In my attempt to create a ‘kinky sweep’ I used the ‘map to surface’ component and I had the impression that a curve that I used as a profile would follow the curvature of the target surface.
later I realized that only the control points of the curve are mapped on the surface, resulting in a curve that is slightly (or greatly) off the surface.
Am I using it wrong? or is there another way to map a curve on a surface?
(I thought about using ‘surface morph’ but it doesn’t work with planar curves (it requires a non zero z-dimension)
here is an example with the problem:
First of all: as a Devil you are very disappointing! You’re too kind.
(Unless of course it’s your scheme in order to rip more souls! )
second: the 1 dollar answer is: I already started although in order to keep whatever little contact I still have with the outside world, I’ve dedicated a small time segment to it!
Your curve is a combination of degree 3 + degree1. The control points can only be increased if you want to apply this curve to a curved surface.
In my opinion, you’ll need a different approach to map your curve to a plane and a curved surface.
I want the curve to be able to ‘rotate’ on the surface. but the problem is that with ‘boundary’ surface, the untrimmed surface rotates along with the curve,thus not passing on the rotation to the maped curve, which tells me that the curve must carry with it some kind of orientation info (one would expect the untrimmed surface to remain parallel to the world)
Is there some way to ‘force’ the untrimmed surface to remain parallel to xy? mapsurface2.gh (14.8 KB)
Unwillingly you gave me a solution to the other problem!
instead of using as a reference the boundary surface, to use one of the sides of the BBox!
(although it still leaves me with the question: why should the untrimmed surface of the ‘boundary surface’ be constructed parallel to the orientation of the curve and not the world xy?)
Nevertheless, if you have a look at Peter’s script, you’ll see that he managed to retain (almost) the same amound of control points while forcing the curve to stay on the surface! (what kind of sourcery is this !?!?!?)
Very elegant solution! (I feel ashamed that I didn’t even know about ‘pull curve’.
With a little simplification of the curves (it is to be used for sweeping, so simple curves are important) it works amazingly! MapSrf1.gh (11.2 KB)
The only downside is that you have to include the Control Points in the BBox and for the specific use I want it now that is a problem.
Still, very elegant solution!
P.S. Since you guys seem to be interested in the matter, doesn’t anybody have any guess as to why ‘boundary surface’ component creates a surface aligned to the curve and not to the world? It seems that each curve must carry some kind of meta-data with it… (in the beggining I suspected it might be aligning itself to the initial tangent of the curve but no. when the curve is unturned, the surface is aligned with the world. when it turns, the surface’s orientation turns with it…)
The problem at hand has already been solved some 10 posts ago but new ideas keep sprouting, each with a different approach and each giving new insights to the use of grasshopper’s tools!
(I’ve never thought of extruding a planar bounding box !!!)