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Full Version: Nodebundle for playing with nodes

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From: Frenchy Pilou (PILOU)
29 Jul 2019   [#1584]
It was trivial but the node ExtractPts is not in the classic Elephant but in the "extention" : http://moi3d.com/forum/index.php?webtag=MOI&msg=9358.1

So we can take now any object(s)! :)
And any sort of gaps but by external tricks (Excel or similar spreadsheet)
...wished of course an internal one...but that is better than nothing! :)

Allways not found the generic "Box" if existing ???
so use here a selected before drawn one!



Extraire = ExtractPts
Bouge = Move, Sélectionné = Selected,
Objets = Objects, Vers = Out, Sortie = OutPut

next will be the "internal" random gap...without Excel...
...and of course random size of the boxes!
From: Frenchy Pilou (PILOU)
29 Jul 2019   [#1585]
For the fun...




Curseur = Cursor, SphèrePts= SpherePts, Nombre = Number,
Centre = Center, Vers = Out, Sortie = OutPut


From: Frenchy Pilou (PILOU)
30 Jul 2019   [#1586]
So I have the total control about size, gaps position for object(s) but with 2 external csv files!
So not yet that i want : the result is good but not the method wanted! :)

Seems node Scale has priority to the node Move!

(always a pity that a repository of nodes don't existing...for see how each node is working)
I surely make it in next months because it's pretty hard to random test each one by one... :)





Bouge = Move, Sélectionné = Selected, Extraire = Extract
Objets = Objects, Vers = Out, Nombre = Number, Sortie = OutPut
From: Frenchy Pilou (PILOU)
1 Aug 2019   [#1587]
Another strategy
No total control (because random) but cool result! :)





Sélectionné = Selected, Curseur = Slider, Objets de Base = Base Objects, Différence = Difference
Soustracteurs = Substractors, Bouge = Move, Objets = Objects, De = In, Vers = Out, Sortie = OutPut
From: Frenchy Pilou (PILOU)
1 Aug 2019   [#1588]
Works as aspected :)


From: James (JFH)
1 Aug 2019   [#1589] In reply to [#1588]
Looking Good, Pilou,

I'm delighted to see that you have caught the bug (Elephantitus: pathological mania for NodeEditor)

Here's something that I did with NE, that made me think of you
& your enduring enthusiasm for TopMod.



Keep going with Noding; the possibilities are endless

James
https://www.instagram.com/nodeology/

Image Attachments:
TopMod.gif 


From: Frenchy Pilou (PILOU)
1 Aug 2019   [#1590] In reply to [#1589]
ah yes, the golden age! ;) I had believed that was one of my old images! :)
https://issuu.com/frenchy_pilou/docs/topmod

Cool adaptation of the crazzy TopMod!

PS You have keept all "nodes" of your graphic images ?

PSS I had the virus for a long time but it was sleeping! :)
http://moiscript.weebly.com/elephant-systegraveme-nodal.html

I will need your help in few month when i will make the repository of the English/ French Elephant nodes composants!
(+ a very little example)

Because many nodes are always a mystery for me...and I believe that will be useful for someones!
(something more modest like that... http://rhino.github.io/#System

Sure endless when you see that! :) https://www.grasshopper3d.com/page/tutorials-1
From: Frenchy Pilou (PILOU)
2 Aug 2019   [#1591]
Does exist a "Loop" (?) for make "x" times the same thing ?
For avoid to write 100 times the same thing! :)



The Node "Box" (?) "Cube" (?) ... is always absent ?
From: James (JFH)
2 Aug 2019   [#1592] In reply to [#1591]
Pilou,

Many nodes are multiprocessing, so in example of circle node, will take multiple inputs of radii
& output multiple circles.



James
https://www.instagram.com/nodeology/

Image Attachments:
circles.gif 


From: Frenchy Pilou (PILOU)
2 Aug 2019   [#1593] In reply to [#1592]
@ James Yes but write 100 constants or more are some painful! :)

I have seen that , does this "Loop" that I wish ?


