> I saw that Korean blog about a week ago and I think they did it > by formula They use simple geometry, no math involved. There are two intersecting hidden circles. The two lines that move are the radius of each circle from its center to the intersection point, since the radius of the circles are always constant, the lines remain the same length.
On Nov 19, 10:33 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 »
