something in 3d, explode it to single surfaces, reference it to GH in proper order -manually- then unfold it with gh).
To make it really elegant you could try to make some "topology language" - have you seen this talk by Robert Lang http://www.ted.com/talks/lang/en/robert_lang_folds_way_new_origami.... ?
You can always make only few parametric types of structures - like leg, hand etc. (this is much easier than Mr.Lang's ) which can change its sizes, but topology stays the same.
Beside - Your sandwich looks really good, i played something similiar before.... have you tried thin PE (polyethylene) sheets ? Its similiar to PP (polypropylene) but a little bit softer. It is (PP) commonly used as tic tac box cap ( http://www.absolutelynarcissism.co/wp-content/uploads/2011/09/Tic-T... ) and some say that it can fold/unfold about 1000000 times. It would really simplify the whole production (just one cnc router needed to obtain full structure). Of course bending it will require prefabrication to look like e.g. http://www.grasshopper3d.com/video/the-swarm-2012 by Mr. Wieland Schmidt.
To clear things up :
1. It certainly can be done with rhino/gh
2. You should write some more on how should it all work (what you provide as geometry)
3. You should also provide some more info how 2d drawing looks now.
EDIT : I forgot about kinematics - use kangaroo. There are forces now like bending resistance etc.
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other kind of planes because I need to deal with Display Pipline .
There's a few threads about similar problem( i'm posting them here as a reference)
1. Viewport rectangle
2. TextTag parallel to Viewport
3. Horster method (with timer)
4. Another horster method to get On screen display (also with timer)
5. Discussion how to send Rhino Viewport Cplane to GH
There is a lot of things possible to do using camera frustum plane such as:
- making custom project layout
- Camera-plane sections
- 3d Isovist (example of Francois)
- projections on the frustum plane
I need to output geometry to Grasshopper in order to use a Frustum Plane for dynamic operations like for example: On Screen Display of Text Tags with sections and other views.
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ese explanations help (we will also look at your file) asap.
About your question regarding the Tutte graph drawing algorithm (also known as topological embedding):
The Tutte algorithm can be viewed as a special case of Spectral Graph Drawing, which is a mathematical solution for topological embedding formulated as an optimization problem. The formulation of the topological embedding (e.g. as in Tutte algorithm) is in fact quite similar to the so-called force-directed drawing that is often solved by heuristic methods like the one we have made for the SYNTACTIC plugin. You can read more about Force-Directed Graph Drawing (a.k.a. coin-graph drawing and kissing disks drawing) and Spectral Graph Drawing and Spectral Graph Theory in my dissertation.
The functionality of the Tutte algorithm is only guaranteed for graphs that are 3-connected, i.e. graphs with more than 3 vertices which cannot be torn apart unless at least two vertices are removed.
https://en.wikipedia.org/wiki/K-vertex-connected_graph
Speaking of the conditions for the Tutte algorithm to work properly: Practically, this implies, for instance, that there should not be rooms connected only to one other room.
Anyhow, long story short, we have decided to continue with Spectral Graph Drawing and 3D force-directed graph drawing. These algorithms are ready and with a couple of adjustments for maximum speed and stability we will release them shortly. Some conditions for these algorithms are easier to ensure, but in general if a node(room) is connected to only one space or the graph is not well connected one cannot expect a good graph drawing from neither of these methods. The other issue that is also common is that the force directed graph drawing will not work if one forces a big bubble to be squeezed in the middle of smaller bubbles. Stay tuned. …
nd and downloading definitions to learn from them, but still don't get it right.
So my problem is:
1.- I want to achieve a kagome, hexagonal gridshell that keeps the bamboo pieces like straight geodesic lines.
2.- I also would like to keep the curved bamboo as splines, so I imagine this will give the easiest method for bending the bamboo at the real scale. As Mårten Nettelbladt in his blog http://thegeometryofbending.blogspot.jp/ mentions, the best way will be to keep the geometry where all the pieces have a spline curvature ( or as B.K.P. Horn calls it “The curve of last energy”) In order to achieve splines do I need to make the grid a Dynamic relaxation “Kangaroo”? will this help?
3.- I would also like to simulate the bending of the elements from a 2D to a 3D, but maybe this can be a next step on the definition…
Some of the common problems that I notice in the definitions found is that when people do weaving, the lines don't bend flat to the geometry but rather they twist so when you look close the cross of pieces intersect, which is impossible in real life…
As you can see there are a number od issues here, I apologize to put them all together, maybe it makes this confusing but I think is better to look at the whole picture. I have been reading a lot but I have no idea how to start.
