t 3D positions of ABCD you need the exact dimension of XX' and A'B'C'D' because the OX depends on both the scale of and distance to A'B'C'D'.
Try to scale A'B'C'D' relative to X' or move along XX'. Angle A'OC' and AOC respectively will change.
If you assume A'B'C'D' to be the viewing frame of a camera, XX' will be normal to the frame and you can derive the angle AOC from the FoV settings of the camera. If A'B'C'D' is a rectangle in space projected to a screen, then angle AOC is totally arbitrary.…
example file with my DWG file that I've exported from Revit into Rhino, but I'm having a few issues with the geometry.
A few problems that I'm having with this:
1. I can reference the surfaces to breps by selecting objects (walls, roofs, windows, etc.) that are associated with the imported layers no problem, but cannot create zones from breps
2. Getting this error, "Data conversion failed from brep to surface" when flipping the floor.
3. Window geometry is different in Revit than how they are recognized in HB, what is the best way to make the windows workable in HB?
Any suggestions to help me get started with simulation for this building would be greatly appreciated! Links to my dwg file, gh file, and rhino file I'm working with are down below.
Thanks in advance!
DWG File
GH File
Rhino File
…
requirements for making a valid 3D printable part. The basics are these:
1. Construct the curve forming the shape of the part (I use 6 points and an interpolated curve.)
2. Use this curve to make a Sweep1 surface
3. Extrude a small square along this same curve to make a make a square-shaped ridge and cap it. (I've tried triangles too.)
4. Make a circular Curve Array of 3 specifying the number of ribs you want. Be sure to use a rail curve that matches the sweep curve in 1.
5. Twist these ribs a specified # degrees, and then twist them the same number of degrees in the opposite direction.
6. Join 1 & 5 and you're done - almost. As I said, the top of the part will be flat, so I add a small circular cone to make it come to a nice point.
For 3D printing I had to give the basic surface thickness so I could control the amount of light transmitted through it, and also to eliminate naked edges, so Step 2 is actually more complicated than I indicated above. …
Added by Birk Binnard at 12:11pm on January 27, 2017
e other spheres. So What I have done is:
1. creating a random set of points
2. use the 3D proximity to find the closest points
3. some how measure the distance of these vectors created from step 2
4. assign the values as radius for each sphere
I am stuck at step 3 now because I am confused about how exactly to use the outputs from the 3D proximity. Anyone knows how to use it please help!
By the way, I am working on this problem as the first approach to a flock or swarm behavior. Does anyone know if there had already been a solution to this? And where I could get it?
I really appreciate anyone that helps!…