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You Decide Competition!

Scheduled Pinned Locked Moved SketchyPhysics
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  • G Offline
    Gjenio
    last edited by 5 May 2009, 10:19

    I think would be great to involve also Layout2 and Stylebuilder in the competition.
    The project, could be everything (as said above), but i think that would be interesting to see how the competitors are able to put their project into a Blueprint and a final presentation.
    The aim of sketchup is also to make the modelling executable!
    That is just my point of view...

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    • W Offline
      Wacov
      last edited by 5 May 2009, 10:40

      The competitions only last a week. What about us poor souls who don't have pro?

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

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      • B Offline
        BTM
        last edited by 5 May 2009, 10:41

        ... which includes me πŸ˜† ...

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        • W Offline
          Wacov
          last edited by 5 May 2009, 10:45

          BTM, you should join in the competition. You haven't posted an SP model... indeed, any models, in a whole month. That's less than me, which is saying something πŸ˜„

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

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          • B Offline
            BTM
            last edited by 5 May 2009, 10:51

            Note: posted, not made.
            Canyon4.jpg

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            • W Offline
              Wacov
              last edited by 5 May 2009, 11:49

              Wow... I wonder what inspired that?

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

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              • H Offline
                hobbnob
                last edited by 5 May 2009, 18:38

                lol that is a bit obvious, but we do sometimes run out of models to make.

                My WIP Thread:Here

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                • B Offline
                  BTM
                  last edited by 5 May 2009, 22:13

                  ...I tried your game Wacov, so I decided to see what would happen if I were to have made one. It was just a test, not for posting (as mentioned), what you see is the starting, to about half-way. Above, there is a little half-destroyed village, with my FPS drones around it. Oh, did I mention that the BMW has guns that come out of the front license plate when you press V, shoot with the up key (steering of car is with WASD), ❓ and go back in when you press C? That would be from some James Bond video-game inspiration.

                  The major in-accuracy of the car, other than the guns and booster (thruster, spacebar) would be that I added 4 wheel turning. I do it to all my vehicles, it gives them a kind of super-handling. πŸ˜‰

                  ...oh, if you're wondering, that's a canyon. At the bottom, there's a little stream. πŸ’š

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                  • P Offline
                    Physicsguy1
                    last edited by 5 May 2009, 22:50

                    You must have read my mind. Before i chose the You Decide option, i was thinking of a Role Playing Game. I already have one that i was working so i could enter it as an example. It's a 2D Mario game that works very well, and has an old level that i recreated. Shall i post it? I might add some more features. I had everything configured to lower and increase health points when you contacted an item, but i couldn't find an effective way of "ending" the game once you lost all health points. Mario himself is animated, thanks to the capabilities of SP3x. BTW i'm very happy that it is only 500KB.

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                    • P Offline
                      Physicsguy1
                      last edited by 6 May 2009, 02:33

                      Chris, how do you animate movements without a complicated array of emitters or finely tuned joints and settings? I remember seeing a knight game you posted, but i never figured out all the functions in the code. Can you just point me in the right direction? All i need is the basics.

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                      • C Offline
                        CPhillips
                        last edited by 6 May 2009, 05:51

                        @unknownuser said:

                        Chris, how do you animate movements without a complicated array of emitters or finely tuned joints and settings? I remember seeing a knight game you posted, but i never figured out all the functions in the code. Can you just point me in the right direction? All i need is the basics.

                        Oh man! Your going to be sorry you asked. There are no "basics" with that example. It will melt your brain.πŸ˜„ I pulled out all the stops with it and it was full of undocumented stuff I couldn't begin to explain. But here you go:

                        The actual "animation" is a trick using hidden geometry. Every frame it unhides the right "frame" of groups. Look carefully at the the hero characters hidden geometry and the names of the hidden groups. And look at it in outliner.

                        How the frames are unhidden is also a trick. I create a few functions in hidden objects and call them in the heros ontick. Look at it again with that in mind and if you have any questions Ill try to answer.

                        I'd bet coin that you guys can to better with out all the fancy stuff. πŸ˜„ You guys always amaze.


                        SP3x-AnimatedKnight.skp

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                        • P Offline
                          Physicsguy1
                          last edited by 6 May 2009, 22:45

                          complex apparatuses using emitters work perfectly for sprites and such. i'll post an example.

