Bipartite Attempt to assign a boolean to each vertex of a mesh such that no connected vertices share the same value | |

By Parent (ByParent) Refine a Mesh, separating outputs by parent face | |

Checkerboard Attempt to assign a boolean to each face of a mesh such that no adjacent faces share the same value | |

Diagonalize (Diag) Replace each edge with a new face | |

Face Face Offset (FaceFace) Offset a conical mesh so that corresponding faces are constant distance apart | |

Fold Angle (FoldAngle) Measure the current angle between two triangles about their common edge | |

Hinge Points (HingePoints) Get the 4 points for each internal edge to use in a Hinge Force | |

Combine&Clean (Clean) Combine and Clean a list of meshes, removing unused and duplicate vertices | |

Mesh Corners (MC) Extract corners sharper than some angle | |

Mesh Direction (MD) Sort the face directions of a mesh | |

Mesh Map (MeshMap) Map points from one mesh to another | |

Mesh Turn (Turn) Rotate the vertex order of each face | |

Naked Vertices (NV) Sorts the vertices of a mesh into 2 lists according to whether or not they are surrounded by faces | |

Planarity Analysis (PA) Display face planarity as a coloured mesh | |

Refine Divide each quad into 4 quads, and each triangle into 4 triangles | |

Refine Strips (Strips) Directional subdivision, refines quads in one direction only | |

Stripper Divide a mesh into strips | |

Tangent Circles (TC) Generate face incircles, circle packing centred on vertices, or incircular dual | |

Unroller Unroll a strip of quads | |

Vertex Neighbours (VN) Returns the positions of the vertices connected the given vertex by an edge | |

Warp Weft (WarpWeft) Separate the edges of a mesh into 2 lists according to Warp and Weft direction | |

Remesh By Colour (RemeshByColour) Remeshing with edge lengths dependent on the vertex colours of the input mesh |

Conicalize (Conical) Adjust a quad mesh to make vertices conical - so the mesh has a face-face offset (See the paper 'The focal geometry of circular and conical meshes' for details). Use together with Planarize | |

Cyclic Quad (CyclicQuad) Make a quadrilateral have a circumscribed circle | |

Developablize Turn a triangular mesh into developable patches with creases. Based on the paper 'Developability of Triangle Meshes' by Stein, Grinspun & Crane | |

Edge Lengths (EdgeLengths) Set the edge lengths of a mesh | |

Hinge Hinge | |

Isothermic (Iso) Make a quad mesh S-Isothermic, as described in the paper 'Quasiisothermic Mesh Layout' by Sechelmann, Rörig & Bobenko | |

Live Soap (LS) For generating minimal and CMC (zero and constant mean curvature respectively) meshes which adapt their connectivity during relaxation to maintain triangle quality | |

No Fold Through (NoFoldThrough) To stop the sides of a hinge passing through each other | |

Planarize Planarize | |

Plastic Hinge (PH) Like Hinge, except folding beyond the plastic/elastic threshold will alter the rest angle | |

Polygon Area (PolygonArea) PolygonArea | |

Pressure A force normal to each triangle, and proportional to its area | |

Smooth Smooth | |

Soap Film (SG) For generating zero mean curvature meshes | |

Tangential Smooth (TSmooth) Smooth a mesh only in the local tangent planes. Used in conjunction with SoapFilm | |

Tangent Incircles (TangentIncircles) TangentIncircles | |

Vertex Loads (VertexLoads) Apply equal vertical loads to all vertices of a mesh | |

Volume Set the total volume of a mesh | |

Wind Wind |

Anchor Anchor | |

Anchor XYZ (AnchorXYZ) Fix a point only along chosen world axes. If you need to reset the initial position, disconnect then reconnect the Point input. | |

Bomb (B) Causes an explosion after a given number of iterations | |

Coincident (C) Equivalent to a zero length constraint between a pair of points | |

