All known scripts
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That is what I mean... it makes it effectively unusable for anything involving dynamic, analogue input. I can't see there being a way around this without delving into the fabric of sketchyphysics, so just leave it to Chris.
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I think this might be the first controllable sketchyphysics walker... I call it: the FunnyWalker. You'll see why. Use W and S, and the up and down arrows, to control it. NOTE: controls are reversed for speed (I don't know why, and there was no way of fixing it). Don't use a joystick, because it will be a bit messed up if you do.
walkertest2.skp
I did cheat a bit by using a gyro though -
Whaddya mean, no way to fix it?!? oscillator(50/(-righty+1)) does the trick nicely
Good walker, shame about the joysticks
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controllable oscillators:
Math.sin(frame/(10*slider('speed')))/3.0
just an example, numbers are replacable, also you can add constants, use Math.cos or use keys and so on
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I thought It would be possible with a math.sin script! Thanks!
...Now anyone here want to explain how to use math.sin, or math.cos, or any other scripts of that type, so I can customize it? -
That formula is going to have the same problem as the other ones. Its a little hard to understand, but because it is based on frame and nothing else if you change the slider the oscillating body is going to try to jump around.
I think to make it work right it is going to require the ability to store values from one frame to the next and a bit more math. The first will be in next release.
Then I can try to figure out the math. After I will update the oscillator script command to make it work correctly.
Math.sin is just a trig sine function. You may or may not need it for any given script. It just depends on what you are trying to do.
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please someone help me: I don't have any idea how any of these works, so I'm going to ask one simple question: I'm trying to make a dynamic oscillator, one that basicly goes haywire in parameters it has been given. is this possible with any of these scripts?
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Not with the current version.
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cheers i guess, thanks for trying
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@hobbnob said:
cheers i guess, thanks for trying
You can get fairly random movement if you type in something like
oscillator(60)+oscillator(379)*oscillator(-515)+oscillator(223)*oscillator(725)
That's just an example, I don't know exactly how well it would work. The point is, if you type in random numbers, plus other random numbers, at speeds varied by other random numbers, the results will be nothing short of random. Well, almost. After a while it would loop.
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There is also a rand command.
This will give a random number from 0.0 to 1.0
rand()
And this will give a random number from 0 to 100
rand(100)
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The object seems to prefer a higher value, like 0.9. I haven't seen it go back to the original position yet.
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thanks the rand command worked perfectly, and also: BTM your walker is not the firstf i almost uploaded my scarab walking tank as my 150th remember? guess not...
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Anyone know if you can use the mouse buttons. It is in the virtualkeycodes.rb as rbutton and lbutton and since you can use pretty much all the other keys, I was wondering if you can use the mouse buttons.
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Those values in the key table don't work. I think there is a conflict because Sketchup is using the mouse.
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