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                          • P Offline
                            Physicsguy1
                            last edited by 6 May 2009, 23:43

                            Arggg.... The sprite didn't work. The emitted objects were trailing behind, even thought i set them to exist for one frame. I'll have to work with the script you used. First thing is:

                            push([(0.5-rightx)*1,-(0.5-righty)*1,0])
                            setVar("lastpos",getposition) if(frame==0)
                            h=getVar("lastpos")-getposition
                            h.z=0
                            speed=h.length
                            
                            setVar("lastpos",getposition)
                            setVar("heroheading",h)
                            

                            What does all this do? I understand that h equates to 0(i think it does)but i'm oblivious with the <h.z=0> and <speed=h.length>. What does the period do? Where are the <speed> and <length> values obtained from?

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                            • P Offline
                              Physicsguy1
                              last edited by 6 May 2009, 23:50

                              Anyway, I have a sprite that does work, but doesn't do anything other than run, run in place, and run backwards. use a joystick. A is jump. Feel free to edit it and post it on the warehouse, because this model was intended to be a building set for my contest. If you wanted to know the contest ends on the first of june.


                              mariocrud.skp

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                              • C Offline
                                CPhillips
                                last edited by 7 May 2009, 02:23

                                push([(0.5-rightx)*1,-(0.5-righty)*1,0])
                                This is the equivalent of a thruster. It says push the hero in the X and Y direction based on rightx and rightz but no thrust in the Z (up direction)

                                setVar("lastpos",getposition) if(frame==0)
                                If this is the first frame store the hero's current position for use later.

                                h=getVar("lastpos")-getposition
                                set the temp value "h" to be the how much the hero has moved this frame.
                                If he moved 10 in X and 20 in Y the value of h would be [10,20,0]

                                h.z=0
                                if the player moved in the Z direction remove it from the speed calculation.
                                this way the player doesnt play the run animation when falling. only when moving in
                                X and Y

                                speed=h.length
                                find out how fast the hero was moving. if h is [10,0,0] then then speed becomes 10.

                                setVar("lastpos",getposition)
                                save the new position so it can be used to calc speed for next frame.

                                setVar("heroheading",h)
                                save the direction the hero is moving for use elsewhere to make him face in
                                the direction of movement.

                                "speed" is just a temporary variable. getposition returns a "Vector3d" so that is what "h" is. And if you have a Vector you can find out how long it is by saying "h.length"

                                #create a new vector object
                                h=Geom;;Vector3d.new(10,0,0)
                                #how long is the vector
                                h.length
                                
                                
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                                • P Offline
                                  Physicsguy1
                                  last edited by 7 May 2009, 03:43

                                  I get it now. BTW the UI won't allow the code to be entered. I am guessing that my version isn't configured to run code like that. When will the next version of SP be released?

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                                  • C Offline
                                    CPhillips
                                    last edited by 7 May 2009, 05:52

                                    Post the code that is failing and I can tell you why.

                                    Next will maybe be this weekend. But it wont be all that different. It turns out SP conflicts with another plugin and I need to fix that.

                                    I think I have figured out the direction to take with the scripting. But it is going to take a while to actually do it.

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                                    • M Offline
                                      MrPlanet
                                      last edited by 7 May 2009, 17:02

                                      @unknownuser said:

                                      Note: posted, not made.
                                      [attachment=0:29d1zqy3]<!-- ia0 -->Canyon4.jpg<!-- ia0 -->[/attachment:29d1zqy3]

                                      MAN, is that seriously your car? GREAT CAR! πŸ˜„

                                      I reject your reality and substitute my own.

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                                      • M Offline
                                        MrPlanet
                                        last edited by 7 May 2009, 17:05

                                        ~Anyway, i've made a mario type game with SP2, used physical gears and ran too slow.

                                        I reject your reality and substitute my own.

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                                        • P Offline
                                          Physicsguy1
                                          last edited by 7 May 2009, 23:05

                                          Sounds Nice. I have one on my computer that features a full level will all the secret piping and a mushroom that gives health. It's only 600KB, so i might build a whole 10-level game out of it. For Chris: testsetAnimation('anim',frame/30%10) won't work. tried using it alone without any movements, it was just intended to be just a plain animation.

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