Just to not let this question…
Your definition used way too short cuts!
“Bridges” that connect one ring to the other are much shorter than the cuts.
Here an attempt:
circular kirigami_V01.gh (25.7 KB)
Inside I’ve made a custom c# that “cut” a mesh (unweld) and move vertexes away from the cut:
Possible tweaks for better simulation would be:
- using equal length segments (currently outer ring is much more rigid than inner ring, due to same amount of edges
- using a better solution to keep the paper un-shearable (currently, if you go too fast, it shears instead of bending…)
Hope it helps…