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	<title>Ali Torabi &#187; parametric design</title>
	<atom:link href="https://www.torabiarchitect.com/blog/?feed=rss2&#038;tag=parametric-design" rel="self" type="application/rss+xml" />
	<link>https://www.torabiarchitect.com/blog</link>
	<description>Digital Architecture &#38; Technology</description>
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		<title>The best way to place mullions on a curtain wall.</title>
		<link>https://www.torabiarchitect.com/blog/?p=539</link>
		<comments>https://www.torabiarchitect.com/blog/?p=539#comments</comments>
		<pubDate>Mon, 01 Apr 2013 09:40:20 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Mesh controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[Transfrom controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[curtain wall]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=539</guid>
		<description><![CDATA[The best way to place mullions on a curtain wall. Curtain wall is made of an edit_poly object which the edges of editpoly represent the axis of mullions , the mullion object itself is a single line object with a sweep modifier on top. This approach allow you to have any type of cross section [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>The best way to place mullions on a curtain wall.<br />
Curtain wall is made of an edit_poly object which the edges of editpoly represent the axis of mullions , the mullion object itself is a single line object with a sweep modifier on top. This approach allow you to have any type of cross section for the mullions while it keeps them always perpendicular to the surface, you can also select the edges of edit poly and force mesh-controller to place the mullion only on selected edges.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/iDLOvBGLEOA?rel=0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=539</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Array on curves inside another array</title>
		<link>https://www.torabiarchitect.com/blog/?p=515</link>
		<comments>https://www.torabiarchitect.com/blog/?p=515#comments</comments>
		<pubDate>Tue, 12 Jun 2012 19:25:14 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[condition controller]]></category>
		<category><![CDATA[Convert controller]]></category>
		<category><![CDATA[curve controller]]></category>
		<category><![CDATA[link controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[Parametric Array Link]]></category>
		<category><![CDATA[Pattern controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=515</guid>
		<description><![CDATA[In this video I&#8217;m creating a curve network. A curve network consist of a series of curves which has been assigned to curves from another array. Also you learn how to use Xform modifier to transform selected vertices of a shape object. PART I PART II]]></description>
				<content:encoded><![CDATA[<p><img alt="" src="http://torabiarchitect.com/parametric-array/wp-content/uploads/2012/06/d0b91b1cc9849bfaab46f1739efa7614_large.jpg" title="Parametric design" class="alignnone" width="560" height="396" /><br />
In this video I&#8217;m creating a curve network. A curve network consist of a series of curves which has been assigned to curves from another array.<br />
Also you learn how to use Xform modifier to transform selected vertices of a shape object.</p>
<p>PART I<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/hXg-Exs46k4?rel=0" frameborder="0" allowfullscreen></iframe><br />
PART II<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/YRxMrVpdpUw?rel=0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Custom pattern tool in SubObject controller</title>
		<link>https://www.torabiarchitect.com/blog/?p=511</link>
		<comments>https://www.torabiarchitect.com/blog/?p=511#comments</comments>
		<pubDate>Thu, 31 May 2012 13:01:28 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[sub-object controller]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[custom pattern]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[sub object controller]]></category>
		<category><![CDATA[surface panelling]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=511</guid>
		<description><![CDATA[Learn how to use Sub object controller in surface controller in order to create custom patterns.]]></description>
				<content:encoded><![CDATA[<p><img class="alignnone" title="Custom Pattern tool" src="http://torabiarchitect.com/parametric-array/wp-content/uploads/2010/06/logo-2.jpg" alt="" width="564" height="264" /><br />
Learn how to use Sub object controller in surface controller in order to create custom patterns.<br />
<iframe src="http://www.youtube.com/embed/b9Pp-dJKhxA?rel=0" frameborder="0" width="560" height="315"></iframe></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Bird&#8217;s nest Stadium</title>
		<link>https://www.torabiarchitect.com/blog/?p=504</link>
		<comments>https://www.torabiarchitect.com/blog/?p=504#comments</comments>
		<pubDate>Fri, 18 May 2012 09:13:58 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Convert controller]]></category>
