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Working on new scripting system.

Scheduled Pinned Locked Moved SketchyPhysics
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  • P Offline
    Physicsguy1
    last edited by 19 May 2009, 22:45

    Teleporting?!?! I can't wait!

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    • B Offline
      BTM
      last edited by 19 May 2009, 23:18

      Teleporting. I was thinking about that. I was thinking that If I could find the identity %(#808080)[( 0x14758974, i think that kind of a thing. I used
      model = Sketchup.active_model
      selection = model.selection
      UI.messagebox selection

      to find it.)] of a group, I might be able to set it's position with a key, with the current version. I don't know though.

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      • C Offline
        CPhillips
        last edited by 20 May 2009, 01:05

        Teleporting isnt possible in the current version. Even if you set the position of an object the physics engine would just move it back the next frame.

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        • W Offline
          Wacov
          last edited by 20 May 2009, 21:32

          Could I make one small request? Could you set SP to run every script in a model once, when it is loaded? This would stop the error messages popping up when I try and edit a script that uses a method or variable, that's set in another script, which itself hasn't been run yet.

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

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          • C Offline
            CPhillips
            last edited by 20 May 2009, 22:39

            Due to how they work I cant make it do that with the OnTouch and OnTick fields. But the new scripted field does it. Its a lot better.

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            • C Offline
              CPhillips
              last edited by 21 May 2009, 05:57

              I got teleport working tonight. Its a lot of fun. I made a car that teleports back to the start if it flips over.

              But disconnecting joints is proving to be difficult. If I want to maintain backward compatibility it might be that only certain joints can be disconnected.

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              • W Offline
                Wacov
                last edited by 21 May 2009, 10:34

                With the teleportation, will the camera be moved if it's following a teleported object? And could you have a breakable object, which, when broken, teleports back to the starting position with all its joints intact?

                I think as long as we can break fixed joints on command it should be alright. Oh, and I just thought of a possible solution to the deletion problem; maybe, while the simulation is running, you create a new, invisible layer. When the script 'deletes' an object, just move it into that layer and set its state to ignore... then just change it back and remove the new layer at the end of each simulation!

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

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                • C Offline
                  CPhillips
                  last edited by 21 May 2009, 20:37

                  Yes to the camera. I dont know about the breakable objects.

                  Next version you should be able to destroy objects.

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                  • P Offline
                    phy
                    last edited by 21 May 2009, 21:08

                    This stuff is great. UM,can I ask when the next version is going to out. 😒 😄

                    Tableau de comparaison de Staxyn s'agit d'un mГ©dicament uniquement sur ordonnance.

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                    • C Offline
                      CPhillips
                      last edited by 22 May 2009, 01:15

                      Not sure. Everytime I mention a date or a timeframe for a release I wind up missing it.

                      And speaking of breakable... I worked on something a little different today. 😄

                      shatter1.JPG
                      shatter2.JPG
                      shatter3.JPG

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                      • B Offline
                        BTM
                        last edited by 22 May 2009, 01:33

                        Awesome! THAT must have been hard to do 😕

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                        • P Offline
                          Physicsguy1
                          last edited by 22 May 2009, 05:18

                          Did you split that manually, or was it randomly split at the initiation of the simulation? And if you did figure out the script that splits an object, can you control the breaking force, if possible?

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                          • C Offline
                            CPhillips
                            last edited by 22 May 2009, 06:08

                            I wrote a script that splits an object N times and I call it from the new OnTouch event. So it is "broken" at collide time. Right now it is a totally random shatter rather than splits at the point of contact. But I might be able to make it to a more realistic now that OnTouch now has info about how fast and exactly where bodies collide.

                            The other problem is the pieces don't inherit the movement of the original object. So that big box drops to the floor, stops on a dime and shatters, and then slowly falls to pieces. I need to figure out how to give the pieces velocity and rotation.

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                            • W Offline
                              Wacov
                              last edited by 22 May 2009, 08:39

                              Ok, that's REALLY awesome... first, does it split the actual geometry, or the collision mesh? And one important thing would be efficiency; would we be able to set the generated pieces to noCollision, and delete them after a timer? Or better yet, create the biggest pieces normally, but on a deletion timer, and make the smaller pieces noCollision.

                              And I'm pretty sure it won't, but will it break in response to tension and/or internal stress? For example, putting a heavy weight in direct contact, without dropping it, or hitting it with an extremely powerful magnet.

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

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                              • P Offline
                                phy
                                last edited by 22 May 2009, 11:47

                                That looks so cool, can't wait. But I have a question is this version going to still be sp3 or is it going to be spIV? Are we going to be able to control how many places the breakable script breaks? Also in the next version will we be able to group joints multiple times?

                                Tableau de comparaison de Staxyn s'agit d'un mГ©dicament uniquement sur ordonnance.

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                                • C Offline
                                  CPhillips
                                  last edited by 22 May 2009, 21:40

                                  Just collision and only simple shapes (not compound). And it just works with contacts not stresses. I dont think it would be possible to do stress. Not sure if it will be in SPIV or SP3. There are a lot of problems with it right now.

                                  I dont know the answers to the rest yet.

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                                  • C Offline
                                    CPhillips
                                    last edited by 23 May 2009, 02:19

                                    There is a big problem with the breaking feature. The actual breaking of the geometry is very slow. It can take several seconds to break a model.

                                    Error 404 (Not Found)!!1

                                    favicon

                                    (sketchyphysics2.googlecode.com)

                                    Maybe it can be optimized somehow. But I am going to go back to the scripting stuff for now.

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                                    • B Offline
                                      BTM
                                      last edited by 23 May 2009, 02:28

                                      @cphillips said:

                                      There is a big problem with the breaking feature. The actual breaking of the geometry is very slow. It can take several seconds to break a model.

                                      Error 404 (Not Found)!!1

                                      favicon

                                      (sketchyphysics2.googlecode.com)

                                      Maybe it can be optimized somehow. But I am going to go back to the scripting stuff for now.

                                      I would have guessed that. Maybe you can get sketchyphysics to figure out how to break the object at the start of the animation, then find the object's position and orientation on the collision and break it, or replace it with the broken pieces already made at the start, but not used. Just a thought, I don't have a clue how you're doing it currently, so I'm just throwing this out there 😆

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                                      • S Offline
                                        Sgal
                                        last edited by 23 May 2009, 17:51

                                        @wacov said:

                                        With the teleportation, will the camera be moved if it's following a teleported object? And could you have a breakable object, which, when broken, teleports back to the starting position with all its joints intact?

                                        To fix the camera problems I think the best would be a "camera" joint. I know that In other 3D programs they are commonly used. It would be more user-frendly,too.
                                        This is what I mean:


                                        Boooo.PNG

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                                        • S Offline
                                          Sgt.A.Johnson
                                          last edited by 23 May 2009, 18:54

                                          So when the sim starts the camera moves into it and faces wherever the joint is facing right. Seems like a good idea if ive interpreted it right

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