It´s the first time I´ve watched and followed a grasshopper tutorial from start to finish and understood what was being done! I enjoyed every bit of it. Thank you!!
1:03:30 woah cool rocket! The tutorial itself was long enough, he must've downloaded it from somewhere 1:03:32 me waiting for the free cg model website he got it from 1:03:40 DON'T TELL ME YOU MODELLED IT YOURSELF 1:04:00 proceeds to have mind blown Gedi Jedi!
First of all many thanks for this fantastic tutorial. I am working on a project at a university in Germany and I tried to transfer these parameters to a new origami structure in Grasshopper. The Origami folding is very similar and the parameters in Grasshopper make it very easy to fold. However, the Mesh can't be folded completely and breaks off at about 70%. Do you know what the problem could be?
Yup, meshes sometimes break when folding - usually it's the topology that is at fault - what you want to have is as uniform polygon layout as possible (that is why in the tutorial I divide up every polygon with an X). Also - sometimes you might push the slider too fast - that might cause the simulation to overshoot/overstress. If neither one of these suggestions help - try out a plugin Crane , I believe Junichiro Horikawa did a youtube tutorial on it about a month ago.
Another great video! Thank you, sir! This one reminds me of the strandbeest, do you think grasshopper can simulate it? if so, that would be really cool
Strandbeest should not be simulated but rather mathematically calculated as it's all a rigid system. I'm actually running a course right now that works with it. Check out my "kinetic architecture" tutorials for unreal engine + grasshopper :)
Hi there, there was a forum thread some time ago about this issue: discourse.mcneel.com/t/gh-animation-to-fbx/83750 check it out! I am not sure if it's stable, but there seems to be a way... kind of...
@@hakankosebas2085 Ah you want to simulate it... then no.. You could make something like this trough math though - it's all rotations. The problem is - once you change the pattern, the math would need to change. So I guess... then it's a "no" - you should use sim engines for stuff like this