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  • Sketchy Physics menu question

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    C
    Look under View->Tool Bars->SketchyPhysicsJoints
  • Help UI window not working

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    @robint said: when I try to input say accel or a controller name , it accpts them but doesnt do anything - no slider in the run panel To get a slider, you need to use the format "slider("<slider_name>")". In your case it will be "slider("accel")". If it is a variable that you want to put in, then you must first set the variable to some number, because sometimes the variable will be ignored if it isn't set as something. I THINK this happens because when dealing with joints, a number is required, and because a variable usually assumes "null" as it's value at first (null means nothing), the joint doesn't use it. Setting the variable is known as "initializing" the variable. Remember this because there will be some errors describing an uninitialized variable. Hope this helps, Chris
  • Has sk,phy. a time bar ?

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    P
    Sketchyphysics does have a time bar - but it does not display the actual time that we are used, as in minutes, seconds, etc. It uses frames. Each frame is basically a set of data derived from calculations. You can see this feature on the lower left corner when a simulation is running. It might be possible to convert the frames into what we are familiar with. But that would require some calculations I am not at the moment familiar with. You can search through the Sketchup ruby code index for time functions and such, and see what you can do from there. Assuming you are familiar with coding in ruby. -Chris
  • Mass Limitations

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    GaieusG
    @jim said: Hi Steffan, Are you talking about SketchyPhysics? If so, we have a forum dedicated to it. You might have better luck asking there. http://forums.sketchucation.com/viewforum.php?f=61 Moved the topic there (sorry Steffan, I cannot help myself as I am not using SP)
  • [Video] FPS Test

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    thomthomT
    That's very cool stuff.
  • Copy objects with names?

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    H
    Hello again! Thanks for the help! I had done in another way that works to, itĀ“s a bowling lane (with pins and everything ofcourse), but it is scripted, not mechanical. So therefor I need to delete the pins/balls that have been used to copy/emitter new ones, otherwise there will be too much geometry in the model. And when the model should erase the pins/balls I've think that it only should erase objects with the name pin (or ball) but, I've figured out another way on the problem. But thank's alot for the help, I be back if I got more problems. The skechyphysics is awesome!
  • Export to scenes instead of new files

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    F
    I will try it when I have a little bit more freetime. Thanks.
  • Atmospheric drag

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    W
    I'd use those commands in the onstart event. I reckon this code should achieve what you're after: onstart{ setLinearDamping(0.0) setAngularDamping([0.0,0.0,0.0]) } Edited, didn't try it originally
  • Lifting objects in sketchyphysics

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    C
    When it works holding shift will allow you to drag objects up and down instead of front/back
  • Pre-release SP 3.2 (test of midi support)

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    Ya SU is a little rusty on curves so the setup is a little different. SU itself only creates curves with the circle and arc tools, and the add_curve function in Ruby, which is all very limiting. So the best thing to do is getting the Weld plugin for SU, or any of the various spline plugins that let you make curves with alot more precision and ease. When you have a curve, right-click it and go to SketchyPhysics -> Make physics curve, this will give you a prompt for a new name, write it and hit OK, and you got your curve set up. Now a couple of extra tips: closed curves don't have a predefined start point (so every time you open your model the starting point will be different, sometimes it even switches between simulations) curve orientation sometimes changes (it may move in one direction once created, and then switch after opening the model again, I'm sure there is a reason for this, but I haven't yet found it)
  • Camera help

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    H
    Really good that you got it to work! Pre-release SP 3.2 if from the topic http://forums.sketchucation.com/viewtopic.php?f=61&t=32200 and the direct downloadlink to SP3.2 (windows installer): http://sketchyphysics.googlecode.com/files/SetupSketchyPhysics3.2-Nov1.exe This version can support midi music or something, watch that topic. The files that was uploaded there was awesome! /hpnisse
  • Sketchy Physics 3 not working

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    @iderashn said: I think I found a bug, maybe. I was having problem connecting a hinge to a object, the problem was that pressing CTRL was not working. I found the following code in input.rb def self.getKeyState(key) return (($win32GetKeyStateFunc.call(key)>>16)!=0) end So I changed the line: return (($win32GetKeyStateFunc.call(key)>>15)!=0) I tested it on Wine and it's working now. Sweet! thanks for sharing that tip. Have you had any success opening the UI?
  • The new HUD system - Guide

