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

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