Finally indeed: here’s a thing that closely emulates the real-thing logic. The rigid sections truss concept is the same as in V1 (with regard the rigid members (whites)) but … let’s say that this C# is canibalized from the - internal - original def … er … with a far more legant way. Note: since a spine is used (that can have any shape) the extensive topological checks for the solution validity are removed (they are strictly internal, so use a “good” spine for the truss deployment).
That said the X members would be (later on) “like” the real ones that have nothing to do with tubes (nor with your wooden sticks, truth to be said).
V2A is only the layout (does 1% of the job).
Later on (if we are remotely on the same trajectories) V2B would do the real X sliding members (you would be surprised a bit) using items (either 2D or 3D) that are made/defined ONCE and then placed (as instance definitions, meaning real-time responce no matter the complexity) many times using Plane to Plane transformations (kinda what the Orient does) and V2C would do the ideal mesh plus the var/steady cables for the K2 relaxed membrane task.
302_UAE_XFoldingTruss_V2A.gh (118.6 KB)