From: Frenchy Pilou (PILOU)
2 Aug 2019   [#1594]
Reread the more 1500 posts for found something about Loop !

find post 1382... not very explicit for me but...i found the root! :)

https://moi3d.com/forum/index.php?webtag=MOI&msg=7777.1382

Ps @ Michael : an object (say a solid) created by Elephant ( Elephant stopped or not) is just selectable by "box selection" and not by a simple click!


From: Michael Gibson
2 Aug 2019   [#1595] In reply to [#1594]
Hi Pilou,

re:
> Ps @ Michael : an object (say a solid) created by Elephant ( Elephant stopped or not) is
> just selectable by "box selection" and not by a simple click!

The object probably has hit testing turned off, there is a .setHitTest(bool) method on objects that can turn it on or off. Some geometry factories probably set it to off so that you won't start snapping on to the objects that have just been generated. That's for stuff like in the Extrude command you don't want to get object snaps on the object generated from your last mouse move.

If you run this script and do something to redraw the view (like zoom/pan/rotate) it should go back to normal behavior:

script: var objs = moi.geometryDatabase.getObjects(); for ( var i = 0; i < objs.length; ++i ) { var obj = objs.item(i); obj.setHitTest( true ); }

It's probably something that the node editor should do automatically on its output objects.

- Michael
From: Frenchy Pilou (PILOU)
2 Aug 2019   [#1596] In reply to [#1595]
Thx for the info!
From: Frenchy Pilou (PILOU)
2 Aug 2019   [#1597]
There is only the csv file for import / give massive datas ? (here for example the 7 X positions center of a cylinder)



No Node Array along a curve ?

I see an "Object to Array" but how works it? :)
There is a patent miss of mini example of each node for the noob like me! ;)
From: James (JFH)
2 Aug 2019   [#1598]
UPDATED: SOLVED (problem was "sweep" node mode setting, not bundleArray)


Hello Karsten,

I hope you new well.

I don't know that this is a bug as such, but I encounter a recurring issue with bundleArray node.
When bundling arrays, the item is dropped. This can usually be worked around by idxSelecting the last array item
& concatenating to the end of bundled array. In this instance (shown) the work around does not seem to work.

Can you please let me know if this is a bug or a feature, and if the former whether it would be a difficult fix

James
https://www.instagram.com/nodeology/


Attachments:
manaRayPattern.nod

Image Attachments:
bundleArray.gif 


From: Karsten (KMRQUS)
5 Aug 2019   [#1599] In reply to [#1598]
Hello James,
bundleArray was made to bundle the points to cross eg. curves. So it limits the output to the shortest input array. In your example the splitted arrays have length 180 and 183?? - so the output is 360 long. I have tried to make numarrays with 14 and - 14 (progression node) much longer as needed, bundled these - splitted the points/pointsext and injected the angle rz. Then used transform-rotation to orient your pathes and avoid that problem, but without success. So the problem seems to be somewhere else. I am very busy at the moment, so I can not have adeeper look. Sorry for that.
@Pilou: Please have a look to the progression node to generate your numarrays. After that also to the math node.

A nice day to all
Karsten
From: James (JFH)
5 Aug 2019   [#1600] In reply to [#1599]
Hello Karsten,

>> I am very busy at the moment....<<

Thank you so much for taking the time to get back to me, & for the explanation.

As it turns out the usual solution (that I described in my earlier post) of appending the dropped item
to the end of the bundled array, did indeed work....the issue was the sweep node option set to "union" rather than "long".

I reattached .nod file to my previous post: http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.1598

Although the work around is not difficult, it would be good to have a long option builtin to the bundleArray node.


Great to hear from you
James
https://www.instagram.com/nodeology/

Image Attachments:
bundleArrayLong.gif 


From: Apophis
5 Aug 2019   [#1601]
Hello

Is there a description for each node?

Regards from Bavarian
From: Frenchy Pilou (PILOU)
19 Aug 2019   [#1602] In reply to [#1601]
<< Is there a description for each node?

That's i must make at the beginning of september!
Native Elephant - Extension
French / English ( + inside the node editor itself
that is 75% made for the French part and of course 100% yet made for the English part! ;)
From: Apophis
21 Aug 2019   [#1603]
cool :-)

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