Grasshopper

algorithmic modeling for Rhino

So I'm trying to take a surface and perforate it with a bunch of funnels.  I need the mesh to respond to the vortexes, so that if they move, the mesh opens up for it.  I guess in a way, I've been trying to weave together two different relaxed objects.  

I'm open to any and alllll suggestions- any ideas on how to proceed.

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And here starts the pain: How to do it via K2 in a fraction of time. We'll see a variety of ways in a series of defs named Soap_opera_Vx (Life is in fact a Soap Opera). In some later stages maybe I'll switch entirely to code for the K2 part.

1. When you have some idea in mind you MUST have always a Plan B (see the 2 stage def as in the other one [bridging]). In fact achieving a "uniform" result is a bit tricky via K (and maybe, just maybe Plan A is a "better" approach). That said NOT all the K2 thingies required are used  in this V1.

2. Plan A (stop before K2) can yield some more suitable "conical" "shapes" with an indeterminate Loft profile (NOT included: a challenge for you, he he) like the one used in the bridging example. Notice that Plan A  is real-time (and when doing parametric stuff this is the goal Numero Uno).

3. Authenticity of the soap opera series is assured since there's only sardines provided as instance definitions.  

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TEACH ME YOUR WAYS!! PLEASE! HOW DO YOU DO THIS?? Seriously? I need to learn! This is incredible.

You must sign some trivial paper first (don't get bothered with details > just sign : observe for instance how happy a recent signer IS). 

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Super tempting- excellent legal jargon.

BTW: A validation of your signature is required by a reputable US Authority (White House, Senate, House of Representatives and/or Donald Trump )

 

Update- so now, as I move these cones along-- I need them to follow the points- but in a sort of delayed way-- I figure it has something to do with the broken line that makes the cone- any ideas? I have the points moving now, but I'm not sure how to make the cone zip by well.

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1. These (i.e. overlapping and NOT "trimmed" each other):

make sure that you are changing your tail > this is the path to Oblivion.

2. Individually control items in collections (Lists, Trees, Cats, Dogs) i.e. the Holly Grail in Engineering/Design ...  although rather easy is 100% impossible without code (especially when you need to manage  "solution variations" (alternatives) and recall them any time) ... but I have a strong feeling that you wouldn't be able to handle this: expert only territory. Make a test: get a flat 2d grid of  points (a Tree with a single dimension) and attempt to modify Z in points that you choose  on a per point basis.

"Impossible" eh?  

3. Without Mesh Machine areas like this: 

would buy you a ticket to hell (one way).

All in all: doing this properly (The interactive part whilst checking  valid typologies PLUS this, this and that) IS NOT a task for a novice by any means. I would strongly suggest ... er ... hmm ... the Soap Opera approach (but this also requires code if a non rectangular grid is used as a "mesh template").

Okay-- what if vortex tubes that are within a certain proximity of one another just end up fusing together or absorbing into one slightly larger vortex- we can just treat it like a single so we don't have to worry about overlapping pieces.  hmmm... so it wouldn't be a rectangular grid... so how do I code that? and make it move?

Well...

1. appears that an interactive C# demo is unavoidable: Imagine some curves (the paths). Imagine ONE slider that access any one of them and ONE slider that defines a point on the fly on the selected curve. Imagine some magic that allows you to create a List (as persistent data) out of these points and each time that you pick anther curve the slider that controls the position of the point is automatically set to the corresponding value . In fact Imagine Lists sampled in a data tree where branches are variations insofar exploited (where variation = one collection  of your interactively placed points).Close GH go vacations and reopen the def: the data tree is still there. How to do that? I''ll ask THD, that is.

2. Make priorities: IF this is a brep thingy DON'T convert anything to mesh. IF is a mesh (meaning K for doing some relaxation) then all these are NOT required (Daniel does this for you: takes a "boxy" thingy and delivers a "relaxed" thingy [ thus all these Breo cones are off-topic]). Time for Soap_opera_V1A (soon). 

So now the curves that make the cones are slanted, but they don't really have that "lagging" "springy" quality... any suggestions?

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So... now I have my people scurrying along the path.  I'm trying to link it with the lovely soap opera file, to see if I can make it dance- if you have any suggestions.... you're opinion is always greatly anticipated and enjoyed!

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I'm following another path (to glory) but... doing the proper interactive thingy in a manner that you could(?) use(?) it is not that simple (it's your fault: instead of searching the Holly Form you should search the Truth Out There [C#]).

Using more "adventurous" stuff for WIP Soap Opera adventures (top priority: real-time response, lowest priority: Forms that look like Charlize Theron). 

Using sardines (what else) instead of viruses.

more(?) soon(?)

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