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  1. Hi all, Is there any way to read a NURBS curve direction in Marionette, like we can using PIO? I would like to get direction vectors on certain points of any NURBS curve, but I can't find any node or vs.function that I can use. Any hints?
  2. Hi, Try "Set Char Properties" node in Objects-Text.
  3. @sully8391 The easiest way to create custom node is to modify existing one. You can double click on any node to check what is inside and change it. Keep in mind that you should delete the first line and change name of the new node in order to save your changes. Here is my example of what I think you have tried to do. SimpleLoopNode.vwx
  4. I think MRoth has given you a nice hint. You can try to use some functions to create non-linear values.
  5. @Todd Drucker To get more "exponential" shape you will need exponential function. Here you have my very first attempt to build something like graph mapper. Inside a wrapper called "GraphMapper2.0" there is a curve that can be modified as desired. Wrapper generates set of values based on y values of that curve. Next we can use this values to create non-linear modifiers for scale vector. Unfortunately, every time you copy this wrapper you need to add name to the curve inside the wrapper, the same as nodes name inside wrapper. But it should work, you can play around it by changing ValueMax, and ValueMin or changing the shape of the curve. Have fun. COLUMN PRACTICE 3 TD-GK 07_04_2020.vwx
  6. @sully8391 I think that you need to rethink what you would like to do. Your network works like this: 1. create a range of numbers 2. Multiply these numbers by phi 3. Use this list of numbers as Y coordinate. This network returns a range of evenly multiplied numbers (each base number is multiplied by phi separately) so distances between rectangles are constant. E.g. 1st. point (0,0) 2nd. point (0, 161) where Y = 100*1,61 3rd. point (0, 322) where Y = 200*1,61 4th. point (0, 483) where Y = 300*1,61 and so on... You can see that distance between points is constant and is equal to step*phi As I understand you want to make a network that distributes rectangles at different distances using phi, yes? This will require different approach. You need to multiply a previous distance. E.g. 1st. point (0,0) 2nd. point (0,161) where Y = 100x1,61 3rd. point (0, 259) where Y = 161x1,61 4th. point (0, 417) where Y = 259x1,61 and so on... You can spot the difference. Hope you'll make it. If you have any questions just ask.
  7. @Todd Drucker I'm not sure what you had in mind, but maybe this will help. You can play around my network on "Design Layer-2". If you have any questions about the network just ask. Have fun, Grzegorz COLUMN PRACTICE 2 GK.vwx
  8. @m.graf, thanks for your help. Could you tell me, why the "Pass" node is needed?
  9. 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
  10. @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
  11. 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.
  12. @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.
  13. @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
  14. 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.


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