algorithmic modeling for Rhino
Following the infinite monkey theorey that if you put infinite monkeys in front of typewriters then eventually one of them will produce the complete works of Shakespeare, I have created InfiniteMonkeySkeleton (which is a sort of Exoskeleton for Rhino4) by randomly changing Flatten, Graft and Simplify until things worked.
I used less monkeys and just two evenings so the result is not quite finished but it sort of works!
It will take a set of straight lines and if they form a closed loop then it will generate a closed mesh.
Also in need of some improvement is the way I have turned the straight sections into meshes... there has to be a cleverer way of doing this but my data manipulation skills are not quite up to it yet... Someone please help!
The method copies the what was suggested by David in this post but does it to all corner nodes and the straight bits in-between. (I've not tried it on curves yet)
It puts a Starling 3dHull at each corner and meshes between the corners with quads. It caps any meshes at lines that end in free space.
I guess you will need Starling, MeshEdit and Weaverbird!
The resulting mesh isn't very smooth, but its ok.
It runs pretty slow on my laptop!
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wait up, I screwed up my 3dHull intersections when I added some components to deal with lines that stick out in space...
So for structures with no dangling lines this seems to work, and with dangling lines it works but its not great because it doesn't remove the caps on the 3dHulls in each corner (because the MeshLine intersect doesn't work)
nice!
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