Rhino versions supported: Beta testing Bongo 3.0 is limited to Bongo 2.0 users. Bongo 3.0 requires a Bongo 2.0 CD key. Latest version of Rhino 7.0 is required to install Bongo 3.0 and can be downloaded from Rhino - Download - Rhino 7 for Windows
Notes: This is the current work-in-progress release of Bongo 3.0 for Rhino. The product is in the very early stages of development any will probably change a great deal before release. This may include the file format, so please do not rely on Bongo 3.0 models working in the future. Bongo 3.0 will read Bongo 2.0 files, but will save Bongo 3.0 data only. This data cannot be read by Bongo 2.0, so please backup any files before using them in Bongo 3.0.
It seems that the switch works. After switching from version 2 to 3 I see BongoSolvePhysics command. On the other hand, when I run BongoAbout command, I see version 2.
@RBFD Do you already have Bongo 3 running on Rhino 7?
If so please go to:
C:\Program Files\Bongo 3.0 (64-bit)
Right click the BongoVersionSwitch.exe and choose Run as administrator. Select to Run Bongo 2 and press ok.
If you don’t have Bongo 3 installed, and the problem is that Bongo 2 hasn’t loaded automatically into Rhino 7.
You can manually load Bongo 2 into Rhino 7 the following way:
Open up Rhino 7 and go to Tools > Options > Plug-ins.
Click the Install button and go to:
C:\Program Files\Bongo 2.0 (64-bit)\Rhino6
Select the Bongo.20.rhp file and press Open.
Click the Install -button again and go to:
C:\Program Files\Bongo 2.0 (64-bit)
Select the BongoUI.20.v60.rhp file and press Open.
Hi,
In Bongo the behavior of related objects is always somehow initiated by keyframe(s) on one of the objects in the structure. Drag and drop can however be used to install such keyframes. In Bongo’s WIP
also gravity can be the cause of the action.
If you point out to me to such a kangaroo video, I can probably tell you if (and possibly how) it can be done in Bongo.
It sure does look promising, I downloaded Bongo 2 evaluate version to test it out, but I was not able to make the movement I wanted in the time frame I had, I will try again during the weekend.
My question is, will I be able to make a quick movement analysis ( like a door, or sliding door too keep it simple) with limited angles or clash detection in a ping pong style loop, both automatic looping or user activated(click to open then click to close)? and setup as quickly as this piston video you showed, without having to mess manually with keyframes and etc?
If we get a full yes to these questions, bongo 3 and rhino 7 pretty much eliminate anything I need to change to other software to get a full workflow on my current position
By way of answer I’ve made 2 video’s showing Bongo’s WIP 6 Connection feature:
an update version of Joshua’s Piston
a Pitch Control simulation
Some comments.
The primary goal of Bongo is to create a video. To my experience investigating highly experimental mechanical concepts quickly leads to the doubt whether it is the design of structure or Bongo that is misbehaving. Examining the behavior of technical soundly structures however can very well been done.
Unlike Kangaroo Bongo doesn’t have a ‘Grap’ utility to pull and push, twist and wrap objects in a mechanical structure. Also parameters (like the ‘collective’ and ‘cyclic pith’) cannot be altered while the animation is running. Tweaking the keyframe data however allows studying the behavior of the mechanism (e.g. the blades’ exact angle of rotation).
Mind you Bongo’s WIP (remember it is a Work In Progress) can also run in evaluation mode. It comes with a BongoVersionSwitch.exe. I’ll ask Marika to post the models used in the video somewhere.
having the keyframes is actually a good thing to check for interference, since you can very precisely move the rotors frame by frame.
I did get the Bongo 2 Evaluation to try to do something simpler but sadly I still didn’t had the time to, since the assembly movement is not what I am focused in doing in this exact moment. I will however, install the evaluation of Bongo 2 at home and test it out during the weekend.
The sliders on the video I shared above, with max and min values, could be useful for setting up multiple stages of animation in a very precise manner, and they could also give some of the movement without the key framing. I still think would be a good addition to have if possible.
Can the camera be freely moved while the animation is playing ? And can I have multiple movements keyframed and play then separately ?
Using the helicopter as an example, could I have a door that opens and closes, and the rotor, but as if they were two separated video channels, play then separated to setup the movements and then add they to the main timeline for rendering/recording the final video? Or do I have to keyframe everything in the same timeline every time?
I think it would be good to have the timeline of a object as its property, and then add it to the main timeline on demand, this way would be easier to re use work that has already been done.
Thanks for the enlightenment, keep up the good work,