The Realflow plugin uses the same technique as Grasshopper at the moment. I draw my own gunk in a display conduit and save out the viewport images. If you're rendering with the mesh option, then I do create 'real' geometry. Typically this is a bad idea, since continually adding/ adjusting/replacing/deleting objects will flood the undo buffer.
-- David Rutten Robert McNeel & Associates On Nov 17, 8:08 pm, visose <[EMAIL PROTECTED]> wrote: > You mean exactly this animation or any particular animation? > To create an animation: right click in a slider component and select > "animate". This will create a series of images by capturing the > perspective viewport. The first image will have the slider's lowest > value, the last image will the highest and the ones in between the > corresponding in-between values. > After you've created the series of images (frames), use any video > editing software (i used 'virtualdub', its free) to create a video > from them. > Main limitations are that you can only use one slider per animation > and you can't render the animation. I guess it wouldn't be too > complicated to have a render animation feature: It would have to be > able to bake geometry, render, delete geometry, bake again, render > again, delete again, etc. > > Question for David: Doesn't the real flow plug in do something like > this to render an animation? > > On Nov 17, 5:17 pm, Danny Dong <[EMAIL PROTECTED]> wrote: > > > 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
