Wow!

that is impressive,

but I have no clue how you animated it once you created the geometry
in GH.

it would be super helpful if you could give a tutorial on how you
created that animation

D




On Nov 15, 9:19 pm, visose <[EMAIL PROTECTED]> wrote:
> 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

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