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Making a procedural spring clamp using geometry nodes.

I can design / create a spring clamp in blender (see image below)

img1

I would like to make it more procedural using geometry nodes (so I would have the ability to adjust it more accurately). I can adjust the height but would also like the ability to change the curve diameter at the top, the middle diameter, and it's length (see arrows).

img2

I can adjust things using the scale element node but it's not really exact (example: trying to change the diameter of the center section to hold a 5mm diameter object). Do I need to recreate the spring clamp from scratch using geometry nodes to allow this?

The reason for exacting dimensions is that this will be 3D printed.

img

img3

img4

Attached file:

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  • $\begingroup$ I wouldn't do this in geometry nodes. Or at least, not primarily in GN. A curve object gives you the minimum number of parameters, in a method more easily edited (perhaps, with drivers or hooks.) Then you give it curve extrusion or a bevel object and a boolean. You might need GN for the boolean, but that alone. You end up with something just as editable, but editable in a more convenient fashion. $\endgroup$
    – Nathan
    Commented Oct 17, 2022 at 22:24

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If you really want to solve this with Geometry Nodes, then I would use a Bezier curve as a starting point.

By scaling this curve and then extruding it, you get a mesh that is not only changeable in all directions, but also generated with a uniform thickness independent of the scaling of the curve.

So the order should be:

  • First scale
  • Then create a base (thickness) with Curve to Mesh
  • Then extrude to height
  • And finally cut with the cylinder

In addition, you can always influence the resolution of the mesh.

The solution could therefore look like this:

enter image description here


(Blender 3.2+)

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