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    Gravity node

    @mjm Not in this form. Node I made was designed as intuitive tool for fun, not as a mathematical one. Inputs does not represents real strengths. But it might be an interesting challenge to make something like you asked. I will give it a try in my free time.

    Gravity node

    Hi, all. I had been inspired by the "Create and Rotate a line in polar coordinates" topic, and came up with a idea of creating node that mimics gravity. And that's the result, as a simple Marionette Object. How it works: 1. Input point as "Gravity center". 2. Input list of points to modify. 3. Gravity value. Defines "strength" of gravity force. 0 = nothing happens, 1 = point will be moved to the gravity center. Positive values moves points away from gravity center, negative towards it. 4. Radius value. Defines the area where points will be modified. Points outside this area will remain unmodified. Works as a remap of min and max values of radius and transforms it into 0-1 factor, that multiply gravity value. Gives an effect of different gravity strength depends on distance from gravity center. The further the point is, the less gravity will affect it. Hope you will enjoy it. GravityNode.vwx
  3. @Benson Shaw, Hi. Try editing Rotate Line node. There's "-" in a front of "rot" in vs.HRotate definition indicating clockwise rotation. Change: #script vs.HRotate(line, p, -rot) For: #script vs.HRotate(line, p, rot) In 2019 works.
  4. @Alan Woodwell Thanks for your help 🙂 it's all working now. The solution was pretty easy, can't believe I missed it earlier. The problem was, as you noticed before, that vTan is not vAng. I thought that every vector is considered as vector. Rotate node's description says vAng - "It could be a 2D/3D rotation vector...", but I didn't realize there are different kind of vectors in Marionette. 🙂
  5. @Alan Woodwell I need to take a closer look on how it works. This looks promising.
  6. @Alan Woodwell, thank you so much for your time. Unfortunately, connecting vTan in "Get Point On Poly" to vRot in "RectangleXXXX" does not work. I mean they are rotated in the right direction, but at the same time moved from the curve (see picture). I don't understand why this happens, so I tried to use rotate node to make same effect in two steps. I will search for kind of translator between 3DVector and angle, maybe this will help.
  7. Hello there! Tried to create a network that places shapes on input Curve. Shapes have to be perpendicular (placed along curve's normal vector). But somehow I can't see any result. Debugging shows, that last node (Rotate) generate geometry, but it does not show up on screen. Any ideas? Offtopic Is there any progress in finding normal vector to 3D curve/NURBS curve? ShapesOnCurve.vwx
  8. It is not important at all. What do you mean by saving as "intelligent symbol"?
  9. Hi Pascal. I have a further query in this topic. Is it possible to create Marionette Object that uses selected shape as input? E.g. this wrapper I created, meant to be Menu command. After using it the final geometry loses the "parametric features (can no longer change dimensions)", it is only a group of extrusions. It would be great, if it works like any Marionette Object \, but I have no clue how to do that. Any thoughts on that? ParametricTable.vwx
  10. Great, thank you very much! I think I would never reach to this point without you.
  11. Thank you for your time and answers! I have some more questions according to your files: 1. Why Chunk node works on list of points, but it does not on list of objects (curves)? 2. I wanted to divide list of curves into sorted list of curves (List1[0,1,2,3,4,5,6,7] into List2[[0,1],[2,3],[4,5],[6,7]] where each element is a curve), then divide them. As I understand you divided all curves into segments and then sorted them into lists, am I right? Is there any way to do it "my way"? The thing I want to achieve is to implement nodes from "wicker007.vwx" into the file i uploaded earlier. So in general, full script should work like this: Input solid -> create contours -> for each contour implement nodes from "wicker007". Is this possible to be done? wicker007.vwx
  12. Hello! I have a question: Is it possible to "graft" objects in Marionette, like it is possible in Grasshopper? Example: There is a list of 5 curves. I want to divide each curve into 10 equal segments, but at the same time, keep each division as separate list. The desired output - list of 5 lists, containing 10 elements each. I tried to solve this using e.g. Mix and Chunk List nodes, but it gives strange output. Bonus question. Is there any kind of documentation explaining what nodes outputs mean: e.g. "Vectorworks Handle type: 111"? example001.vwx
  13. Fine, it's working I think, thanks for help! Any suggestions how I can do it in more efficient way will be appreciated. wicker007.vwx
  14. I know, started working on this just like you have send with "split list". But still I don't understand why every new curve after using offset has different starting/first point. Is it random or somehow predictable?
  15. Stephan, thanks for reply. So I created this script, mayby you can help understand why it is not working. It looks like after offsetting curve the first point on each curve is in different place (as circles show), so the final output is "shifted". wicker006.vwx


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