Grasshopper 2 - Figurines / Scene Tab

@DavidRutten The new tree generator and figurine creator is awesome!
Is there anywhere I can read more on this particular category, a roadmap or plans that you are willing to share?

Coming from the AEC sector my interest is piqued to say the least.

Cheers!

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i just saw it. It’s glorious.

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Wait, but i can’t find the tree generator… How it’s called?

That is because it is gone as of the latest G2 build version from what I can tell.
However, there is now a car component.

Here is a green car for you, this is the closest I can get to a tree at the moment.

Perhaps you can use the car to drive to the hidden forest :upside_down_face:

image

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Oh, new police and vans just drop (i actually didn’t notice them before).

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This crowd component is pretty wild too:

Hisible hahahaha

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There’s something delightfully Goosey about that crowd:

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Perhaps David had one too many “Meta Mixing Recipes” while typing that :stuck_out_tongue:

This looks like a VERY well done game and art style (in my opinion)

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I do think the figurine models should have a bit more polygons, but I understand the performance compromise.

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While I like the low poly look for this component, I did experiment with manipulating their polycounts a bit.

You can actually just subdivide them since they are “referenced meshes” or run any other mesh operator on them in fact.

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One of the coolest things is that you can also use the Scene Season and Scene Style pins to modify the types of clothing the crowds are wearing or the visual style of the figurines. It’s really cool.

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I still haven’t experiment with pins (don’t understand how they work :smiling_face_with_tear:), this detail looks interesting.

I threw them in Weaverbird just to see how the mesh look subdivided, but the colors of the vertex get washed

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I imagine there is a way to transpose the vertex colors but I’m not a big mesh user myself so I’m unsure off the top of my head

For example… Here is “Winter” season.

Versus “Summer” season.

Versus “Autumn” season.

Or “grey, flat” styling.

Or “dark, flat” styling

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Really impressive. This would have been so handy all those times I was asked to “create silhouette people” in renderings back in the day and then the view angle changed… haha

wow, i need a tutorial on this season/style pins.

Pins can be thought of as optional inputs to components. You can attach a pin to a component to ‘activate’ this optional input. (It doesn’t matter if you pin it to the top or the bottom.)

You can also attach pins to groups, in which case they apply to all compatible components in that group, unless those components have their own personal pin which overrides the more distant pin.

Pins exist because adding a Tolerance input to 50% of all geometry components would add a huge amount of visual clutter which almost never serves a purpose, or because you probably want to set the same value to a whole bunch of related components. For example with the figurines and vehicles, you probably want to draw them all using the same styling and unit system, so it would be annoying if you had to hook that up to all the individual components with individual wires. You can just group them now and assign it once.

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hi @AndyPayne
@michaelvollrath
please add example(in grasshopper.ghz file) about figurine parameter in input
and the how does work style and season component
figurne.ghz (471.7 KB)

And how do you change this style in grasshopper?
and why does in input boundary cannotINTERNALISE?