		<category><![CDATA[curve controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[Random Controller]]></category>
		<category><![CDATA[parametric architecture]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[random controller]]></category>
		<category><![CDATA[random pattern]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=504</guid>
		<description><![CDATA[This video explains use of PARA 3d to create a fully parametric concept model of bird&#8217;s nest stadium. You can control all aspects of geometry and create multiple variations in less than one second! PART I Introduction PART II Creating the base object in 3ds MAX PART III Generating pattern using Para 3d]]></description>
				<content:encoded><![CDATA[<p>This video explains use of PARA 3d to create a fully parametric concept model of bird&#8217;s nest stadium. You can control all aspects of geometry and create multiple variations in less than one second!</p>
<h4>PART I</h4>
<p>Introduction<br />
<iframe src="http://www.youtube.com/embed/iKXGkHukSrI?rel=0" frameborder="0" width="560" height="315"></iframe></p>
<h4>PART II</h4>
<p>Creating the base object in 3ds MAX<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/bsrw2NVHHNg?rel=0" frameborder="0" allowfullscreen></iframe></p>
<h4>PART III</h4>
<p>Generating pattern using Para 3d<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/hVVi8sUjhC4?rel=0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Mesh curvature analysis in 3ds MAX</title>
		<link>https://www.torabiarchitect.com/blog/?p=493</link>
		<comments>https://www.torabiarchitect.com/blog/?p=493#comments</comments>
		<pubDate>Sun, 18 Mar 2012 06:20:14 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Mesh controller]]></category>
		<category><![CDATA[paint]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[curvature analysis]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[surface panelling]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=493</guid>
		<description><![CDATA[This is a simple technique to visualize the discreet curvature of mesh/poly/nurbs (All kind of objects) in 3ds MAX using Mesh controller in PARA . You also will learn how to use the custom attributes with parametric arrays.]]></description>
				<content:encoded><![CDATA[<p>This is a simple technique to visualize the discreet curvature of mesh/poly/nurbs (All kind of objects) in 3ds MAX using Mesh controller in PARA . You also will learn how to use the custom attributes with parametric arrays.<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/P6g7uwBIm10" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=493</wfw:commentRss>
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		</item>
		<item>
		<title>Animated DNA using PARA link</title>
		<link>https://www.torabiarchitect.com/blog/?p=490</link>
		<comments>https://www.torabiarchitect.com/blog/?p=490#comments</comments>
		<pubDate>Thu, 15 Mar 2012 09:41:24 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[curve controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[Parametric Array Link]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[dna]]></category>
		<category><![CDATA[parametric array link]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=490</guid>
		<description><![CDATA[Complex result can be achieved by linking two or more parametric array together. In this video we use PARA link controller to connect two independent array with a line segment. This can also be used in animation.]]></description>
				<content:encoded><![CDATA[<p>Complex result can be achieved by linking two or more parametric array together. In this video we use PARA link controller to connect two independent array with a line segment. This can also be used in animation.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/c2_hI-jRZW0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Working with triangulated mesh and mesh controller</title>
		<link>https://www.torabiarchitect.com/blog/?p=481</link>
		<comments>https://www.torabiarchitect.com/blog/?p=481#comments</comments>
		<pubDate>Thu, 15 Mar 2012 07:57:59 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Mesh controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[Transfrom controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[transform controller]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=481</guid>
		<description><![CDATA[Mesh controller provides access to Mesh data of geometries from all kind. With mesh controller you can work with faces/edges and vertices of the meshes. A short example of using this feature has shown in this video.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.torabiarchitect.com/blog/wp-content/uploads/mesh-controller.jpg"><img class="alignnone  wp-image-483" title="mesh controller" src="http://www.torabiarchitect.com/blog/wp-content/uploads/mesh-controller.jpg" alt="" width="560" height="262" /></a><br />
Mesh controller provides access to Mesh data of geometries from all kind. With mesh controller you can work with faces/edges and vertices of the meshes. A short example of using this feature has shown in this video.<br />