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    thomthomT
    @wacov said: Nice idea, mind if I steal it? Go ahead - by all means. Here is my method from Vertex Tools: <span class="syntaxdefault"><br /></span><span class="syntaxcomment">#&nbsp;Because&nbsp;the&nbsp;SU&nbsp;API&nbsp;doesn't&nbsp;let&nbsp;one&nbsp;set&nbsp;the&nbsp;Point&nbsp;size&nbsp;and&nbsp;style&nbsp;when&nbsp;drawing&nbsp;3D&nbsp;points<br />#&nbsp;the&nbsp;vertices&nbsp;are&nbsp;simulated&nbsp;by&nbsp;using&nbsp;GL_LINES&nbsp;instead.&nbsp;There&nbsp;is&nbsp;a&nbsp;slight&nbsp;overhead&nbsp;by&nbsp;<br />#&nbsp;generating&nbsp;the&nbsp;new&nbsp;points&nbsp;like&nbsp;this,&nbsp;but&nbsp;it's&nbsp;the&nbsp;only&nbsp;solution&nbsp;at&nbsp;the&nbsp;moment.<br /></span><span class="syntaxdefault">def&nbsp;draw_points</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">color</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">view</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;return&nbsp;if&nbsp;</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">is_a</span><span class="syntaxkeyword">?(Array)&nbsp;&&&nbsp;</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.empty?<br />&nbsp;&nbsp;</span><span class="syntaxdefault">view</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">drawing_color&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">color<br />&nbsp;&nbsp;points&nbsp;</span><span class="syntaxkeyword">=&nbsp;[</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">]&nbsp;if&nbsp;</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">is_a</span><span class="syntaxkeyword">?(</span><span class="syntaxdefault">Sketchup</span><span class="syntaxkeyword">;;</span><span class="syntaxdefault">Vertex</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;</span><span class="syntaxdefault">half_size&nbsp;</span><span class="syntaxkeyword">=&nbsp;@</span><span class="syntaxdefault">settings</span><span class="syntaxkeyword">[;</span><span class="syntaxdefault">vertex_size</span><span class="syntaxkeyword">]&nbsp;/&nbsp;</span><span class="syntaxdefault">2.0<br />&nbsp;&nbsp;</span><span class="syntaxcomment">#&nbsp;line_width&nbsp;appear&nbsp;to&nbsp;be&nbsp;limited&nbsp;to&nbsp;10px<br />&nbsp;&nbsp;</span><span class="syntaxdefault">view</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">line_width&nbsp;</span><span class="syntaxkeyword">=&nbsp;@</span><span class="syntaxdefault">settings</span><span class="syntaxkeyword">[;</span><span class="syntaxdefault">vertex_size</span><span class="syntaxkeyword">]<br />&nbsp;&nbsp;</span><span class="syntaxdefault">hack_points&nbsp;</span><span class="syntaxkeyword">=&nbsp;[]<br />&nbsp;&nbsp;</span><span class="syntaxdefault">v1&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">view</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">camera</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">xaxis<br />&nbsp;&nbsp;v2&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">v1</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">reverse<br />&nbsp;&nbsp;</span><span class="syntaxkeyword">for&nbsp;</span><span class="syntaxdefault">v&nbsp;in&nbsp;points<br />&nbsp;&nbsp;&nbsp;&nbsp;p&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">v</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">position<br />&nbsp;&nbsp;&nbsp;&nbsp;offset_length&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">view</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">pixels_to_model</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">half_size</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">p</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="syntaxdefault">hack_points&nbsp;</span><span class="syntaxkeyword"><<&nbsp;</span><span class="syntaxdefault">p</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">offset</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">v1</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">offset_length</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="syntaxdefault">hack_points&nbsp;</span><span class="syntaxkeyword"><<&nbsp;</span><span class="syntaxdefault">p</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">offset</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">v2</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">offset_length</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;</span><span class="syntaxdefault">end<br />&nbsp;&nbsp;view</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">draw</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">GL_LINES</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">hack_points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">end<br /></span> Another observation in regard to drawing in SketchUp, on (either ATI or nVidia - can't remember atm) if you draw 2d lines with odd number thickness they will appear fuzzy. Say you draw a line from 50.0,50.0 to 100.0,50.0 in line width 3 it will not be a sharp and crisp line if the user has AA on. However, with even line width, like 2, it will look sharp. To ensure crisp lines with off line width one has to offset the lines by .5 - so as in the previous example one would have to draw 50.5,50.5 to 100.5,50.5 .
  • Second attemt - gone wrong

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    GaieusG
    SKP is the "native" SketchUp file. SKB is the backup file if something goes wrong. When you save your model, an skb file is also created. You can open it in SU or you can even rename it to skp.
  • Joints not connecting on groups when part of components

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    C
    try exploding the wing (or wings) and then making them into a group, not a component. that should work.
  • Newbie - Why does my model act like it does?

