[plugins]SP3 alpha2. Win & Mac
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any thoughts on adding some type of joint strength? for example a table (legs attached with joints)when dropped from 10' for example, would cause the joints to break thus allowing the legs to go their seperate ways.
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@cphillips said:
I think I understand but I don't know why. As far as I know that stuff should work the same. Post the model and I will take a look.
Sorry I did not get back to you earlier. Here is a good example of what I am talking about. The flywheel that is on "ignore" will not influence the cube it is attacthed too. It should because of the mass, but it doesn't. However, the flywheel that is NOT ignored has a significant effect on its cube.
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@unknownuser said:
Thank you very, very much for making your great utility available for Mac too.
Time to get started to learn and use, but........
I seem to have a problem, I get an error message restarting SU after download and installation:
Error Loading File SketchyPhysics.rb
Failed to load /Library/Application Support/Google SketchUp 7/SketchUp/plugins/SketchyPhysics3/dl.bundleSketchyPhysics shows in SU, aswell in the Tool Pallettes, as in the plugins and the icons are available/visible.
Any ideas to solve this problem?
Have you checked the directory mentioned to see if dl.bundle is there?
Make sure you installed the SP files and directory into the system library and not your personal library.
So it should be in /Library not in /Users/YOU/LibraryAnd by the way, this will only work on INTEL macs - not on PowerPC systems... sorry for not mentioning that in the install file
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Kevin,
Everything is at the right place, but.........
I will have to wait till my new 17" powerbook (intel-based) arrives.Thanks for your info,
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@xrok1 said:
any thoughts on adding some type of joint strength? for example a table (legs attached with joints)when dropped from 10' for example, would cause the joints to break thus allowing the legs to go their seperate ways.
Breakable joints will be in SPIV.
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I found a new way to make a truster in SP:
- truster option (in UI)
- a magnet linked with a magnetic object
and the new solution: - a gear link between a motor and a slider. Motor is linked to a static object, slider is free.
The model shows the three options together.
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I'm just wondering why are the SP joints stretching. Can you get rid of that? Or maybe could this be set for each joint separately? This stretching is sometimes helpfull but when you try to do things like chain links or tank tracks it's very annoying.
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Outstanding! Can't wait to get started. Thanks Again.
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Everything working amazing well... except I can't seem to rename controllers in the Mac version. I type a new name in the Inspector, but it doesn't seem to take. When I run the simulation, no sliders appear for motors or servos I attempted to rename.
Is this a known bug?
*** SEMI-WORKAROUND***
I just created a new motor and used "slider('NEW NAME')" in the Controller field. That took... but it seems to only work once. I can't rename another motor, or (obviously) use the same name to run 2 motors off one slider.
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Make sure you hit tab after you make edits in a text field in the inspector.
There is a known bug on the Mac where the web browser will not commit an edit in a text field unless you change the focus out of the field prior to changing the focus away from the web browser window. -
That actually seems to work... about half the time, but it's much better than it was.
Thanks, WilleyKJ!
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@wacov said:
Sorry Phy but using the newton engine it's flat out impossible to have concave hulls. The staticmesh only works because it's... well, static. We're gonna have to live with using complex groups for complex shapes.
Well, I don't know much about physics engines and this kind of programming, but I've seen that the hull is geometry independent. So, I'm thinking: is it possible (for SP4, let's say) to make an algorithm that can generate a dynamic concave hull, by combining convex meshes for the same object? I don't know if multiple meshes are allowed to one object.
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If I understand you correctly, that's already possible; but you have to manually make the convex meshes, and group them together.
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@unknownuser said:
If I understand you correctly, that's already possible; but you have to manually make the convex meshes, and group them together.
Hmm, until now if you want to have interaction with a dynamic concave object, you had to combine more segment-objects in one group. Each part having its own convex hull. Instead I was thinking to virtualy create those subdivisions. The object to be one single solid and just the collision meshes to be more. On compex objects is really hard to group from smaller subdivisions.
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Intelligently breaking a convex object into concave ones is really hard to do.
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