e a regular component and an "expanded" or "advanced" component with this extended functionality
2. have some of the custom optional parameters entered in a settings component (like mesh brep + custom mesh settings)
3. Embed some of these options (if they do not need to be dynamic inputs) as component menu items (like "maintain paths" in the tree branch component)
4. (not 100% sure this last one is possible but it should be...) use a component menu as in 3. to show/hide advanced inputs. As you say the problem of hiding inputs with connections is a bit tricky but I think the most intuitive behavior is to leave the ones with connections always visible as you describe.
…
i only have rhino 4:( I render ince normal, then once in rhinorender with all materials white and 100 percent transparent with render curves and isocurves. Then overlay in photoshop.
Added by Michael Pryor at 4:05pm on January 25, 2012
same as in Maya:
1) number of vertices on the source and target should be identical
2) order of vertices should also be identical -- for this reason, when blending in Maya, one often ends up copying the source shape and modifying it to generate the target shape rather than modelling it from scratch -- just to make sure that order of vertices remains the same.
If you are indeed looking for a definition that works with Meshes, this methodology should work for you:
1) get vertices of source and target (count and order should match)
2) get the vertices for each face of the mesh (identifying the index of vertices that create a face. For Rhino, they will either be 3 or 4)
3) draw lines between source and target vertices.
4) sample one point on every line based on the blend amount. Implying that a 50% value would give you the midpoint on each line, 0 would give the start point, and 100% would give the end point.
5) these new points are the vertices of your desired shape. use the information you generated in step (1) to recreate mesh faces.…
repeated on any of the 3 lists.
What I have managed so far is attached, it is finding the closest points, but it is not creating the lists and it eventually repeats points.
I you can help me with this file, or suggest a better way to do it, I´ll appreciate it a lot.
Thanks…
1
condition: largest number<max length
then the packing would look something like this:
1 |4 |5 |7 |2
9 |6 |5 |3 |2
|5
|1
sums|10|10|10|10|10 => 100% efficiency
And the algorithm is:
1.Place first number(x=1)
2.Calculate the rest(R) in this row(10-1=9)
3.Search for closest x <= than R
3.1 If x=R -> place that number -> end of cycle
3.2 If x<=R -> place that number -> return to 2.
3.3 If x=null -> end of cycle
Something like this.
Can this be classified as brute force?
…
Added by Artyom Maxim at 11:08am on March 19, 2013
and B inputs. This gives the odd results. I replaced the B Panel with an integer slider and the Pow component works properly.
When I use a Panel for B I get the following results (A panel is 10):
B=0 R=10
B=1 R=100
B=2 R=10,000
B=3 R=100,000,000…
Added by Steven Hall at 7:38pm on September 7, 2010