Hello,
I am new to grasshopper and despite all my trouble shooting i cannot seem to connect the rotating planes to the mesh . i am attempting to make this model in the image. I would seriously appreciate a solution to learn from if anyone can solve the issue with me please or suggest a less complex way to go about it?
Hi Sarah -
Without your .gh file with all referenced data internalized, it’s unlikely you’ll get much help.
Make sure to read and understand the following:
-wim
Of course! so sorry I sent it without attachments… I had meant to attach the following GH definition and images. I hope I am close! Please, any help at all will be so appreciated,
MOBIUS TWISTED_3DEEP.gh (42.3 KB)
Hello
This type of shape is an array of a base shape, it could surely be done with a torus mesh but I thing it is best to make a low poly mesh on XY plane with some Z then array it allong Z then twist it around Z then deform it on circle.
And don’t forget to put reference of this job that seems to come from
Torolf Sauermann
with modules like that,
you can get
Well
- I could provide something that does a twisted torus (either the Mobius way or via another far more rational - so to speak way).
- That something in fact does points in some sort of “twisted” grid. Then you have 3 options: (a) to create a Nurbs Surface (b) to create a Quad/Tri Mesh or (c) to get the Mesh edges. See images below.
- Then you can follow 2 routes: the artistic one (like the pic that you provited) or to do something more oriented towards … er … hmm logical things (like a Truss out of the Mesh - but is this “Art” ? you tell me).
I could provide a thing as well for doing the “ribbons” that you want (that’s rather very easy via code because the points/Mesh Vertices are in fact an orthogonal “twisted” Grid stored in an one dim DataTree) but using solely C# code … meaning that it would be a bit like a freaky black box for you (unless you have plans to learn how to code).
Wow, Thank you that makes o much sense, I did originally rethink the twisted mobiles and figured something like what you suggested would be possible but wasn’t sure how to go about it… Also thank you for the links to Torolf Sauermann, I actually was sent this image as a guide but didn’t know and could not find the artist! so cool.
Thank you for your quick and detailed response! hmm I am not great with code so I think ill give the 1st option being a twited torus allows me to play with the parameters more in terms of changing the parameters for design process
?
Bad news.
But as Plan B … I propose the following: I can provide a “tutorial” demo C# that does points on a per “torus section” basis (then the next step would be to do that for all torus sections > get all the points > do whatever [nurbs/mesh]). The Plane for these points is the Perpendicular one at some T value to torus axis. So for doing any tricks/things with these points (and finally your ribbons) is easy … since one has on hand the Plane.
After seeing what it does you can try to “translate” it into components (but I don’t recommend it).
Notify if you want such a tutorial (working in any planar/non planar Curve closed or open).
Here a script, it uses Weavebird for subdivision of mesh and thickening. Not mandatory and could be replaced by Dendro to thicken.
Nautilus is just used to place on plane the torus.
Explore the definition to see what it does and try the sliders.
But changing the input mesh is also important
twist torus.gh (26.1 KB)
Once again, thank you for sharing your definition and skills! I was so taken by your geometry I had to try and print it. It’s quite crude – small, and done in draft mode (plus I had to put it on a raft to get it to work), but it’s a nice souvenir from this wonderful forum and the amazing experts willing to spend their time to help the rest of us.