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    SketchyPhysics3 Release Candidate 1

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    • C Offline
      CPhillips
      last edited by

      I wish I could just say I weigh 180 and have it be so. ๐Ÿ˜„

      In short the physics engine doesn't support absolute weighting of stuff.

      In physics as in real life the weight (mass) of something is determined by how much stuff in it and how dense it is. Steel is denser then wood so it weighs more. Thats why the physics engine uses materials.

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      • W Offline
        Wacov
        last edited by

        I think mass is determined by density and volume, but weight is determined by mass and gravity. Objects in a weightless environment still have mass... but maybe you could insert a tool that tells you an object's weight, in the thruster power it would take to make it neutrally 'bouyant' in the air?

        Oh and can you make the camera reset remember the field of view setting?

        http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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        • C Offline
          CPhillips
          last edited by

          Maybe. But I dont know how to change the fov.

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          • W Offline
            Wacov
            last edited by

            Camera/Field of view

            Drag like the zoom tool or type a number... but I'm not sure if that's what you mean...

            http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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            • C Offline
              CPhillips
              last edited by

              I guess so. But when I do that the simulation resets. How does it get changed in the course of a simulation. I need to know so I know when to save it.

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              • W Offline
                Wacov
                last edited by

                It isn't! That's the problem! It resets to the default 30 degrees, when the simulation started at 70. This happens in MotorSketch Mesa, at least to me.

                http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                • C Offline
                  CPhillips
                  last edited by

                  Ah. I see. Yeah Ill fix.

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                  • P Offline
                    Physicsguy1
                    last edited by

                    Is it possible to alter variables within the simulation? I mean being able to control it with keyboard or joystick. I don't want a consistent position. Is that possible? If so, can you give me a script example?

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                    • C Offline
                      CPhillips
                      last edited by

                      Be a little more specific..

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                      • P Offline
                        Physicsguy1
                        last edited by

                        I mean like the setvar and getvar scripts. Can it be alterable during the simulation?

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                        • C Offline
                          CPhillips
                          last edited by

                          Still not following. What is get/setVar not doing?

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                          • P Offline
                            Physicsguy1
                            last edited by

                            I might not be right. When you wrote that it will retrieve the variable, i thought you could change the variable, like on a control panel slider. it is like two joints controlled with the same name.

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                            • A Offline
                              Alienizer
                              last edited by

                              @cphillips said:

                              I wish I could just say I weigh 180 and have it be so. ๐Ÿ˜„

                              In short the physics engine doesn't support absolute weighting of stuff.

                              In physics as in real life the weight (mass) of something is determined by how much stuff in it and how dense it is. Steel is denser then wood so it weighs more. Thats why the physics engine uses materials.

                              I understand what you are saying CPhillips, but without density, mass, weight or whatever we call it, some simulations can not be done properly. If you collide a ball of steel with a ball of wood, both of the same size (not mass), the simulation is very incorrect, they both propel in equal force, and that's way wrong. It doesn't matter for gravity as object of different weight will fall at the same speed, but when they collide, it's a new ball game. Material should not be used for this purpose, an object should have a "Mass,Density or whatever" attribute that we can set, regardless of what material we use. Material is for the look.

                              Take a look at your demo of the car you just did. When the whole car hit the wheel of another, it breaks off, at the same rate as if a wheel hit that wheel. Not very realistic don't you think? Not just for your car demo, but for other simulations. Say, a pool table where the 9 ball is made of gold, then what? it act just as the rest of the balls, that's just not right! We should be able to drop a rock on a piece of wood and have it react realistically. I piece of wood can't just hit a rock and make it fly off the ground!

                              I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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                              • W Offline
                                Wacov
                                last edited by

                                The physics material would be entirely separate from the SketchUp material; so you'd be able to set a box to behave like wood, but it could be painted as steel. These materials would be like templates, with settings you can modify, like density and friction. Maybe a material manager could be implemented? The UI's kinda crowded.

                                http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                • A Offline
                                  Alienizer
                                  last edited by

                                  @wacov said:

                                  The physics material would be entirely separate from the SketchUp material; so you'd be able to set a box to behave like wood, but it could be painted as steel. These materials would be like templates, with settings you can modify, like density and friction. Maybe a material manager could be implemented? The UI's kinda crowded.

                                  If it's going to work that way, then it'll be perfect, as long as we can make our own material of course. Do you know for sure that's how it'll be, or you're just guessing?

                                  I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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                                  • W Offline
                                    Wacov
                                    last edited by

                                    That's how it SHOULD be IF it's implemented. That's (I think) how it works in the newton physics playground, so the same kind of thing could be done with SP.

                                    http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                    • A Offline
                                      Alienizer
                                      last edited by

                                      @wacov said:

                                      That's how it SHOULD be IF it's implemented. That's (I think) how it works in the newton physics playground, so the same kind of thing could be done with SP.

                                      Makes perfect sense to me.

                                      I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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                                      • W Offline
                                        warriorcat
                                        last edited by

                                        Hey,how do you make magnets and thrusters work? I can't seem to make them work.

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                                        • P Offline
                                          Physicsguy1
                                          last edited by

                                          For an uncontrollable thruster, check the box placed next to thruster in the UI. Then put in a simple value like 5000 in the strength field. If it is a big object, then the number must be increased. A controlled thruster code(placed in strength field)will be like this: -(controller)*value. A simple example will be -(key('space'))*5000. You can replace space with any character on the keyboard. If you have a joystick, you can put in just A or B or X or Y for the buttons. You can also put in lefty or leftx, being y axis and x axis respectively. You can do the same with right in the place of left, for the right stick(if you have one) Remember that if you don't have a joystick, you can still control the lefty and righty with the keyboard. Lefty is w/a/s/d, and righty for the arrow keys. For magnets, check the magnet box in the UI. Then enter a value. Create another object and check the magnetic box. The magnetic object will cling to the magnet. Try a higher value. You can also control magnets. Hope this helps!

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                                          • W Offline
                                            warriorcat
                                            last edited by

                                            Thanks

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