Don't know... I have no plans for an IK solver. It's actually pretty
tricky to write one that performs fast enough to be of use in a real-
time environment.
We're writing one for Bongo2.0, I can talk to those developers and see
if the code is portable.

--
David Rutten
Robert McNeel & Associates

On Nov 19, 11:33 am, Evert <[EMAIL PROTECTED]> wrote:
> Hi Taz and Andy,
>
> Thanks a lot for your input.
>
> Taz, I saw that Korean blog about a week ago and I think they did it
> by formula and that's where I started figuring out arcs, circles,
> relations in formulas relationships.
>
> Andy,
>
> I say your animation about a month ago. I really liked it.
>
> I second your question to David about IK implementation in
> grasshopper, perhaps the maths people at Mcneel could have some input
> as well.
>
> Evert Amador
>
> On Nov 18, 7:23 pm, Rchitekt <[EMAIL PROTECTED]> wrote:
>
> > This is an interesting topic.  It seems like the most logical choice
> > for something like this would be to use an inverse kinematic system...
> > only this type of system doesn't exist in grasshopper yet.  David,
> > would this be something worth pursuing in future releases of the plug-
> > in?  I know the IK solvers are quite complex, and it would probably be
> > very difficult to do, if you were just trying to figure out the math
> > behind all of the rotations and translations.  I did a project a while
> > back where I tried to re-create one of Theo Jansens walking mechanisms
> > in 3D.  I was using 3D Max, but I originally started by trying to
> > solve the math behind all of the joints... When that proved to be too
> > much for my tiny brain, I decided that IK would work better, and was
> > able to generate a pretty convincing 3D version of his sculpture.
> > Here's a link to the 
> > animation:http://www.liftarchitects.com/journal/2008/4/15/animaris-rhinoceros-m...
> > It would be really awesome if IK systems were enabled in grasshopper,
> > but I don't know how hard that would be to program.
> > -Andy
>
> > On Nov 18, 10:27 am, taz <[EMAIL PROTECTED]> wrote:
>
> > > 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
>
> ...
>
> read more »

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