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Full Version: Nodebundle for playing with nodes

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From: Barry-H
20 May 2017   [#348]
Hi all,
I have been working on the Bottle Feed Screws and was wondering if it was possible to animate the rotation of the screws with the node editor for a visual check.
I have managed to rotate one screw with a widget knob and that works ok but the second screw which is parallel to the first screw rotates about the world X axis not it's own axis (the first screw is on the X axis).
Also the screws rotate in different directions one left hand one right hand.
So my questions are how do I set the axis position of rotation and having tried to enter negative numbers in the slider to reverse the rotation direction and failed how to have a clockwise and anticlockwise rotation.
Ideally one widget knob to rotate both screws.
Thanks
Barry
From: bemfarmer
20 May 2017   [#349] In reply to [#348]
Hi Barry,
Karsten's Motor2 node should be a big help.
May I suggest forming the two screws and bottle in .3dm, a la crankshaft etc.
Also a chart of the "engineering" would be helpful.
Ratio of helix turns to bottle turns.

Bottle turns 90 degrees as helix turns 4 times 360 degrees.
So the master slider (or quartz clock/timer/oscillator node) would have to be divided by 16 to feed the rotation node controlling bottle rotation.
It may also have to be negated for CW vs CCW.
The master slider would also, via a math node, directly feed two rotation nodes, input x, one for each screw. (One signal negated for CW vs CCW.)
And adjust frames for the LH screw's rotation node, and for the bottles rotation node.

Bottle moves x units to the right, from x1 to x2.

Does the screw need a bit of groove at negative x axis bottle width?
Rotation ccw/cw etc for the 3 objects.

Due to current work load, there is not much time to play with MoI.
- Brian
From: bemfarmer
21 May 2017   [#350] In reply to [#348]
Barry, to answer your questions:

The axis of rotation for your second screw is determined by the Frame input of your Rotate node.
The Frame input is fed by the point x,y,z node, which needs to have its y input set by a Basic/Constant of y-value of the second screw's axis.

The direction of rotation can be reversed by running the x-axis input of the rotate factory through a negative Math node.
I used Math node of a-b, with input a = constant 0, and input b coming from the quarts clock. (I have not seen a straight minus node.)
(This is a going upstream explanation, so the flow is sort of backwards.)

(I am a rank amateur at the nodes:-)

- Brian

A picture would be very nice, but I am about out of upload bytes...
I'm working off of the motor2 node, for modification experiments.
The crankshaft represents the RH screw, and moved up by Y, would represent the LH screw
The red piston represents the bottle.
Obviously there must be some modifications in the nodes, and swap in screws and the bottle, and adjust orientations, but the basics are there.
The quartz node is nice to use.
From: Barry-H
21 May 2017   [#351] In reply to [#350]
Hi Brian,
thanks for the pointers got the screws to rotate ok.
Reversed the direction by starting the LH Screw at max revolution and subtracting the slider position.
Ie: Rh Screw starts at Min and LH Screw starts at Max.
Going to try and add the bottle movement in and if possible to check for interference as Karsten did
with the motor node.
Again thanks
Barry
From: bemfarmer
21 May 2017   [#352] In reply to [#351]
:-)
From: Barry-H
21 May 2017   [#353]
Hi,
I am using node editor v0.93 and cannot find the quartz clock/timer/oscillator node that Brian mentioned in a previous post.
Can someone point me where to get it and how to install it plus how to use it instead of a slider to animate my Screw model.
Thanks
Barry
From: bemfarmer
22 May 2017   [#354] In reply to [#353]
Hi Barry.
under the subdirectory "nodes," Quartz is inside the basic.js file. It is commented out.
Just remove all but the first //.
I do not know why Max has not activated it.
Output is a "numarray."
Maybe there is supposed to be some input to it that was not completed. (this.addInput("Hz","numarray");)
Maybe Quartz node can feed a second Quartz node? Have to try it...

Quartz may be from the original source of nodes (?)

Default Quartz runs from zero to 359, which yields 360 degrees, which may be a full circle rotation...

