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.…
the join component and then iterates these curves through a move component(10 vectors) all is in order. Yet when I connect more than a single path the order of the generated curves as they are iterated through the move componenet seems to become arbitrary. All the curves connect, meaning Im pretty sure the first curve in path a is connected to the first curve in path b and c, yet this new curve is now curve 5 for instance.
As suggested I have attached a graf tree component which now seperates these curves in different paths before attaching them to the join slider. The result though, as I connect the latter to the move component, is that the ten resultant curves are iteraed 10 times. So 100 curves altogether instead of 10...
Any help would be awesome... Why does the join command destroy the order of the curves even when it seems to be fulfilling its (joning) function properly?
…
mull&Clark.
You have to specify
the minimum height of a plane (-1 here)
The number of subdivision in X and Y (100 x 100)
the subdivision for CatmulClark (smooth the surface if 1, 2 or 3 an also augment the number of facets)
Antother with 5 760 000 facets, but too much discredization so it didn't smooth the Delaunay mesh.
…
ns would be handy for Permutation Animations where multiple variables can be sequenced for better visualizations
Say we have 3 variables, A = 1- 100 : B = 50 - 600 : C = 100-200
Animation start with A=1, B=50 and C goes from 100-200 : then A=1, B=51 and C = 100-200 and once B gets to 600, A turns to 2... and so forth
And doing this manually takes a lot of time...
…
hown in the image) into lengths that are some combination of the numbers 24,36,48 and 60.
I have also generated a randomized list of the number set 24,36,48 and 60 from which to select these combinations. The issues I'm currently having are:
1. The number of random values that the random component is currently selecting from the list is based on each curve length divided by 24. My logic was that dividing each curve length with the smallest number in the set of 24,36, 48 and 60 would give the minimum amount of numbers I have to select randomly. However because the set also has 36,48 and 60, The script very quickly overshoots the curve length. So I am not sure what logic to use to set how many random numbers from the list I should pick for each curve.
2. I need to make this recursive because, currently the seed value for the random selection will remain the same and so I will get the same combination for every length.
The 3 curves shown are just an example. I have 100's of curves that I need to do this to.
My script is attached as well. Hope this helps clarify my query.
Thanks,
Tandon
…
oxes in the most efficient way within boundaries of object and follow the following constraints. The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables: (1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!…
Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…
re is my problem... I need to arrange Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…
and Ronnie of StudioMode and David Fano of DesignReform will also be attending.
RSVP has been closed on this event. Space is limited to 50 people. Please attend if you do RSVP.
Agenda -
12:00-1:00 Arrival, informal discussion
1:00 - 1:15 Introductions
1:15 - 2:00 Project presentation 1 (30 minutes + 15 min QA) - David Lee - Clemson - 3D pattern environments using volumetric proxies.
2:00 - 2:45 Project Presentation 2 (30 minutes + 15 min QA) - P. Casey Mahon - Organic Abstractions (30 minutes + 15 min QA)
2:45 - 3:45 David Rutten - New work in GH (30 min QA)
3:45 - 4:30 Sameer Kumar AIA - KPF - Project presentation 3 (30 minutes + 15 min QA)
4:30 - 5:15 Chris Wilkins - Clemson - Urban Renewal and parametric urban development studies in Grasshopper.
5:15 - 6:00 David Rutten - Scripting in GH (15 min QA)
After 6:00 conversations may move down the street for more discussion.
If you would like to present your project at the Cloud please email: scottd@mcneel.com…