The more I read the more interesting the subject becomes but the more confused I become. Is there some kind soul that could give me a hand? Any help will be really appreciated.
Thanks a lot!
Miguel…
o fix before it becomes very usable, but I'm posting the file here in case anyone wants to try it out.
It is a few simple scripts which record point locations from a first Kangaroo simulation whenever the capture button is pressed, and then when you playback the animation it interpolates between this captured sequence of points, pulling a second Kangaroo simulation to these targets. You can control the playback with a slider or automatically with a timer.
This should work with other Kangaroo2 setups, but here demonstrated with a human figure modelled as a collection of rigid bodies. At the knees and elbows the rigid bodies share 2 points to give a hinge joint, while for shoulders, neck, hips, ankles, wrists and torso they share only single points, giving a basic ball joint.
This is also the first time I've posted this model, and I'm also including the setup without the animation script. I know there are numerous issues with this poseable figure - dragging joints sometimes moves parts of the model you don't want to, and joints have unrealistic ranges of motion. I made a start at trying to limit some of these - such as ClampLength goals to stop the torso bending too much, but more could be done. There is also an issue with the rigid bodies (which track orientations with a frame of 3 points) that if you grab the frame itself, the simulation can break. I'm currently rethinking this whole approach.
I should also say that although I have heavily modified this human model to make it work for this setup, I did start from a mesh downloaded from some free 3d model collection site, but unfortunately I do not know the name of the original artist. If someone recognises it I would like to add appropriate credits.…
(http://www.food4rhino.com/app/quelea-agent-based-design-grasshopper) take like 40 seconds when the toggle activates to go from one end of the ramp to another.
With proximity 3d i'm analyzing each instance the agents are closer than x units. In picture 3 we can see that in 212 instances the agent are closer than those x units.
Finally all the genes that controll the ramps are connected to the G of octopus component and one of the conflicting objectives connected to the O of octopus component is the number of instance quelea agents get close.
So the thing I need is to iterate the ramps controling the genes with octopus but activating the boolean toggle (quelea run) each time the ramps are modified so the agents take 40 seconds to perambulate the environment, analyze the instance they get close and let octopus iterate again searching for a optimized environment.
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eñadores, y creativos interesados en el aprendizaje de metodos avanzados de generación y racionalización de geometría compleja, y su implementación en distintas etapas del proceso de diseño.
Se abordaran los conceptos básicos para hacer frente a diversas problemas de diseño a través de la implementación de una serie de plataformas computacionales con el objetivo de construir un flujo de trabajo que permita optimizar proyectos de diversa escala y explorar esquemas geometricos complejos de manera rápida y eficiente.A lo largo del 6 dias trabajaremos con la plataforma de Modelado 3d Rhinoceros, el entorno de programación visual de Grasshopper y el motor de Renderizado de Vray.Estudiantes: $4,500.00Profesionistas: $5,500.00info+inscripciones:workshop@complexgeometry.com[044] 33 3956 9209[044] 33 1410 8975[044] 81 1916 8657
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i todos los inscritos lo entendieran); se estudiará la posibilidad de crear dos grupos.
Dirigido a > Estudiantes y profesionales del diseño y la arquitectura; Interioristas; Ingeniería y diseño industrial; Diseño de producto; Escultores; Artistas…
Requisitos > Conexión a internet, Zoom y Rhino 6 o 7.
Sesiones > En vivo. Antes de comenzar el curso, te daremos acceso a nuestra plataforma docente on-line donde podrás encontrar los archivos, un guión de contenidos y el acceso a las sesiones con Zoom. En las sesiones por supuesto podrás consultar dudas activando micro o con el chat o compartiendo tu pantalla si hay algún problema durante los ejercicios. Las sesiones serán grabadas.
Número mínimo de alumnos : 7
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ature. By investigating the process of decay across various scales, we will formulate rules of generating decomposition as our design research area. These rules will evolve into design strategies for the creation and fabrication of a large-scale prototype. The design and fabrication process will be informed by the use of robotic fabrication techniques.
The three-week long programme is formulated as a two-phase process. During the two-week initial phase, participants benefit from the unique atmosphere and facilities of AA’s London home. The second phase, lasting for a week, shifts to AA’s woodland site in Hooke Park and revolves around the fabrication and assembly of a full-scale architectural intervention.
Prominent Features of the programme:
• Teaching team: Participants engage in an active learning environment where the large tutor to student ratio (5:1) allows for personalized tutorials and debates.
