováčikom alebo skúseným hráčom, nájdete tu svoje dokonalé kasíno.…
sion is always: M − V = ±2 and 2. the angles are, if you number each plane divided by your crease-pattern around a vertex cw or ccw like 1,2,3,4... then the sum of the angles of the odd numbers are adding up to 180 deg. and the sum of the angles of the even numbers are adding up to 180 deg. I think this is also the rules and applicable to "flat-folded" tessellation patterns as well.
If you would like to animate/simulate your crease-pattern then you can use this tool: Rigid Origami Simulator by Tachi.
//A…
Added by Ali Tabatabai at 4:15pm on September 26, 2009
a given with the third set of information (at the 6th minute). From that, it will then match - for the same exact boats - the speed data given at the 4th minute. Finally it will do a matched subtraction of V(4th) from V(6th) for each boat. Those numbers - whether then scaled up / down or somehow manipulated - will act as the Z dimension which will create the topology. Since V2 - V1 can have a minus value, the overall topology will be a mix of mountains and icebergs this time.
Perhaps to be more accurate, we could divide V2-V1 by 120 and let the topology show the change in speed in a second within that two minutes; the XY coordinates belonging to the latter position of the ships, not the first.
Your definition as you say helps for the linear drawing as it continues from it's stopped. I used that in the current sketch as well for again doing the same thing.However when, I tried to use it for what I am trying to do with the acceleration thing, the result was different. I will try to explain this again;
Let's say that until this point 6 sets of data has arrived - so 12 minutes has passed -. Within that 6 sets, the number of of boats for each one differ as not all of them are able to send data every time. Let's assume in total there are 25 boats and 18 of them have always managed to send data in those 12 minutes. So 18 from the beginning until the end, and finally let's say the remaining 7 of them only could manage to come into the picture at the 4th set of data (so 4,5 and 6).
Now, if I were to build a topology of acceleration for the 6th minute which would mean that I would have to subtract V(4th minute) from V(6th minute) of all 18 vessels, I would need index 2 and 1 from all the branches. If I do this only after 6 minutes has passed from the beginning it would probably work, however if I do it later like at the 12th minute, it does not.
And the very reason for that is when the remaining 7 join the crowd at the 8th minute they obtain an index number of 0, and then 1, and then 2 - at the 12th minute. Because of that when I try to match the V2-V1s with Coordinates on the Unary Force component, while there are 18 sets of coordinates, there are 25 different speed values.
Of course this is quite a simplified scenario and perhaps your vessel matching could solve this specific one but there are cases where its more complicated and random.
I do still want to show vessels' position in a specific time with such pipes you have suggested, but I am trying to construct a collective model, in its simplest form being equal to pipes + topology
For the time thing, what I meant was in this version when you click play the mountains just keep on rising and the topology is constantly deformed. I was wondering if we can set up a timer so that it runs the physics engine for couple of seconds and then freezes the topology as it is. Otherwise I would have to press pause manually everytime, which is not that big of a deal tbh, just for the accuracy sake it would be good to run the engine for the same interval for each model.
All the best,
Levent…