Quartz has 2 modes.
Cycled mode runs from e.g 0 degrees to 359 degrees, then starts over at 0.
Tictac mode gets to the end of the count, then runs backwards to the begin count, e.g.zero

- Brian
I think of it as an electronic quartz crystal oscillator, or a clock, etc.
From: speedy (AL2000)
23 May 2017   [#355]
Hello Friends
I want to share with you
this research done, to draw curves
Math(Roulette Curve) ,
I have used Vector to represent
"Locus "of the points
which then turn into curves ...
I also attached a variant in 3d
very interesting, at least I hope....
For those interested this is the link:https://www.mediafire.com/?l58wc87s75uw6j6
Good in-depth
best
al
From: Karsten (KMRQUS)
23 May 2017   [#356] In reply to [#355]
Hello Al,

thanks for sharing - very interesting - the Vectors looks great!



A look to the curvature also says perfect:-)


Have a nice day
Karsten

Image Attachments:
Roulette-Curvature.png  Roulette-Vectors.png 


From: Frenchy Pilou (PILOU)
23 May 2017   [#357]
Remember the Line Web! ;)

http://moi3d.com/forum/index.php?webtag=MOI&msg=3666.1
From: Karsten (KMRQUS)
23 May 2017   [#358] In reply to [#357]
Hello Pilou,

I do not understand what I should remember!?

Line Web is possible since Max has made pointarrays and I made patharrays. You have tested it already.
http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.330
The example makes nothing else then:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.317
http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.163
or in a more complicated way:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.111
For the inspiration I had please google: helix bridge singapore

Or do you think that we have to have a line web node?
Have a nice day and please let me know

Karsten
From: Frenchy Pilou (PILOU)
23 May 2017   [#359] In reply to [#358]
<< Or do you think that we have to have a line web node?

Will be perfect because it's a tricky thing for make easily some regulate surfaces!
From: Karsten (KMRQUS)
23 May 2017   [#360] In reply to [#359]
Hhhmm!
That's all!?!

Image Attachments:
LineWeb.png 


From: Frenchy Pilou (PILOU)
23 May 2017   [#361]
I will try that! :)

Just about indepth of the beast of a node...(just by curiosity because i will never code that)
You must re-create all the function or you recall an existing function (here Line Web) somewhere ?

Else for a Node Line Web itself
- Nbs point by curves
- Nbs of curves
- Variation of curves (distort curves)
another infinite variations! :)

Ps Can you post your node because I don't obtain the same! :(
(or maybe i don't make the good process ?
http://moiscript.weebly.com/uploads/3/9/3/8/3938813/line_web.nod

From: speedy (AL2000)
24 May 2017   [#362]
Hello Pilou
You have to set-up "cross " in the node preferences,
(mpath array )
al
From: Frenchy Pilou (PILOU)
24 May 2017   [#363] In reply to [#362]
@Al
Ahhh yes! Some indispensable hidden things! Bravo!
(Now Lineweb native is more simple! ;)
But as soon as more nodes will added that will be rocking!

Maybe the Info window must be open as soon has a new node is created!


From: Frenchy Pilou (PILOU)
24 May 2017   [#364]
Distort ? By Max Smirnov http://moi3d.com/forum/index.php?webtag=MOI&msg=6659.13
For crazy vegetables! :)




From: speedy (AL2000)
26 May 2017   [#365]
Hello Friends
an experimental test of a sphere tasselation
with base Icosahedron
link:http://www.mediafire.com/file/3h0nk02r0u11hhl/Geodesic_Tasselation.rar
Have a nice day to all
al
From: James (JFH)
27 May 2017   [#366] In reply to [#355]
Al et al,

I have had no opportunity to play with node editor for the last couple of months,
but this weekend I teased apart your Spir-Curve nod to comprehend your method.

After researching roulette curves, I started from scratch to produce this very simple scheme (no trig) based on your method for Trochoid curves.

It can also create Epicycloids by flipping the vectors
(i.e. multiplying by -1 bottom most node)

Now I am going to try and get my head around your geodesic nod.
It looks amazing!

Have a great weekend

James

Image Attachments:
Trochoid.jpg 


From: Barry-H
28 May 2017   [#367]
Hi,
I'm running an animation with the node editor and was wanting to hide edges.
I've tried hiding them prior to running the animation but this does not work.
Is it possible to have a node to hide them ?
Barry

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