Challenge

Creating Conceptual mass in REVIT and Creation of Sinusoidal curve and a Parametric stadium using Dynamo

1. Open revit, manage and Dynamo. Insert integer (Start, end , Step), Connect it to Range. Connect Range, Code block, Math.sin to point coordinates. Code block to Product , product to point coordinate. Point coordinates to nurbscurve.by control point . Nurbscurve.bycontrolpoint to list creat and at last to Surface.
2. Open Dynamo. Insert interger (2 set ), connect to point by coordinate, connect to lineby start point end point, connect to list create. Connect levels, wall type, integer (height), item create to wall by curve & height. Connect to floor type , floor level to floor by outline type& level.
3.Draw column in Revit. Array it making 4 column. Open dynamo-muiltiple option. Insert Set by rotation. Select the model element with 45degree and select the columns in revit. Hence reached the result.
4. Start by opening Revit and creating a new Conceptual Mass under the Families section.

Switch to an elevation view, create a new level at 12’, and name it Height of Roof to define the upper boundary of your design.

Using the Spline tool, sketch the flowing outline of your walkway. Feel free to draw it based on your design intent—organic, curving, or linear.

Next, you’ll need a profile to sweep along that path. Set workplanes at key points along the spline and draw polygons or closed profiles that represent the section of the walkway at those locations.

Once you’ve placed the profiles and path, use Create Form to sweep the profiles along the spline and generate a surface.

With the form selected, use Divide Surface to break the geometry into manageable panels. Apply a triangular bent pattern (or square panels if preferred) to give the form structure and a finished look.

5. Start by opening Revit 2023 and heading over to the Manage tab to launch Dynamo.

Begin by adding four Integer Sliders. Label each one clearly so you can keep track of what they control—these will be your inputs for the number of levels, the floor-to-floor height, the rotation at the bottom floor, and the rotation at the top floor.

Next, bring in a Code Block and write a range expression like 0..#levels..floorHeight. This will create a list of heights spaced out based on your input sliders. You can then feed this data into Point.ByCoordinates, plugging the values into the Z input to position your base points vertically.

To give those points orientation, use CoordinateSystem.ByOrigin and connect the points you just created. Then, bring in Rectangle.ByWidthLength to define the base shape of each level. You'll need two more sliders here—label them as width and length to control the size of each rectangle.

Use Point.Origin and Vector.ZAxis as references to help place and rotate the shapes correctly. Then, use another Code Block with a formula like bottomRotation..topRotation..#levels to define how much each level should twist relative to the others.

Feed your rectangles into Geometry.Rotate, using the coordinate points as the rotation origins and the Z axis as the rotation vector. The degrees input will come from the rotation range you defined earlier.

Finally, connect all the rotated rectangles into a PolySurface.ByLoft node to generate the outer shell of your stadium. This lofts the rotated sections together into one smooth, continuous form.


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