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  1. @m.graf, thanks for your help. Could you tell me, why the "Pass" node is needed?
  2. Hi all! Is it possible to receive data from Marionette Object to create schedules? I created an object - table and tried to build a simple schedule. It works as unwrapped script, every time I press Run Network new object is generated and it is scheduled as planned. If I convert the network to Marionette Object, records are created, but no data(info) are generated and schedule remains empty. Any hints how to schedule Marionette Objects? File with my script as an example. RecordsAndMarionetteObjects.vwx
  3. @Marissa Farrell Thanks for this. Could you tell me, if your node is able to work on a list of 3D points? E.g. I have a NURBS surface divided into list of points and I want to rebuild it with your node. I've done an approach, but it fails... It looks like much bigger math skills are needed than they teach on Architecture facultyūüôā mesh 3Dsurface.vwx
  4. Hi. After some research I found something like this. The node that @Marissa Farrell wrote, works on a grid of points in 2D. Maybe she will be able to help. Tried this node on 3D surface, but it does not work. Still working on it.
  5. @Pat Stanford, @roverton18 I don't think it is so simple as it looks like. This kind of things are on my personal list of "things able to do in Rhino/Grasshopper/Kangaroo/ but not so easy in Marionette". :) roverton18 wants to convert any surface into triangular one built from equilateral triangles. Mesh converts surface into any triangles that fits - surface may be built from set of different triangles. So a challenge is not to convert surface into mesh/triangle surface, but to rebuild a surface using base shape (in this case fixed, equilateral triangle). And I have no idea how to do this in Marionette, yet :) But I can give it a try now. I'll do some research and share, if I find any solution.
  6. @mng1986 Try this one. One table is yours, works fine for me. Second table is with "fixed" leg texture. You can not change leg texture without editing script. Bonus: Made new "Real" node. The work like this: in OIP define "min" and "max" value. If "real" value extends min/max value it changes to min/max value. E.g. real = 150, min = 20, max = 100 if you run the node it will generate 100 (real value is bigger than max, so it sets real to 100) real = 5, min = 20, max = 100 if you run the node it will generate 20 (real value is smaller than min, so it sets real to 20) real = 50, min = 20, max = 100 if you run the node it will generate 50 (real value is between min (20) and max (100), so it remains the same) Hope this is what you had in mind. ParametricTable_GK.vwx
  7. Hello there! Is there any node (or easy way) that returns segments (parts) of polyline from polyline? I mean the situation where a polyline is constructed as a mix of straight segments and arcs. Picture as an example. I know I can get Edges from "Get 2D Edge" node, but this returns only start-end points, not the actual segment and it fails with arcs.
  8. @mng1986 Could you upload a file? It would be much easier to check some things. Answers: 1. As I know you can't set min/max values directly. What you can do is a) change/build from scratch new REAL node and add min/max values into the script. b) add set of nodes that check if given value is different than desired. E.g. VALUE connect to CONDITION (greater than), if no run script, if yes - ALERT DIALOG that activates info about wrong value. 2. Could you set a file to check this. 3. I think yes. Try to remove node's Name. E.g. for "Get Texture" node delete "Name" (LegsTexture) in OIP. Then it would not appear in OIP of Marionette Object.
  9. Found a little bug inside my Force node. Uploading fixed version. GravityNodeV2.1.vwx
  10. @Marissa Farrell I've posted second topic about my new version of Gravity Node where my problem occurs. In my file on layer 002 there are two sets of points. I wanted to make each set of points as an single input that I later connect to my Force source node. GravityNodeV2.0.vwx
  11. Hello there! I had some free time during Christmas and decided to make some upgrades to my Gravity Node I had posted some time ago. New solution is in fact pair of nodes: 1. Force source - node collects all information about how we want to affect our grid. Inputs are: set of points as sources (list of 3D points), force value (real), gravity factor (any number from 0 as an multiplier for force, the more the bigger affect, pop-up menu to decide if force should be positive (push from), or negative (pull toward). 2. Force - node that collects any number of force fields and list of points to modify. There are two examples In my file of how it works: 1 - layer 001, where there are 2 points affecting the grid 2 - layer 002, where there are two sets of points (2 positives and 3 negatives wit different force values) that modify the grid at the same time. Enjoy! GravityNodeV2.0.vwx
  12. Hi all! Is there a way to import multiple geometry into network in the same way, as it works for Control Geometry node? E.g. there are 3D points created by hand (as loci). I want to use them as starting points for geometry generated by network, but at the same time I want to keep the ability to relocate them (just like control geometry works but for multiple objects). Tried to use polygon as an input and read its corners as desired 3D points, but this method fails, if there is a need to use two or more sets of points. Thanks for any help!
  13. @m.graf, thanks, it's working now. I had the same idea, but still, "remove duplicates" does not fix the "Planar Boolean Node". If you connect the output of Planar Boolean Node to e.g. Print Debug you will see that it produces enormous number of information. I wanted to know why ūüôā
  14. Hi all! I need some help with planar boolean node. My network should be working like this: 1. Insert any planar shape. 2. According to a bounding box of the inserted shape create network of rectangles. 3. Intersect rectangles according to the inserted shape. Somehow planar boolean creates a lot of additional, invisible objects that shows up after further operations of the network. Any hints? Grzegorz TileCounter.vwx


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