Hi David and All, It's very interesting this topic more so because I've been trying to explore this kind of geometries.
My question is if there is a way to constraint the length of the bars to mimic the movements of a real structure with rotating nodes. I would think you can do it with geometric formulas and or equations to move and rotate everything at the same time based on the possible trayectories of everything but that seems to complex! Does any body know how catia, parasolid, etc put this into operation? Thanks a lot in advance. Evert Amador On Nov 18, 9:28 am, David Rutten <[EMAIL PROTECTED]> wrote: > 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
