Evert, I'm not sure about the procedure that was used (it looks to be mostly formula based...) but here's an example of a 4-bar linkage from a Korean blog that you might find interesting. I'll leave answering your actual questions up to other people.
http://tinyurl.com/5mbopk taz On Nov 18, 12:02 pm, Evert <[EMAIL PROTECTED]> wrote: > 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
