Grasshopper

algorithmic modeling for Rhino

Hello

I am having a problem with exoskeleton, constantly get lines to the origin (0,0,0) and no setting takes care of them.

If anyone knows of a workaround I would much appreciate it.

Mario

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Having the same origin (0,0,0) issue with Exoskeleton.

Any one find a fix? 

Cheers, 

Jonny

It has something to do with the node size, the only workaround I've been able to come up with is to Cull mesh faces by area

Hi Mario!

Would you be able to share a screencapt or orginal file as to how one can proceed to "cull mesh faces by area"?

Much thanks in advance from a fellow grasshopper user stuck at this same problem

Hi guys,

We are aware of the issue, and have some ideas for a more robust approach, but simply haven't had the time recently.

As general pointers, using 3 sided tubes causes more problems than with higher numbers. Very short segments, duplicate or overlapping input, and tight angles also cause problems.

and I think it will always be problematic to apply it recursively as you have done - skeletonizing a wireframe, then skeletonizing the wireframe of the skeleton, and subdividing the result is going to result in meshes with tens of millions of vertices, which will probably push the limits of rhino/gh.

Ok, I will be watching out for new releases of this component.

Thank you

Mario

Cheers Daniel. 

I was trying to do it on a voronoi wireframe cube so probably to complex. 

Thanks I'll keep an eye out for updates anyway keep up the good work!

Jonny

Dense 2D and 3D Voronoi diagrams often have extremely small edges embedded on the interior here and there...and that creates problems for exoskeleton.  I've been thinking about trying to implement some means for super small edges to combine into "super nodes" so that they get effectively eliminated before being processed.  Basically what happens is when the hulls get built around the connection nodes, if either the wireframe thickness, the node offset or minimum angle results in a radius greater than any of the lines the node is connected to, the mesh breaks.  So if you can cull out any input lines with too tight angles between or which are shorter than your node size, you should be able to eliminate a lot of these artifacts.

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