Use this when you want to create building massing with customizable corner, offset, and corridor conditions within a flow, for example generating garden apartment massing or multi-family buildings.
Inputs
Name | Abbreviation | Type | Access | Description |
Input | I | Feature | List | The input data |
Transform | T | Object | Item | Transform controls (overridden by individual parameters) (optional) |
This node's settings come from the paired Transform node through the T connector. You can't wire a value straight into a single setting. To drive one setting from your flow, override it with a Write Property node between the Transform node and T.
Outputs
Name | Abbreviation | Type | Access | Description |
Segments | S | Feature | List | List of segment edges |
Edge Polygons | E | Feature | List | List of edge polygons |
Inner Corners | I | Feature | List | List of inner corners |
Outer Corners | O | Feature | List | List of outer corners |
End Cap | E | Feature | List | List of end-caps |
Corridors | C | Feature | List | List of corridors |
Enclosures | E | Feature | List | List of enclosures |
Points | P | Feature | List | List of points |
Blocks | B | Feature | List | List of block points placed on cores, outer corners and end-caps |
Warnings and errors
Message | Cause | Fix |
| Nothing is connected to the input, or the connected node returns no geometry. | Connect a polygon to the input, and check that the upstream node is returning geometry. |
If the node returns nothing and shows no message, it could not build a skeleton from the shape. Try a simpler shape with fewer very short edges.
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 geometries. Use a map node if needed.
Connect the Skeleton Editor Transform node
The Skeleton Editor node needs the Skeleton Editor Transform node connected to its T connector to use your settings. Without it, the Skeleton Editor node runs on Giraffe's built-in default settings, and you can't change any of them in Edit Defaults or the Properties Palette.
Skeleton Editor Transform settings object
The Skeleton Editor Transform node creates a set of inputs in the Properties Palette for anyone using the flow to fill out. It converts those inputs into a plain JSON object and sends it to the Skeleton Editor node through the T connector. The object has type set to skeletonEditor and the settings inside parameters. The values below are the built-in defaults.
{
"type": "skeletonEditor",
"parameters": {
"leftOffset": 10,
"rightOffset": 10,
"hasCorridor": false,
"corridorWidth": 2,
"endcapExtension": 0,
"endcapWraparound": 0,
"blockMode": false,
"innerCoverageOffset": 7.62,
"outerCoverageOffset": 3.35,
"enclosureUsage": "Landscape - Simple",
"edgePolygonUsage": "Residential",
"endCapUsage": "Residential",
"innerCornerUsage": "Core",
"outerCornerUsage": "Residential",
"corridorUsage": "Corridor"
}
}The Skeleton Editor Transform settings in the Properties Palette show lengths, areas, and volumes in your project units. The JSON always stores them in meters, square meters, and cubic meters, so a value you write into it with Write Property must use those units too.
To drive one setting from elsewhere in your flow, override it with a Write Property node. Put Write Property between the Skeleton Editor Transform node and the T connector, and set Property to a path like parameters.leftOffset.
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.
Use shortcut
shift+ato enter edit mode!Reset: set everything to defaults
Use with Subdivide Rectangles
The Skeleton Editor and Subdivide Rectangles nodes work as a pair. The Skeleton Editor sets the building's shape: its edges, corners, end caps, corridors, and enclosures. The Subdivide Rectangles node then fills those edges with units.
Change the massing and where units go in the Skeleton Editor. Change the unit sizes and mix in the Subdivide Rectangles node.
Example: wrap-style development
In a wrap development, apartments wrap around a central parking garage. The Skeleton Editor and Subdivide Rectangles nodes model this layout without any extra nodes.
Draw the skeleton so it creates an enclosure in the middle.
Select the building and press
Shift+Ato enter edit mode.Click the enclosure edit control to open Enclosure Settings.
Set the enclosure's Usage to Carpark - Multi-Deck.
Turn on Remove Inner Units. The Skeleton Editor removes the units on the sides facing into the enclosure.
The Subdivide Rectangles node fills the outer edges with units, and the garage stays clear.
















