Inputs:
. Input (feature): The input data.
. Transform (object): Transform controls (overridden by individual parameters).
Outputs:
· Segments (feature[ ··. ]): List of segment edges.
· Edgepolygons (feature[ ··· ]): List of edge polygons.
. Innercorners (feature[ ... ]): List of inner corners.
· Outercorners (feature[ ··. ]): List of outer corners.
. Endcap (feature[ ... ]): List of end-caps.
. Corridors (feature[ ... ]): List of corridors.
. Enclosures (feature[ ... ]): List of enclosures.
How To
Add the skeleton editor node
Connect the skeleton transform node into the T connector.
Edit the settings by clicking "edit defaults"
Connect the outputs to a write features node
Or, connect outputs to additional nodes to further process the geometries
The outputs are lists of geometric features. Use a map node if needed.
Skeleton Editor Settings
The Skeleton Transform automatically adds all of the required settings for the Skeleton Editor to your properties palette. Edit the values to change the flow result.
Dwelling Depth
Equal Offsets - both sides of the building are equidistant from the centerline
Left/Right offset - set the width of the building from the centerline
Endcap Extension - set the distance the endcap extends from the end of the building
Endcap Wraparound - set the distance endcap units wrap back into the building
Corners
Corridor
Has corridor - add a corridor to the center line
Corridor width - set corridor width (total width)
Default Usages
Limbs - Click to add another arm/limb/extension onto the main shape
Edit Mode - detail edit the corners, end caps, and sides.
Drag nodes to change wraparound sizes
Click corner edit nodes to change corner type
Click enclosure edit ui to change enclosure usage and inner unit visibility
Reset - set everything to defaults
Example
The Skeleton Editor node is typically used with the Subdivide Rectangles Node. The Subdivide Rectangles node fills in the units along the edges.