• Facilities: AA Digital Prototyping Lab (DPL) offers laser cutting, CNC milling, and 3d printing facilities. The facilities at AA Hooke Park allow for the fabrication of one-to-one scale prototypes with a 3-axis CNC router, various woodworking power tools, and robotic fabrication.
• Computational skills: The toolset of Summer DLAB includes but is not limited to Rhinoceros, Processing, Grasshopper, and various analysis tools.
• Theoretical understanding: The dissemination of fundamental design techniques and relevant critical thinking methodologies through theoretical sessions and seminars forms one of the major goals of Summer DLAB.
• Professional awareness: Participants ranging from 2nd year students to PhD candidates and full-time professionals experience a highly-focused collaborative educational model which promotes research-based design and making.
• Fabrication: According to the specific agenda of each year, a one-to-one scale prototype is fabricated and assembled by design teams.
• Lecture series: Taking advantage of its unique location, London, Summer DLAB creates a vibrant atmosphere with its intense lecture programme.
Eligibility: The workshop is open to architecture and design students and professionals worldwide.
Accreditation: Participants receive the AA Visiting School Certificate with the completion of the Programme.
Applications: The AA Visiting School requires a fee of £1964 per participant, which includes a £60 Visiting Membership fee. A deposit of £381 is required when registering with the online form. The deadline for applications is 20 July 2015. No portfolio or CV is required. Online application link:
https://www.aaschool.ac.uk/STUDY/ONLINEAPPLICATION/visitingApplication.php?schoolID=325
Return train tickets between London-Hooke Park, accommodation & food in Hooke Park, and materials from Digital Prototyping Lab (DPL) are included in the fees.
Programme Directors:
Elif Erdine (AA Summer DLAB Director): elif.erdine@aaschool.ac.uk
Alexandros Kallegias (AA Summer DLAB Director): alexandros.Kallegias@aaschool.ac.uk
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ange’ for its 2016 cycle, as a starting point to investigate principles of natural formation processes and interpret them as innovative architectonic spaces. These concepts are carefully interwoven with spatial, performance-based, and structural criteria in order to create full-scale working prototypes.
The three-week long programme is formulated as a two-phase process. During the two-week initial phase, participants benefit from the unique atmosphere and facilities of AA’s London home. The second phase, lasting for a week, shifts to AA’s woodland site in Hooke Park and revolves around the robotic fabrication and assembly of a full-scale architectural intervention.
Prominent Features of the programme:
• Teaching team: Participants engage in an active learning environment where the large tutor to student ratio (5:1) allows for personalized tutorials and debates.
• Facilities: AA Digital Prototyping Lab (DPL) offers laser cutting, CNC milling, and 3d printing facilities. The facilities at AA Hooke Park allow for the fabrication of one-to-one scale prototypes with a 3-axis CNC router, various woodworking power tools, and robotic fabrication.
• Computational skills: The toolset of Summer DLAB includes but is not limited to Rhinoceros, Processing, Grasshopper, and various analysis tools.
• Theoretical understanding: The dissemination of fundamental design techniques and relevant critical thinking methodologies through theoretical sessions and seminars forms one of the major goals of Summer DLAB.
• Professional awareness: Participants ranging from 2nd year students to PhD candidates and full-time professionals experience a highly-focused collaborative educational model which promotes research-based design and making.
• Robotic Fabrication: According to the specific agenda of each year, scaled working models are produced via advanced digital machining tools, followed by the fabrication of a one-to-one scale prototype with the Kuka KR150 robot.
• Lecture series: Taking advantage of its unique location, London, Summer DLAB creates a vibrant atmosphere with its intense lecture programme.
Eligibility: The workshop is open to architecture and design students and professionals worldwide.
Accreditation: Participants receive the AA Visiting School Certificate with the completion of the Programme.
Applications: The AA Visiting School requires a fee of £1900 per participant, which includes a £60 Visiting Membership fee. A deposit of £381 is required when registering with the online form. The deadline for applications is 11 July 2016. No portfolio or CV is required. Online application link:
https://www.aaschool.ac.uk/STUDY/ONLINEAPPLICATION/visitingApplication.php?schoolID=392
Return train tickets between London-Hooke Park, accommodation & food in Hooke Park, and materials from Digital Prototyping Lab (DPL) are included in the fees.
For inquiries, please contact:
elif.erdine@aaschool.ac.uk (Programme Director)
alexandros.kallegias@aaschool.ac.uk (Programme Director)
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