algorithmic modeling for Rhino
http://www.grasshopper3d.com/forum/topics/block-instance-base-point
http://www.grasshopper3d.com/forum/topics/bake-block
BTW: I never found the time to complete 100% what Ryan asked (as regards the replace thingy) but ... hope dies last, he he.
PS: Skype today? (9.00 am my time).
best
Thanks Peter,
in all these sample, if I'm not wrong I see how to create a block in the library and how to bake giving to it location.
It would be nice if I can have as output directly the block (in a data), in order to move, scale, or doing whatever I want and, at the end, baking it.
But you can do that anyway (these C# ARE JUST a naive/simple demo for Ryan).
Consider this situation (where more than 20K "solids" are created):
Some C# creates a MERO KK systeme: meaning solving clash stuff, doing connectivity trees, calculating drilling axis ... etc etc.
Then ... either by using an existing block (imported from some MCAD stuff) or creating one on the fly (for instance the sleeves and/or the cones) ... "retrieves" it and puts it (in a given nested layer also created ... etc etc) in a zillion places using the classic PlaneToPlane transformation (and any other transformation prior [or after if you are brave, he he] to that) - in plain English: from a given "standard" block reference plane (suggested: Plane.WorldXY) to the (hopefully correctly calculated) plane of the component in question (1M Q: Umbrella sticks anyone? he he).
BTW: for the "any other" > have fun with the "all about Da Morgada sardines" thread of mine that (obviously) has nothing to do with sardines (in fact: far from it), he he.
The Bad news: all these mysterious things are (easily) doable only via code.
The Good news: absolutely nothing is impossible.
The Ugly news: attempting to do it without code.
best, Lord of SardineLand
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