algorithmic modeling for Rhino
You have a very regular mesh, which will lend itself nicely to using the "Sphere Collide" force. Just extract all of your mesh vertices to feed into it, and find a radius for your spheres where they won't be able to pass each other (from your image, I'd start from a little less than half your mesh's shortest edge length).
Thanks for your answer David,
I tried it, it succeeds in not intersecting, but this type of sphere collision makes it bounce back. I would like to achieve the behaviour of let's say a wood strip, which offcourse does not self-intersect but does not have to bounce back when the imaginary spheres touch. I tried increasing the drag, but still it does not give realistic results. Every time it bounces it propagates new movement, so it does not reach equilibrium easily... and when it does, the obtained form is not realistic, like for example a wooden strip that some parts touch and some not.
I see what you're saying. The other possibility is to try the line-line intersection force, but that is definitely a lot heavier, and you may still end up with the bouncing effect...however, once it reaches equilibrium, I think that it may more closely approximate your desired outcome.
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