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beta

PROGRAMMINGarchitecture

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eVe

history...
eVe is a series of plug-ins for Rhinoceros 3D coming out of the Programming Architecture kitchen. If you
want to learn more, feel free to visit www.programmingarchitecture.com. The name eVe is an abbreviation coming
from Evolving Equilibrium. Since our foundations are cast with methods based on Genetic Algorithms and Evolu-
tion Strategies, and since we use those algorithms to find equilibrium in the design of architectural elements (in
various ways), the name came naturally.

idea...
In our line of work we develop various algorithms for dealing with different types of problems in modern
architectural practice - from structural optimization of free form structures, over shading calculations for solar
trackers, to the development of software for CNC production of architectural elements. When we develop some-
thing that can be transformed into a useful plug-in, we just want to share it. It is as simple as that.

licencing...
We release our eVe plug-ins under the creative commons license. What this means is that you can use
all of them for non-commercial purposes. If you want to use eVe for commercial projects, contact us at eve@
programmingarchitecture.com and we will gladly provide you with our help and service. You will notice that some
plug-ins dont always have full functionality. This happens for different reasons. Sometimes algorithms dont work
properly and we want to improve them before releasing them. Sometimes the developed algorithms were pretty
time consuming and we find them too cool to just give away - in these cases we wait for a while and then decide
to share them.

compatibility...
eVe|voronax beta comes in two forms - 32bit and 64bit, both for Rhino 5.0. If eVe doesnt work on your
platform please inform us so we can fix the problem. You can write at eve@programmingarchitecture.com.

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eVe|explode

introduction...
This is a very simple plug-in. Actually it is a tool, a command that helps you visualize and view your
designs in an interesting and practical manner. You can select objects and explode them - make them move radi-
ally from the center of the composition. In subsequent versions the user will be able to set different directions of
the explosion. This will be useful if you want different elements to move in different directions. Typical examples
would be screws and bolts that move in the direction of their long axis.

installation...
For now, eVe doesnt come with an installer. It is a single Rhino plug-in file (.rhp). In Rhino, you can sim-
ply go to Tools/Options/Plug-ins and install it, or you can just drag and drop the file and it will work. If, for some
reason, you cannot install the plug-in, please let us know so we can try to figure out what the problem is.

design...
Instead of making toolbars with a bunch of small icons, or divide the code into thousand little commands,
we decided to have one command - one dialog. The dialog is modeless, which means that you can keep it open
all the time while doing any operation in Rhino, as you would normally do, or minimize it if it bothers you. Once
you close it and reopen it most of the settings are reset.

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eVe|explode manual
the dialog
If the plug-in is installed, all you need to do is type eve_explode in the Rhino command line, hit Enter and
you should see a dialog that looks something like the one depicted in Figure 1. The Dialog has couple of buttons
(and one about button), one edit box and one slider.

Figure 1
- Select Objects
Click and select the objects that you want to (eVe) explode. Next to the button you will see the number of
objects selected. Objects will remain locked until you close eVe dialog or select other objects.

- Change Center
The center of explosion is automatically determined. If you want to change it you can pick another point.

- Explode from 0 to _______


The maximum distance (in the units of your document) that the selected objects move from their original
position. It is set automatically when you select objects but you can change it.

- the main slider


If the objects are selected you can move the slider and see your composition explode. The transforma-
tions are real - it is not a preview, your objects are actually moved. If you move the slider all the way to the left
(setting it to 0) your objects will find themselves in their original position. Clicking on Close will unlock them.

- Close / Keep results


This will close the dialog and objects will remain as you see them. The original state of the objects will be
gone - you will be warned about this.

- Close / Discard
Whatever you did with the objects will be discarded and you will return to the original state, before you
started the eve_explode command.

the beginning...
There is nothing more to say. All the complicated stuff is hidden in the code. These manuals are release
sensitive. This is the first - beta - manual. Try out the software, and write to us whenever you encounter some
problems so we can try to fix them. If you have some ideas on how we can improve the plug-in we are very eager
to hear them. If you want to help us develop the code further you are also very welcome. Once again, we are www.
programmingarchitecture.com and you can contact us at info@programmingarchitecture.com. For all the ques-
tions regarding the eVe plug-ins you can write at eve@programmingarchitecture.com. We are looking forward to
hearing from you.
Milos Dimcic
Dr.-Ing.

Programming Architecture
Stuttgart, Germany

PROGRAMMINGarchitecture

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