Floor Floor | |

Floor Friction (Floor) Floor with static friction | |

Magnet Snap (MS) Snap points together according to proximity | |

Plastic Anchor (PlasticAnchor) PlasticAnchor | |

Transform Keep a given transformation between 2 points | |

Load Load |

Clamp Length (ClampLength) Keep length within given bounds | |

Constant Tension (CT) An element which adapts its stiffness to maintain a constant force | |

Direction Align a line segment with a given vector, or if none supplied, the closest of the World XYZ vectors | |

Dynamic Weight1d (DW) A load in the negative Z direction, which updates its magnitude according to the length of the line | |

Equal Length (EqualLength) EqualLength | |

Length Ratio (LengthRatio) Maintain a fixed ratio between the lengths of a pair of lines | |

Length Snap (LengthSnap) Snap length to whole number multiples of a given number | |

Plastic Length (PL) This tries to preserve the length of the line elastically, until it is deformed beyond the limit, then its rest length gets changed | |

Length(Line) Length(Line) |

Align Faces (AlignFaces) Align faces of a pair of rigid bodies | |

Beam Beam resisting bending and torsion | |

Concentric Align axes of a pair of rigid bodies | |

Rigid Body (RigidBody) RigidBody | |

Rigid Point Set (RigidPointSet) A set of points which maintain their relative positions | |

Rigid Body Collide (RigidBodyCollide) Collision between a pair of rigid bodies | |

Solid Plane Collide (SolidPlaneCollide) Collision between a plane and a solid | |

Support Set support conditions for a beam end or rigid body |

Collider Collisions between thickened line segments and spheres | |

Curve Point Collide (CPC) Keep a set of points outside or inside a given 2d curve | |

Curve Collide (CC) Collisions between closed curves in a given plane | |

Image Circles (ImgCircles) Circle packing with sizes from image colours | |

Soft Body Collide (SoftBodyCollide) Collisions between a collection of deformable meshes | |

Solid Point Collide (SPC) Keep a set of points outside or inside a given Mesh | |

Sphere Collide (SC) Collisions between large numbers of equal sized spheres |

Show Show | |

Grab This lets you drag Kangaroo particles in Rhino viewports | |

Bouncy Solver (BouncySolver) Solver with momentum | |

Solver The main component where Goals are combined and applied | |

Soft & Hard Solver (Soft&HardSolver) Solver with separate inputs for soft goals, and hard constraint type goals | |

Zombie Solver (ZombieSolver) A version of the solver component which keeps all iterations internal, and outputs the final result | |

Step Solver (StepSolver) Solver which advances only when input refreshed. Useful for making animations |

Angle Angle | |

Angle Snap (AS) Snap the angle between 2 lines to the closest whole number multiple of a given value | |

Clamp Angle (ClampAngle) Keep an angle between 2 lines within a given range | |

Equal Angle (EA) Equalize angles between multiple pairs of lines | |

G2 Maintain curvature continuity between 2 nurbs curves | |

Rod Bending and stretching resistant rod |

Dot Display (Dot) Show points as round dots | |

interconnect Points (inter) Draws one line between every pair of points in a list | |

Möbius Transformation (MB) 3d Möbius Transformations of any geometry using 4d rotation | |

remove Duplicate Lines (dupLn) Removes similar lines from a list. | |

remove Duplicate Pts (dupPt) Removes similar points from a list | |

Split At Corners (SplitAtCorners) Break a polyline into multiple parts based on angle |

Co Circular (CoCircular) CoCircular | |

Co Linear (CoLinear) CoLinear | |

Co Planar (CoPlanar) CoPlanar | |

Co Spherical (CoSpherical) CoSpherical |

On Curve (OnCurve) Keep a point on a given Curve | |

On Mesh (OnMesh) Keep a point on a given Mesh | |

On Plane (OnPlane) Keep a point on a given plane |

Multi Pipe (MP) Create a branching pipe around a network of lines/curves | |

Sub D Fuse (Fuse) Combine 2 SubD objects |

Tri Remesh (TriRemesh) Convert a Brep or Mesh into a mesh of near equilateral triangles |

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