Baldino, I liked your box-morphing tutorial, and plan to go back and do the rest of them. The workshop is probably 60-90 minutes, with about 1/4 devoted to a parametric modelling intro, and the other 3/4 for live tutorial. And I'm asking the Rhino teacher to have the interested students install Grasshopper in his session so I know they will come prepared, and possibly have had a week to play with it on their own.
David, I was thinking of a straircase, since that is something students have to model on practically every project. I hadn't tried doing one yet myself. I can't tell how hard your example is without stepping through it, and since I'm currently covered in thinset mortar from a house project, I'll have to try that later when I'm cleaned up. All of this info is very useful info in any case, whether or not I can get it into this 1-day format, because if the interest level builds then I want to do more in depth in upcoming semesters. The only real obstacle is to continually build the interest level - I'm at a somewhat tech-conservative architecture school (I only know 2 others using Grasshopper here). -Chris On Jan 18, 11:00 am, David Rutten <[email protected]> wrote: > My most complex demo involves a stair case which extends itself to > nearly touch a freeform wall. I might not be very suitable for a > workshop though. I found that workshop examples need to be as basic as > possible if you want people to understand them and elaborate on them. > > Just for good measure, here's the progression of the freeform > staircase: > > 1) Create, in Rhino, a freeform curve which will act as backbone for > the staircase. It's usually best to keep the curve flat on the world > xy-plane, and elevate each successive step by a fixed amount (this is > how stairs work), but you can also use a 3D spline directly. > > 2) Create, in Rhino, a freeform surface next to the stair curve, one > which guarantees intersections. Usually a vertical deformable Plane > works well (you can control-point-edit the plane to create some > bulges). > > 3) Ok, switch to Grasshopper. First import the curve and the plane > using a Curve and Surface parameter respectively. > > 4) Then use the HorizontalFrames component to generate a bunch of > frames along the curve. > > 4b) If you're using a flat input curve, then generate a set of > increasing vector and move the planes upwards. > > 5) Extract the plane Y axis, and generate a set of line segments > starting at the plane origin and pointing along the y axis (Line SDL > is best for this), you can pick a longer length value to make it clear > how the lines look. > > 6) Now intersect the line segments with the wall surface. This is > where you need to make sure the wall is big enough to intersect ALL > lines. If you use the mathematical intersection instead of the > Geometrical, the length of the lines doesn't matter. > > 7) Now, you should have a series of intersection points on the wall > (one for each curve frame), so you can measure the distance from the > Curve frame centres to those intersection points. > > 8) The last step involves using a Box component to build boxes on your > surface frames, where the width of set boxes is related to the > distance of the intersection. > > Anything more complicated than this and people don't stand a chance of > actually grasping what's going on. In fact, you could argue this is > already over the top. > > -------------------------------- > > The things I typically talk about first are: > > Parameters: what do they do, how does data flow, how can you examine > what's inside (i.e. tooltips, menus, Post-it panels) > Data: What types of data do we have and how can we set those? Numbers > and Booleans are easy enough, but what about points? or curves? > Components: first, the anatomy. Components have input and output > parameters, and these behave a lot like the free floating ones. Then > components also have the black-box in the centre. Show how context > menus change depending on where you click inside a component. > > This would be an excellent point for some assignments, maybe ask > people to elaborate on the examples you've used so far in the lecture. > > Once you feel it's time to explain some more, talk a bit about Lists. > Components like Series, Range, Random but also CurveDivide etc. all > generate lists of outputs. How do we deal with these? How is data > combined and what can you do if it's combined in the wrong way (i.e. > list sorting, culling, shifting, inverting etc.) Finally, maybe a > word on Data matching (Shortest List, Longest List and Cross > Reference) > > If people are really smart and you're ahead of schedule, maybe, just > maybe, you can talk about expressions. Don't scare them with cosines > or factorials, just show how you can make a network a lot cleaner by > adding the odd "N + 1" or "Min(N, 50)" inside some parameters. > > -- > David Rutten > [email protected] > Robert McNeel & Associates > > On Jan 18, 3:54 pm, Chris Wilkins <[email protected]> wrote: > > > > > Hi, > > My professor has asked me to do a Grasshopper workshop, and I'm trying > > to come up with examples that are both simple to understand, and > > useful for students in architecture studio. The audience is 2nd year > > architecture undergrads who have shown proficiency in Rhino (all 2nd > > Yrs do a series of Rhino workshops here). > > > Here is one example of simple and useful, which just makes a handrails > > and balusters from a > > curve:http://groups.google.com/group/grasshopper3d/web/StairRailings.jpg > > > Since theres an abundance of brains on this forum, I figure you guys > > might have some good suggestions for "simple and useful" definitions. > > Any ideas? > > > Thanks, > > Chris > > Clemson University- Hide quoted text - > > - Show quoted text -
