ed list of arcs which have different radiuses. In other words, if I have a group of NURBS cuves, I want to be able to split them up with a series of arcs that have families of radiuses, say every meter.
This means that I could rebuild my NURBS curves in the following way:
NURBS 1: [rebuild with 5 arcs] :
Arc 1 (25m radius) + Arc 2 (17m radius) + Arc 3 (44m radius) + Arc 4 (33m radius) + Arc 5 (12m radius)
NURBS 2: [rebuild with 3 arcs] :
Arc 1 (25m radius) + Arc 2 (17m radius) + Arc 3 (12m radius)
Ect...
In this example there are 2 instances of 25 m radius arcs, 2 instances of 17 m radius and 2 instances of 12 m radius.
These would be fitting to best rebuild the NURBS curves with a tolerance.
I have started by trying to group similar points of curvature along the NURBS curve, but not sure is a good way to proceed.
Not sure if its clear what I want to achieve, but any advice would be great!
Thanks
dan…
ft , 4:3 (to use GH); it could be nice dock icon bars to the left or right working with laptop screen and put it on top working in GH with the 4:3 one.
This feature is cool, but not really usefull.
Best Regards.…
need to be set, maybe could help you. Group tagged Classify is the relevant part. More information is available here.
Classify items (say points from a grid, or circles, or rectangles to be extruded) by any parameter of your choice (say distance from attractor, or radius, or height of extrusion) allows you to set any property by class: radius, colour, or whatever, even height of extrusion.
An illustrative example:
1 Heights in [1, 17]
2 Subintervals: {[1, 2], [2, 2.03], [2.03, 4], [4, 9.1], [9.1, 16.99], [16.99, 17]}
3 New values: { 0.3, 2.9, 5.5, 13.2, 15.0025, 17 }
4 Examples: 9.23 becomes 15.0025 and 1.7 becomes 0.3
Every height belonging to first subinterval —[1, 2]— becomes 0.3, every height in [2, 2.03] becomes 2.9, and so forth. Actually, every rectangle with its —old— height of extrusion belonging to a specific subinterval gets corresponding value according to 3 for its —new— height of extrusion.
In order to perform a true partition —classes— covering 1, boundaries should be a monotonically increasing succession, and subintervals should be half-open as far as boundaries (2, 2.03, 4, 9.1 and 16.99) can’t belong to more than one subinterval/class —classes are defined to be mutually exclusive and collectively exhaustive—, but this isn’t technically necessary; overlapping subintervals are allowed by creating duplicates: same rectangle is extruded twice (or more times) but different heights, also according 3, are used for each extrusion.
Notice that 3 could be even more exotic:
{0.01, 0.1, 0.02, -0.3, -0.05, -0.8}
{-5, 0, 3, 0, -1, 0}
{-11/2, -9/2, π, 5/2, -3/2, -1/2}
{O, T, R, F, V, S}
You’ll have to recycle classify by distance, but I think for sure it will help you. If you need further assistance, or you have any feedback, let me know.
…
ine that populates the grid in a forward/backward/left/right/up/down manner in other words only within the XYZ axis one point at a time (like a 3D hilbert curve).
For instance the starting point is at 1,1,0 (XYZ).
to move one step right is to point 2,1,0 ,
to move one step forward is to point 1,2,0
and to move upwards is to point 1,1,1.
The attached file is what i'm working on right now.
What i tried doing was i selected all 64 points and decomposed them into their XYZ coordinates and then i sorted each one of them according to their axis. so i have 3 lists of the 64 points from their smallest number to the biggest. The bad thing about this is that i need to list out the XYZ coordinates for each of the 64 points and it is quite a pain because the grid i actually wanted is way bigger than this.
i thought a better way to do that would be to somehow number each point from 1-64.
Thus i could get a system where the starting point would be point 1, point 2 is the one next to it, point 17 is the one right directly above it and the last point being point 64.
So if i want the line to:
move right/left, i would just add/subtract one.
move forward i would just add 4 (going to the next row)
and move upwards/downwards i would add/substract 16.
How could i do this in grasshopper?
I hope i explained clear enough.
Any other method/suggestion is appreciated as well!
…
use people did not seem to understand this. There is a way to record the paths however. File attached. Just activate the timer and then you will see the paths being recorded.
…
he height from the top of one step to the next, for example, 17 cm.
In the tutorial, the lower face of the first step starts on zero and the upper face is the thickness of the material for example, 5 cm.
how can I set the definition in a way that the lower face of the first step starts at 12 cm, +5 of thickness the upper face would be at 17?
I thank you in advance for your attention,
Hector…
,854,775,807 ie. a number that is 19 digits long.
Since GH is displaying numbers by default with the .0 at the end, I would say that removes 2 digits giving a maximum of 17 digits. Right now it seems to "break" the conversion after the 16th digit. So, close enough.
This is still partly speculation, but makes sense.
But the real question would be why you need to identify more than 9 quintillion objects!? Are you trying to recreate the universe in GH? ;)…
as follows.
We have a grid which consists of a collection of columns, where each column consists of a list of points. You said flattening is out of the question, so we need to cull items from each list individually.
Let's say our culling pattern is KDDDKDD (repeat as needed). K = Keep, D = Ditch. If a column contains 18 points, the pattern needs to be repeated until it is 18 items long. In this case:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
K D D D K D D K D D D K D D K D D D
We can now cull each column, but they will all be culled in the same way. By shifting the pattern one more index for each column, we can cycle the culling.
The fix incidentally is to Shift the pattern PRIOR to repeating it. Then it works as expected:
--
David Rutten
david@mcneel.com
Tirol, Austria…
Added by David Rutten at 2:49pm on October 2, 2013
lay out everything that you might be interested in. There is a solid 40 minutes of tutorial showing how to set up Honeybee Zones from individual surfaces:
https://www.youtube.com/watch?v=TpqzxnuwhAs&list=PLruLh1AdY-SgW4uDtNSMLeiUmA8YXEHT_&index=13
https://www.youtube.com/watch?v=Md6LFS6cwc0&list=PLruLh1AdY-SgW4uDtNSMLeiUmA8YXEHT_&index=14
https://www.youtube.com/watch?v=aEC62LY094A&list=PLruLh1AdY-SgW4uDtNSMLeiUmA8YXEHT_&index=15
Also, there is another hour showing how to make custom construction + materials and assign them:
https://www.youtube.com/watch?v=vVOB-0oGQzI&list=PLruLh1AdY-SgW4uDtNSMLeiUmA8YXEHT_&index=16
https://www.youtube.com/watch?v=-vIcoCgNT-o&list=PLruLh1AdY-SgW4uDtNSMLeiUmA8YXEHT_&index=17
https://www.youtube.com/watch?v=OWeoXlQyPxg&list=PLruLh1AdY-SgW4uDtNSMLeiUmA8YXEHT_&index=18
https://www.youtube.com/watch?v=GTnwMuadjyE&list=PLruLh1AdY-SgW4uDtNSMLeiUmA8YXEHT_&index=19…