<iframe src="http://www.youtube.com/embed/fxhGYc9S7sQ" frameborder="0" width="560" height="315"></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Loft objects in PARA</title>
		<link>https://www.torabiarchitect.com/blog/?p=477</link>
		<comments>https://www.torabiarchitect.com/blog/?p=477#comments</comments>
		<pubDate>Sun, 11 Mar 2012 05:49:41 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Convert controller]]></category>
		<category><![CDATA[curve controller]]></category>
		<category><![CDATA[graph controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[convert controller]]></category>
		<category><![CDATA[deformation]]></category>
		<category><![CDATA[loft]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[twist]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=477</guid>
		<description><![CDATA[This video shows the potential of using Loft object in Parametric array. If you array a loft object PARA cannot find the information about the PATH object (base line) To get access to the vertices of the path object or deformation properties you need to animate the object before you use it.]]></description>
				<content:encoded><![CDATA[<p>This video shows the potential of using Loft object in Parametric array.<br />
If you array a loft object PARA cannot find the information about the PATH object (base line) To get access to the vertices of the path object or deformation properties you need to animate the object before you use it.<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/_qsjgQAMPJ8" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Design by chance!</title>
		<link>https://www.torabiarchitect.com/blog/?p=468</link>
		<comments>https://www.torabiarchitect.com/blog/?p=468#comments</comments>
		<pubDate>Tue, 06 Mar 2012 08:33:00 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[condition controller]]></category>
		<category><![CDATA[graph controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[Random Controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[random controller]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=468</guid>
		<description><![CDATA[This video shows that random controller can produce Boolean values (TRUE-FALSE). For each object in the array Random controller returns True or False based on the user defined percentage. Higher value makes the controller to return True more often and lower value causes more False result.You can make decision based on the result of the [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.torabiarchitect.com/blog/wp-content/uploads/chance-controller-640-.jpg"><img src="http://www.torabiarchitect.com/blog/wp-content/uploads/chance-controller-640-.jpg" alt="" title="chance controller 640" width="640" height="273" class="alignnone size-full wp-image-470" /></a><br />
This video shows that random controller can produce Boolean values (TRUE-FALSE). For each object in the array <em>Random controller</em> returns <strong>True </strong>or <strong>False </strong>based on the user defined percentage. Higher value makes the controller to return True more often and lower value causes more False result.You can make decision based on the result of the random controller through a <strong>condition controller </strong>. This process is similar to coin flipping.<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/mgSFBfZDPlc" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Surface panelling via SURF DEFORM modifier and PARA 3d</title>
		<link>https://www.torabiarchitect.com/blog/?p=464</link>
		<comments>https://www.torabiarchitect.com/blog/?p=464#comments</comments>
		<pubDate>Mon, 05 Mar 2012 05:49:03 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[linear controller]]></category>
		<category><![CDATA[offset controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[sub-object controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[honeycomb]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[sub object controller]]></category>
		<category><![CDATA[surf deform]]></category>
		<category><![CDATA[surface panelling]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=464</guid>
		<description><![CDATA[This video demonstrate a very simple and quick technique which uses the surf-deform modifier and PARA 3d to clad a NURBS surface, if you work on patches you may use patch deform instead. In second video you learn how to use offset controller and sub-object controllers to slide the hexagon shape panels on the surface [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>This video demonstrate a very simple and quick technique which uses the surf-deform modifier and PARA 3d to clad a NURBS surface, if you work on patches you may use patch deform instead. In second video you learn how to use offset controller and sub-object controllers to slide the hexagon shape panels on the surface in a way that they make a honeycomb pattern.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/hYkttO1GRIU" frameborder="0" allowfullscreen></iframe></p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/6k9qU0ERJRo" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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