SketchyPhysics 3x June 27 version.
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Awesome
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Thanks it worked now. I have to agree with Phy, AWESOME!!
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Here is a script that makes a simple to use auto connecting joint. In the first frame. The "pin" object automatically connects to any "door"'s it is touching with a hinge and anything else with a fixed joint. What makes it really useful is it copyable.
Note I made the "pin" object very dense and no collide. It didn't work very well otherwise.
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Thanks for the tips Chris. Here's some movable, breakable objects (Kinda laggy, but fun )
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Well done I like it!
So, Chris, any new features we missed?
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Took quite a while to code this right, and I can't get the faces to smooth, but here it is! Seamless cloth!!
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Um, CPillips how do you use the breakit command or is it a command. I don't mean the split command by the way. Wacov that's fantastic.
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I'm on a roll...
Turns out you CAN reset the simulation from within the script. Use this little chunk of code:
@@bPause=true SketchyPhysicsClient;;physicsReset() MSketchyPhysics3;;closeControlPanel() freeDirectInput()
In the scripted field.
I found this near the bottom of SketchyPhysicsTool.rb, it seems to work totally normally for me, but if there's a problem, there's not much I can do about it
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That sounds cool! I can't try this though, it displays an error
By the way, is there a way to stop the simulation and save it as the model? I mean, you are running the simulation with a breakable box, the box is broken, can you copy the model and paste into other model? (Sorry, my English is hard to understand )
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It doesn't work for me ether wacov I get this error, taken from the ruby console:
String doesn't compile; Error in Script: @@bPause=true SketchyPhysicsClient;;physicsReset() MSketchyPhysics3;;closeControlPanel() freeDirectInput() (eval);4;in `initEvents'; undefined method `freeDirectInput' for #<MSketchyPhysics3;;SP3xBodyContext;0x5dd6378>#<RuntimeError; Error in Script: @@bPause=true SketchyPhysicsClient;;physicsReset() MSketchyPhysics3;;closeControlPanel() freeDirectInput() (eval);4;in `initEvents'; undefined method `freeDirectInput' for #<MSketchyPhysics3;;SP3xBodyContext;0x5dd6378>> C;/Program Files/Google/Google SketchUp/Plugins/SketchyPhysics3/ControllerCommands.rb;966;in `initEvents'
and Javi just pause the simulation and save the model.
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@javixp said:
Well done I like it!
So, Chris, any new features we missed?
Well, there is a lot that is still possible. I haven't seen anyone using teleport yet. Nor getVelocity/setVelocity, getTorque/setTourque or setLinearDamping/setAngularDamping. Any script connected joint can also be disconnected but I dont know a good example for that. Also the scripted code area will take tabs now. That makes it easier to write readable script.
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@wacov said:
I'm on a roll...
Turns out you CAN reset the simulation from within the script. Use this little chunk of code:
@@bPause=true > SketchyPhysicsClient;;physicsReset() > MSketchyPhysics3;;closeControlPanel() > freeDirectInput()
In the scripted field.
I found this near the bottom of SketchyPhysicsTool.rb, it seems to work totally normally for me, but if there's a problem, there's not much I can do about it
I am not sure that will work correctly in all cases. Ill try to add something official.
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@wacov said:
Took quite a while to code this right, and I can't get the faces to smooth, but here it is! Seamless cloth!!
Very impressive Wacov!
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@phy said:
Um, CPillips how do you use the breakit command or is it a command. I don't mean the split command by the way. Wacov that's fantastic.
"breakit" is an internal command called by "split". If you want to break an object into more than 2 pieces use this:
split(self,2)
The "2" means split twice, so you'll get 4 pieces. If you use 3 you will get 16 pieces. 4=256. So dont go nuts. Also remember Sketchup will sometimes crash when you split. The more splits the more likely this is to happen.
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I was going to do an example for split, but it turns out there are some more bugs with it. It wont work in "onstart" for example. use this instead:
ontick{ if(frame==1) split(self,2)#break into 4 pieces ontick{} #disable ontick end }
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Okay thanks.
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Got cloth smoothing working, and made it easier to change the scripting (everything's in the floor). Chris, it seems if there's a script error in onend, objects fail to move back to their starting positions... and it can't be undone Try sticking jargon in onend, and see for yourself.
Anyway, the updated cloth!
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@wacov said:
Chris, it seems if there's a script error in onend, objects fail to move back to their starting positions... and it can't be undone Try sticking jargon in onend, and see for yourself.
Thanks. I fixed it.
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This script is inspired by a new model on 3dwarehouse that ran really smooth... once I turned off shadows and edges.
Paste this into one objects scripted field. It tries to speed up the rendering by disabling shadows and edges during the simulation. Don't worry if you dont understand it. It should be plug and play.
onstart{ #save current settings ropts=Sketchup.active_model.rendering_options sopts=Sketchup.active_model.shadow_info @saveROpts=ropts.collect{|k,v|[k,v]} @saveSOpts=sopts.collect{|k,v|[k,v]} #changes to speed up render ropts["EdgeDisplayMode"]=0 sopts["DisplayShadows"]=false } onend{ #restore render settings. @saveROpts.each{|k,v|; Sketchup.active_model.rendering_options[k]=v} @saveSOpts.each{|k,v|; Sketchup.active_model.shadow_info[k]=v} }
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Thanks, that script will be really helpful
The bot... Love playing with it! (I know it's Pecoler's)
By the way, how do you keep the breakable objects already broken? I mean, they are crashed and the simulation didn't start.
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