Well, I tried to do what I described above. Don't compare it to the video posted above, please :). This is much much crappier. The rotation doesn't actually fit the movement. It shrinks depending on the slope of the terrain. No scripting involved. http://grasshopper3d.googlegroups.com/web/anim_dodecahedron.avi
On Nov 16, 12:43 am, visose <[EMAIL PROTECTED]> wrote: > That video is really cool. I don't think grasshopper is the ideal > platform to achieve something like that. To make it roll over a flat > surface would be easy, but to make it roll over a terrain you'll need > some sort of collision detection..... I'm thinking having a linked > move and rotation component (so it rotates while it moves), then it > projects the closest point of the object to the terrain and gets its > normal, and this normal is linked to the vector in the move component > so it's always perpendicular to the terrain normal.... To make > something half decent you'll probably need some scripting components. > Of course to make it look real you'll need some sort of physics > engine. > To deform it as it rolls, I can't think of a way to get even close to > what the video produces, but something really simple i guess would be > to place a scale component that squishes the vertices (only vertices, > not the whole geometry so the tubes are not squished, only shortened) > in the z axis or perpendicular to the surface. > Nevertheless, I'm sure there are more qualified people here that could > help you. I'd be interested too to see what kind of complex motion can > be achieve in grasshopper. > > The dodecahedron > definition:http://grasshopper3d.googlegroups.com/web/dodecahedron.ghx > I added a couple of components that remove duplicated lines. > > On Nov 15, 11:58 pm, Danny Dong <[EMAIL PROTECTED]> wrote: > > > Amazing stuff! > > > Both from Topmod3d and the models Visose made. > > > Do you have the GHX file for those shapes? I would really like to see > > how you made them... > > > hmm, for the manipulating individual points part, maybe I can explain: > > I want to to create a structure that will be able to deform, be able > > to walk perhaps. > > > If I start out with a standard shape like a dodecahedron that has > > mathematically based patterns could i deform them based on a series > > limiting parameters like topography so that the shape would deform as > > it "rolled" over it or as wind blew on it from one side? > > > I do want to create an animation eventually, to see how a structure > > reacts.... Could I say increase the triangulation on the west side > > only when needed and return it back to the original after its not > > needed. > > > Sorry if this is unclear, But I have an idea in my head and am not > > sure which program(s) to execute them in. > > maybe this youtube video will help > > clarifyhttp://www.youtube.com/watch?v=txZMLS7YD6Q > > > On Nov 15, 2:54 pm, visose <[EMAIL PROTECTED]> wrote: > > > > and here's a dodecahedron using almost same method but getting the > > > vertices using pointXYZ components instead of > > > rectangles:http://grasshopper3d.googlegroups.com/web/dodecahedron.jpg > > > > On Nov 15, 8:20 pm, visose <[EMAIL PROTECTED]> wrote: > > > > > I don't know much about this stuff, but i did an icosahedron using the > > > > "cartesian coordinates" i found in its wikipedia page. I doubt this is > > > > a good method for doing different types of Archimedean > > > > solids:http://grasshopper3d.googlegroups.com/web/icosahedron.jpg > > > > Btw, why do you want to manipulate individual points in grasshopper? > > > > Once you start manipulating indivual points, the relationships that > > > > build the structure are lost, so you might as well bake it and do it > > > > in rhino. > > > > > On Nov 15, 2:01 am, Danny Dong <[EMAIL PROTECTED]> wrote: > > > > > > HI, > > > > > > I've used grasshopper somewhat successfully for mediocre tasks, > > > > > creating stair, escalators, etc, etc... but nothing super complex. > > > > > > By what I mean complex is something that the designer (me) doesnt > > > > > already know the outcome of. I think a powerful aspect of GH is that > > > > > you can create the code to achieve things you would be able to > > > > > conceive of without the aid of parametrization. That being said here > > > > > is my issue: > > > > > > I am trying to get into more mathematical based GH codes. I am trying > > > > > to achieve a fullerene-like > > > > > (http://www.physics.uc.edu/~pkent/graphics/ > > > > > c60_big.jpg) > > > > > structure and be able to morph it, add points to it, manipulate the > > > > > entire structure and individual points as well. The end result would > > > > > probably be an animation. > > > > > > Now before I started, I was wondering if there were any general tips > > > > > on how to get started because I have no the slightest clue. > > > > > > thanks for any help or references > > > > > > D
