Tetrahedron: 24 Symmetries
Pyramid: 8 Symmetries
Design space = 24 X 8 = 192 permutations
So I decided to write a simple orientation script to iterate over all permutations. And this is the result. Below are some technical notes.
I used the vertices of the shapes for creating a 3 point plane, and used it for orientation.
I used compound transform to combine multiple steps of transformation.
The cross reference component is very handy, generating all the possible combinations without worrying too much about data tree.
The spatial relationship and the basic grammar A -> A + B and B -> A + B
The basic grammar and possible marker positions.
All results in 6 iteration steps
All results in 6 iteration steps (Top View)…
speed.
Iam using a Q6600 Quad (2.4) and 6 gb Ram with a Nvidia 460 GTX (1024) GH runs well on it but with really complex Data it takes a few minutes until u get an result.
U should get a machine with this Hardware for less than 500 Euro. But i would get a faster prozessor.
Greetings…
ated in Revit, there are 4 curves surfaces, and are divided with LunchBox Grid Tool.
Exported as adaptive components linked with the flowing families made of adaptive reference splines
this one for the first 3 walls
This one for the end one.
In Revit as adaptive Generic Models.
In Revit as walls by face
…
accept untrimmed surfaces, only Open Brep, but sometimes, seemingly out of the blue, the Open Brep changes into Untrimmed Surfaces and vice versa. I've already checked the unit tolerance in Rhino, that made no difference. Any ideas about where I could be going wrong?
--
Second issue is that some of the geometries should 'curl' outside their grid boundaries. I need to be able to play with the grid size while the geometry maintains its position.
Also, the first set of these geometries (bottom of image) should translate as a flat surface. But the points 1 and 3 tend to stick to the 2nd Grid - creating openings on the side. How could I fix that?
--
Third issue is that the geometries seem to be a little 'squished' at their plane normal (right until where the 2nd Grid offsets). I tried adding a number slider between the [z-vector] in the ptCoordinates and the [translation vector] in the Move component.. but that isn't working. Ideally I wouldn't need to control the offset distance, the shapes would retain proportion automatically. Any ideas?
Thanks so much in advance! :)
…
思った感じになりません。
balls の代わりにplanarカーブを直接入れてみましたがエラーが出ます。
ファンクションにしてみたところ、forループので作った数値が反映されていません。
ファンクションのインスタンス?を出力していないと思い上記のようにしましたがエラーが出てしまいます。
以上の事から自分の認識が正しいのかよくわからなくなりました・・・
python自体の深いところをわかっているわけではないので余計こんがらがりました。
そこで、for b in ballsはどのような条件または使い方であれば使えるのでしょうか?
そして、上記のように別のオブジェクトに対しての使い方はどのようにすればできるのでしょうか?
2:同じファンクション内のdist = rs.Distance(self.pos,b.pos)についてですが
この文章も for b in balls によってbはBallのインスタンスであると定義?されたためb.posがbの位置であると分かるのでしょうか?
pythonは定義しなくても動いてしまうのでどのような時に使えるのか文章見ただけではよくわかりません・・・
大変細かいことかもしれませんが、よりpythonをしっかりと理解するためにも、どなたかわかる方ご教授いただけると幸いです。…
normal vectors in 3 parts by rules shown in the attached image. I just don’t know how to do it in GH. In the following example I show a sphere detached to xy , xz and yz like faces .…