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    C
    right, sorry about not re-posting, i got cought up in some things. basicly the problem you have is what i call the peg and hole problem. Because of sketchyup's physics or something like that, it wont recognise a hole in an object. therefore what youve done is the exact same thing because youve made a cylinder and modeled it off of that, it will mean sketchup recognises as each sylinder as solid, but yours are not solid as they have a hole through it. Solution there are some soultions, one easier than others but they have advantages and disadvantages. you simply have to add hidden geometrics to the model. may sound complex but its not. you will need to make a new set or rods or bars in a cylinder to allow an object to go through it. there are two ways to do this, one adds more polies, groups, and possibly lag. but offers a better result. the second way offers a simple way, but results mean it wont act like a cylinder if needed. The second way is similar to making hidden geometry as a cylinder, however, you make it a cube or rectangle insted. this way's much easier, but it doesnt act like a cylinder if you need it to roll. but it will slide in and out when needed. just follow the model provided and it should help you. any more question feel free to ask and ill get round to answering them. again sorry for the delay. 9mm luger help.skp
  • Windows 7, Sketchup 8 and SP 3 issues

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    @camokid11 said: hi Joe, i think i can explain this. http://sketchupusers.vacau.com/index.php?topic=115.msg1267#new this topic basicly asked the same question, and the conclusion was Sketchup 8 uses a newer version of ruby which isnt liked by Sketchyphysics (all version i believe). Sketchup 7 works fine on windows 7, but Sketchup 8 i havnt tried. My advice, if you can, switch back to sketchup 7 to use sketchyphysics. I've skp pro 8 on a windows 7 and man do I have a lot of bug when i do try 2 run a sketchy physics models
  • Super &quot;Noob&quot; Questions

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    M
    Welcome to the fold. The "rail question" can either be done with the physics, ie using an assembly which acts just like those sets of wheels which keeps the coaster on its tracks. The pre-released SP 3.2 also has a follow a path function which may help. My suggestion to you, also as one who is AMAZED at what creative people can do with this software is to pick up a ruby book or website and then delve into some of the models which are posted. As some some of the commands are being morphed as Chris Phillips uses his powers as musical maestro/physics phanatic to do really cool stuff I would say started with the newest models (those for SP3x or SP3.2 pre-release might be pragmatic. I am actually holding off myself based on what I see in those music box videos from Chris. Oh yeah....and read read read these posts which are all infinitely more informative than any of mine.
  • Why is the beam size of influence?

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    M
    The first is in the plugins pulldown The second is in the context click for a physics object. Hope this helps. Dewey![image: g7z8_sphelp.jpg][image: WShT_sphelp2.jpg]
  • Clipping plane, large aeroplane, and skechyphysics issues

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    @barack said: Well I am using a FPS game based on Wacov's FPS rig. I want to add a large lookAt plane, but without warning, all of a sudden, there is this worrying large clipping plane! I want someone to help me to be able to get rid of it. PS: It only happens when the lookAt in the plane sets off. Well this is an inherit SU problem, that I actually tried to work out many times before. It's all to do with the size of your model size/bounding box, once the plane starts to move from the center the model bounding box expands, the same effect as if you have a really big model and try to zoom in on something small the clipping plane is further from the camera. 3 solutions: bring your entire model as close as possible to the center of your model axis put in smaller objects and don't let objects move too far away Now on the issue, SU uses OpenGL as it's 3D rendering platform, and that brings in a couple of important features: OpenGL always has it's clipping plane just infront of the viewpoint (at a very small distance) OpenGL operates on normalized 3D coordinates (so no matter how big the model is the coordinate range is always from 1.0 to 0.0) Now what this means is the "very small" clipping distance is increased with model size, example(with a clipping distance of just 0.1%): model size: 1000 inches -> clipping distance: 1 inch model size: 1000 feet ->clipping distance: 1 foot ms: 10 000 feet ->cp: 10 feet I was reading several complaints on this matter to the SU guys, but they put it all off on the OpenGL faults, but since I haven't seen any games with OpenGL support and these sort of issues I'd say it can be fixed.

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