The first version of Abita+ dates back to 2001. Concepts are, in the computer world as in other domains, concepts that are discovered and forgotten, then rediscovered in the belief that they are innovative or original. At the dawn of the 20th century, to explore architectural solutions, there were three ways. The first was to mimic analogical tools and methods. This is the virtual drawing board such as AutoCad for example. The intellectual process is the same as for hand drawing, it is only the ease of corrections, re- editing and duplication that make it a very productive tool. The second path, less known and somewhat forgotten, is that of declarative modeling. In this method, the idea is to start with the expected result and work backwards through the inductive chain.

In this tutorial, the idea is to explore the potential of Isovist for urban analysis. Isovist is the surface or volume of space visible from a specific point. This concept has been proposed by Clifford Tandy in 1967 and then redefined by Michael Benedikt. Isovists are very useful to quantify the perception of urban spaces such as opening, closeness, and also useful to define urban envelopes. Isovists help to with non-intuitive solutions for complex problems.

The objective of this tutorial is to acquire fundamental knowledge of Grasshopper through a simple definition that employs various functions and components. The intention is to construct an entire bridge starting from a single point, which will be converted into lines, surfaces, volumes, and ultimately, a bridge. Since all the stages are parametric, it allows for endless possibilities to generate countless variations.

Bridge Length

Let’s start with a point set in {0,0,0}

The bridge will need 3 points, one to start, one to end, this will be the length of the bridge, and in between a point to design the curvature of the bridge. This point will be on the line drawn by the two others and will be able to move along the line and in height.

Now let’s create the point on the line

Add a Point on Curve

We have our 3 points.

Bridge height

The middle one will be raised create the arch. Then, a curve is created linking first, raised midpoint and last

Bridge width

The curve is copied horizontally to obtain the bridge width. This is done by moving the curve Y direction.

Add a Loft to create the bridge deck, Nota, the Relay is put to have a better presentation, create a Relay by double clicking on the Wire.

The bridge can have a thickness by extruding the loft surface.

Railings

Let’s first create the vertical bars that hold the handrail

Finish by transforming lines into solid objects. Here, extruded polygons are used, this is one solution among many. For the handrail, it’s also possible to use a Tube which is easier…but creates more polygons.

Handrail

Whole definition

The bridge at its first definition is done

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to Follow…inserting Parametric Bridge Into Unity.

Laurent Lescop – 3D Viz – Parametric Design – Immersion