How could I transform the group of multiple geometries from one axis to another axis?


How could I put the group of geometries and use the “Orient” for transform the group of multiple geometries from one axis to another axis. It does not work properly when I just put a point in the centre of multiple geometries to define it as a source of it, and I set multiple geometries for the curve. I would appreciate if anyone would advise me regarding this issue.


You should use a plane for the source. Using a point will just give you a default world xy plane at that point. Post the definition.

Hi Michael,

Thank you so much for your response. I try to work as you explained, but I still have a problem. I attached the Rhino file and the Grasshopper one, and I would very appreciate if you could just look at it. For sure I work in a wrong way but I cannot find the way. I am in very first step of learning grasshopper, so sorry if the file and the way is so funny to you.
Please note that as a general explanation what exactly I want to do is that; I try to have double curve curvature which will be fabricated from standard timber slats (1*2 Inches timber slate) as modules.
Also I am not sure I chose a write way to split the curvature. I am very thankful if you advise me regarding that too.

Thank you so much again.
Very Best,
ZaraTest 04- 06 March (4.8 KB)
Test 04- 06 March 2018.3dm (59.2 KB)

Is this (using group) what you want to achieve? (we talk later on some practical details: like clash issues and dealing with very big numbers of bricks in real-time [using instance definitions])

BTW: NEVER name your files that way: use directories (a nested hierarcy of directories in fact) depending on the general class or the subject and give the file(s) some meaningfull names PLUS manage definition evolutions via some postfix (like V(ersion) V1A,2A,3A,… V2B …) . That is the first step, later on you’ll need other ways to manage your defs (don’t ask, he he).

BTW: This is (in theory) a code related sub-Forum: do you want a C# def that does all that? (rather simple I confess). (11.3 KB)

Spend a couple of minutes more on that one: Get the trad minor update about how NOT to do a brick wall that way. (15.5 KB)
Orient_UC1_V1A.3dm (85.3 KB)

BTW: Given the opportunity … I would strongly suggest some far more pragmatic approach with regard random placement of (the very same) bricks. See what I mean (one row shown for clarity, the next and previous have an overlap for more than obvious reasons)

Whilst the random level of deviation is user controlled (0 = no deviation AND big gaps as a result] … no brick has any contact with any other (the C# that does that is using recursion for finding the next proper brick and is rather real-time fast for reasonable amount of bricks [ not tested for 1Z bricks, mind]).