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)…
ition is attached.
I also have a version with hoopsnake but I could not make it work.
So I am using clusters to feed the loops to generate the above pattern.
Can someone help me to adjust the above definition to use hoopsnake to loop instead of using the clusters.
One of the challenges I had was selecting different list items everytime the loops progresses. If you see inside the clusters I used CASE statement using C# to generate 3 different scenario for the selection however when I include into the loops it doesnt work very well.
If someone can see the logic in my definition using the cluster and suggest a way to implement using hoopsnake, I would be very much appreciate the assistance.…
yes, your explanation sounds a bit freaky.
I post a a sample of a wheel arch (in attachment).
Would be great to see an example of your methods on this surfaces.
A pattern like the BMW Vision would be fine, don't take it to litterally but something like in the image below:
I know that the Trezor's hexagons can be done easily on a single surface like in this tutorial.
But trust me, in the real world that front panel would be at least made from 2 slabs surfaces and one fillet surface.
This rear is probably a better example (is fully covered from hexagons too):
Maybe again the best solution is just to do it on a plane and then morph it on the Brep like this guy does:
https://www.youtube.com/watch?v=WjC6ZGP6OSM
Also for the BMW Vision it does not really look like made from one surface, the more so that there is a feature line passign through.
Would you suggest me any resource where to learn bits of the process that you explained in your previous post?
@Erick: Thanks, it was really interesting to go throught your GH definition, but I don't think it solves my issues. In your example if you had any definition inside your surfaces it would have been gone lost. And if you did not have any definition, I don't see any point in having a Brep representing that topology, a 1 surface would be fine so the problem would not exist.
…
e them in 3 different layers, only spent few seconds to play with the slider and then baked them up to Rhino and they are still blocks instances :) told my friend about Elefront and all of them are excited. dont have to rely on other rendering plug in anymore.…
roperties drop box menu (on the right) choose "Material".
3) Choose "Basic" from the radio buttons below
4) Check "Texture"'s checkbox
5) Define your texture "Map file". In your case, use "Carrots small.jpg" file.
…
cross a doubly curved surface. The beams are also cambered to make them more stable, so they weave under and over the surface, which is why the pattern can be hard to see in the photo. Our process was as follows:
Essentially the stages are:
1. Project a pattern onto a doubly curved surface.
2. Smooth the pattern over the surface with dynamic relaxation (we used this: http://parametricmodel.com/DynamicRelaxation-fixednumberoftimes/12.html)
3. Rotate each line of the pattern so it becomes reciprocal. This is probably the hardest step as you want everything to be straight and you want all the lines to terminate cleanly.
4. Turn that pattern into beams & construction drawings.
…
ts (that should make whole structure rigid body, right?).
Questions
1
In KarambaManual there is component called "BeamJoint" but i dont have it is it available only in pro version?
2
Is there other method form makeing my structure rigid body?
3
Should all lines be flatter before going to "LineToBeam" component. Unfortunately my system crash when i try to do that
Best,
karol…
hi everyone
i have tree geometries with tree names (1,2,and 3). and i have 8 cells, for example. i want to move the geometries to the cells with the same name.
i appreciate for any help.1.3dm
1.gh