Oops... wrong link.

http://tinyurl.com/6jpebx

taz

On Nov 18, 1:22 pm, taz <[EMAIL PROTECTED]> wrote:
> 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

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