algorithmic modeling for Rhino
Achieving exact planarity of faces was difficult in the previous versions of Kangaroo because the solver was not stable for very high stiffness settings.
Here I show how the new solver allows the planarity to be set as high as needed without any stability problems.
The planarity is kept at a moderate setting to allow flexibility while sculpting the shape, and then cranked right up at the end to ensure exact flatness.
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Hi Daniel's
if possible
shoot Some pictures (screenshots) of the page GrassHopper and Rhino, while working with the "Planar quad" document
These images can be very useful for enthusiasts kangaroo
Thanks
Sajjad Tabasi
Sorry for Extra Posting:
Problem below is solved - Connect wire from Grab Component to Solver / Goal Objects, and it works.
Hello,
same Question like LiXiaoan: "I have a question that how can I move the vertices of the mesh. I have tried to hold left ctrl and LMB but it doesn't work."
"Grab component" says: "solution Exception: Module not found" (translatet by me to english, so original english Text might be different).
What to do to make it work?
Thanks a lot for this amazing work!
Hey!... awesome code! is really helpful in exploring gridshells!.. I wanted to know if it is possible to make this mesh (the initial shape) in kangaroo or do I need to make the surface in Rhino and then input the mesh in Grasshopper for the rest of the process.. I have to experiment a lot with different forms for Morphing gridshells..would be great if it is possible on grasshopper...
Thanks!
Seeja
So amazing. I have a question that how can I move the vertices of the mesh. I have tried to hold left ctrl and LMB but it doesn't work. Thanks.
Am I late to the "Like" party?
Such an incredible capability. This is really akin to working with virtual material with real world properties. It must be so great to be smart enough to solve these sorts of geometry and programming problems. To share the results is even greater. thank you
Hi Tuan, I made the original mesh using Cytoskeleton to get the first coarse quads(though this could also be done manually), and then Weaverbird's Catmull-Clark subdivision to increase the face count.
Daniel, how did you produce the all quads starting mesh?
Great! thank you!
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