A helix is fairly easy to do using the Sin & Cos functions, but it occurred to me that twisting a cylinder could do the same thing. So I tried and and it works. There seems to be an additional benefit that using the cylinder method keeps the ends of the helix from being distorted. I think David explained why this happens some time ago, but I’m fuzzy on the reason.
I’m going to add to the SIn/Cos method to this GH file and see what sorts of comparisons I can come up with.
Cylinder-Helix1.gh (7.2 KB)
It seems that in the twist version the height of the first and last revolution differs from the revolutions inbetween:
Interesting observation - thanks. So far I haven’t tried that many twists. I’m starting to add the Sin/Cos method for comparison now.
If you’re going to use space morphing functions, why not twist a vertical line segment?
Here’s a comparison of the Sin/Cos method with the cylinder method.
I’ve tweaked the numbers to get the 2 results as close as I could. It’s clear the 2 are not the same; needless to say I have no idea why this is. If you look at the top view of each you’ll see problems with both methods. The top view should look like a single circle, but the cylinder method is thicker than that, and the sin/cos method has mis-matches at the start and end pf the helix curve - presumably for the reason David gave before.
This is a perplexing issue (at least for me) for sure.
David - regrettably I have no idea how to make a helix by twisting a vertical line segment.
Cylinder-Helix2.gh (14.1 KB)