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  • Sketchyphysics sound sets (UPDATED)apr.5@10:42AM

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    @cphillips said: Oh sure. I have the embedded sounds working and I am working on a PC wrapper for the better playsound. It will also support .MP3 in addition to .WAV. how do i import sounds?
  • Magic "Hand" is not strong enough!

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    You need more leverage so a larger gear might help. Otherwise I have no idea
  • WIP: FPS

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    Thanks Another update! I've had to .zip this one, it's just a weeny bit above 4MB. Bigger map, with targets to shoot. FPS Rig 1.5.zip
  • Motor Help please

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    Everything must be made in groups or components. I use groups as they can be editted without affecting the rest of the model. Also right click on the groups and check that the state is not static and shape is NOT static mesh. There is no such thing as non-static mesh as of yet but you can make the shape of your blades from multiple groups and set the to box or convex hull and group them together. http://sketchyphysics.wikia.com has alot of tutorials for sketchyphysics 3
  • [SP2]Basic Tutorial Posted (Moved & Improved) 5/11/08

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    very nice tutorial
  • SketchyPhysics 2 Default Not Working

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    @the default shape question: You have to have all the gear teeth or other objects in separate groups INSIDE the default group that you have at the moment. Imagine this:[]=group;^=gear tooth. This:[^^^^] doesn't work when set to default. This:[[^][^][^][^]] does work when set to default. Make sure to make the base of the gear a group, also. If that doesn't work, then post the model and we will have a look at it.
  • Acceleration script (working)

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    My method is quite complicated, but it revolves around a thruster pinning the car to the ground. Try putting -5000 in the thruster setting for the car's body (you might get some odd results, though)
  • SketchyReplay Camera Annoyance

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    @whaat said: Hi Chris, If I have the camera aspect ratio set, and then play a saved SketchyReplay, after the replay is finished, the aspect ratio gets set back to zero (default). This is a problem for exporting the animation to Indigo because the user will set the aspect ratio to the size of the render and SP should not be changing these values. I hope this is a good enough explanation of the problem. Please fix this before SP3 official release. Thanks! Noted. Thanks Whaat.
  • Sketchy Physics Servo help

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    @cphillips said: I love how Ruby makes such a simple concise thing possible. simple, i cant figure some of the stuff out, the best i can do is toogel script, kwyboard controls, and some frames. (although i do keep a document of all the scripts i find useful)
  • How to stop sliding object from passing through static wall

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    Hey thanks for the reply. I did figure that out in the wee hours of the morning, although in a very round about way. I have hit another hurdle... I have a lock tab setup which is suppose to hold the spring slider from returning back to the beginning position. Hence holding the spring under tension, when this happens the tab seems to just bend through the surrounding wall, until the spring has slid past it. Press play in the animation to see clearly what I am rambling about. tester.skp
  • Mega glitch...

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    @wacov said: I was wondering if it's not being in an event that did it... still, pretty wierd... I could be wrong but I think it was trying to resplit its self every time you did something during the sim. Remember CPillips said it had a lot of bugs yet.
  • Particle FX preview

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    I'm getting 30-35 fps.
  • [req] Control over sketchy replay frame rate

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    @remus said: Sorry, from the animations id done already sr=sp*10 worked so i assumed (classic mistake) after reading your post that it was always like that. Its making more sense now, though. Thanks for the explanation Actually, the amount of frames in sr and sp are the same. The fps will vary though. For sr, it will be faster, because your computer has to think more during the sp animation. For more complex models, the sp animation fps will be even slower.
  • Change color of a Group.

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    Paint the group with the default material in the places you want the color to change. There are probably a few ways to script this, but one is: @m = Sketchup.active_model.materials.add "My material" group.material = @m @m.color="Red" "Red" could be any color name, and you do need to use the quotes. Or you can use an r,g,b value... [100,100,100], for example, will give a shade of gray. The name of the material, in this case, "My material", is of no real consequence, as SU will stick a number on the end if the name is already being used. You should be able to change the color during the sim with: @m.color = ... In ontick, or whatever. You can also do other stuff with the material, like use a texture, or make it transparent... see The API for more info. Good luck!
  • Sketchyphysics joints.. How do i use them ???

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    There really is no purpose of the lines in the hinges. It basically tells you the axes on which the hinges are aligned too. And try using a ball joint or a universal joint to create the shoulder movements instead of 2 hinges
  • Dynamic mesh?

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    Here is a simple example of what I mean. Washer.skp
  • Train help

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    My suggestions are: -don't let each axle turn independently, if a wheel catches it torques around really bad. And its less realistic. -don't have the ends of the rails beveled, it gives the wheels something to catch on (counter intuitive I know). -use a simpler model to get everything right. You can use the same dimensions without eating up RAM and your video card. Also why is the engine articulated behind the cab?
  • Units of settings values

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    Sketchup underlying unit is "inches" so that is what the dimension values are. "Force" type values like accel/damp are not any real world unit.
  • Joint connector not working

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    I upgraded to the June version and it seems to be working now.
  • Control Idea...

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    The joints must have some value. A slider ranges from 0 to 1 X the range + the min value. Can't you access that value to reference in another joint's controller?

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