algorithmic modeling for Rhino
hi, just wondering if anyone knows how to make a box morph from an already twisted box with 8 corners to another? problem is when I insert the twisted box into the "referance box component, it turns it into a rectangular bounding box surrounding my twisted box.. any way around this??
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nooo! I really need this.. it's for a real pavillion project being built.. have you any idea on how to solve this? I thought maybe doing a cage edit and turning the twisted box into a regular box and then doing the morph .. but rhino doesn't allow to do a cage edit from a non regular box for some reason.. any help would be apriciated..I'm in the dark about this..
If you propose an algorithm of how to map a 3D point (xyz) into twisted box (uvw) coordinates I can make you a component that does it.
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David Rutten
david@mcneel.com
the same way as box to twisted box.. problem is the surface morph and box morph turn the twisted box into a regular bounding box.. I am thinking its something in the definition of the grasshopper component that doesn't allow a tbox as an input. I guess you would know better than anyone else..
The morph from straight box to twisted box is easy, because I can figure out 'where' in the straight box a point is currently. I can project the XYZ coordinates onto the three box axes and thus figure out the UVW coordinates of the point in box-space.
It is also straightforward to go from UVW back to XYZ either through a straight or a twisted box.
What I have problems with is how to figure the UVW of an XYZ point in twistedbox-space. There's probably a not-too-difficult solution to this, but I couldn't think of it back when I wrote the twistedbox morphing algorithms and I haven't thought about it since (until now).
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David Rutten
david@mcneel.com
haha, well unsolved geometrical questions always creep back up at some point in life..
the box I want to use actually is not really twisted.. just the 8 points are aligned differently in space, not orthogonal one to the other... when straight lines connect them..the whole project pretty much depends on it :)
ok,I see.. I thought about mappping all the box faces from one to the other and build a virtual grid , reparameterized from 0-1, so that all points are relative to it..
another option is using a notation matrix and inverting it.. is there a way to get the matrix out of the box morph component? because its output doesn't have it.. that might be useful.
thanx
can you post the file?
the box I want to use actually is not really twisted..
as you say this was not clear, I assumed you meant that it was oriented differently to the world axis.
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