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    Something new.

    Scheduled Pinned Locked Moved SketchyPhysics
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    • C Offline
      CPhillips
      last edited by

      Update. I put up a video of the current version. Its now working pretty well and there are a few interesting behaviors in place.

      First the video shows a cone being created and then a behavior being created for it. Toggle color. This simple behavior allows an group/component to be two different colors. Another behavior can tell it to toggle. It starts out the first color. Once behaviors are started using the button at the top the cone changes to its first color. When behaviors are stopped it returns to its original color.

      Thats kinda worthless by itself. But the second behavior added in the video allows the color to be toggled by clicking on the object. Note the Event and Signal field both contain "ToggleColor" That means when the click happens the toggle color behavior changes color.

      Next is Interpolate. It allows a object to smoothly move from one "pose" (position+rotation) to another by moving a slider. Note that the slider works even if the behaviors are not running. ๐Ÿ˜„

      Next is Follow Path. The behavior moves the object, Sang in this case, smoothly on the curve selected. The speed is adjustable even when the behavior is running and he can be set to ping pong or loop.

      Last are a few objects with the physics rigid body behavior.

      Video best viewed in 480p or higher. Otherwise you cant make out much. Not sure why the frame rate is so low in the video its smooth in real time.

      [flash=620,500:1zvyzk27]http://www.youtube.com/v/U1bar8gKVsI&hl=en_US&fs=1?rel=0&hd=1"[/flash:1zvyzk27]

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      • W Offline
        Wacov
        last edited by

        The rigid bodies seem to collide with a plane at ground level - will this be optional? Looking fantastic though, this will have many uses ๐Ÿ˜„

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

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        • Mike LuceyM Offline
          Mike Lucey
          last edited by

          ๐Ÿ‘

          Support us so we can support you! Upgrade to Premium Membership!

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          • C Offline
            camokid11
            last edited by

            ๐Ÿ’š ๐Ÿ’š ๐Ÿ’š Not looking too bad, still have mixed feelings with it though, ill have to try it out when the first release is available, but some of them could be useful...

            If you can read this, thank a teacher.
            If you can read this in english, thank a soldier.

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            • C Offline
              CPhillips
              last edited by

              Collide with the invisible ground plane is just testing right now. But I think it might make sense for a default. If I was a totally new user I not expect the objects I just made on the "ground" to start falling as soon as I pressed start. But its open to debate.

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              • D Offline
                Davidfi1
                last edited by

                Very nice work!
                I am a big fan of your work in SketchyPhysics

                Let me know if I could help.
                David.

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                • H Offline
                  hobbnob
                  last edited by

                  yay thank you for making the infinite plane, I thought you would forget. I'm not that worried about this release, since as I understand the joints will all be the same, and all the aspects of sketchyphysics will still be there, but with multicore support.

                  My WIP Thread:Here

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                  • 4 Offline
                    4dHans
                    last edited by

                    Nice! ๐Ÿ˜› Your plugins are great!

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                    • P Offline
                      Physicsguy1
                      last edited by

                      This sounds great. It is becoming more FPS-friendly, which I like. ๐Ÿ˜„ I am excited, but my absence dummed me up and I don't know half about scripting than I used to know. It definitely will be troublesome learning it all over again... ๐Ÿ˜ž

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                      • C Offline
                        camokid11
                        last edited by

                        ๐Ÿ˜ฎ physicsguy, its been forever since we last got any contact from you. where have you been.

                        and dont worry, im no good at scripting/codes so im proberbly in the same boat (i just hope theres no ice berg ahead thouhg ๐Ÿ˜ )

                        If you can read this, thank a teacher.
                        If you can read this in english, thank a soldier.

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                        • P Offline
                          Physicsguy1
                          last edited by

                          What happened? Something common with me. I got bored. But then I got interested with it again. It usually happens. But I'm happy to say that I will be back for a long time.

                          Anyway, let's keep this less personal and more sketchyphysics(Although I am scared about what I've missed ๐Ÿ˜„ )

                          What I have been itching to see would be a "space-mode", where objects are relieved of the universal gravitational force, resistance, etc, kinda like space. I have also always wanted an accurate gravity system(not just fall down to the infinite plane, objects actually attracted to a others), such that you can simulate orbits, and stuff like that(I like astrophysics). It would be nice, and I would like to help build something like that(I know my astrophysics).

                          I also would like to see points in lieu of meshes'n'objects so you can simulate light and other high-component-density-particle simulations.

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                          • H Offline
                            hobbnob
                            last edited by

                            I didn't understand a word of all that particle stuff, but it seems gone are the days when physicsguy made planes. . .

                            Anyways, any updates on sketchybehaviours yet chris?

                            My WIP Thread:Here

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                            • C Offline
                              CPhillips
                              last edited by

                              @unknownuser said:

                              What I have been itching to see would be a "space-mode", where objects are relieved of the universal gravitational force, resistance, etc, kinda like space. I have also always wanted an accurate gravity system(not just fall down to the infinite plane, objects actually attracted to a others), such that you can simulate orbits, and stuff like that(I like astrophysics). It would be nice, and I would like to help build something like that(I know my astrophysics).

                              That was possible in SP3x. One of the demos is a planet system.

                              @unknownuser said:

                              I also would like to see points in lieu of meshes'n'objects so you can simulate light and other high-component-density-particle simulations.

                              You could use a very small triangle. But the problem with a full particle system would be that it is slow to move lots objects in SU, no matter how many faces they have.

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                              • C Offline
                                CPhillips
                                last edited by

                                @hobbnob said:

                                Anyways, any updates on sketchybehaviours yet chris?

                                I am working on integrating the physics engine. Its a bigger job than I expected because I have to recreate a lot of what was already done in SP. Like the ability to pick up objects with the mouse.

                                But I am also doing some remodeling in the house and that is taking up a lot of my time.

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                                • P Offline
                                  Physicsguy1
                                  last edited by

                                  Well, I was hoping that relieving sketchup from having to render lots of meshes and things like that would save some time between frames. Rendering does take up quite a few clock cycles. I do understand that the physics engine does take a while, so maybe a separate engine dedicated to light(one that doesn't have all the variables needed for masses) would be suitable. If I become one of those scripting gods I'll look into it ๐Ÿ˜„.

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                                  • C Offline
                                    CPhillips
                                    last edited by

                                    @unknownuser said:

                                    Well, I was hoping that relieving sketchup from having to render lots of meshes and things like that would save some time between frames. Rendering does take up quite a few clock cycles. I do understand that the physics engine does take a while, so maybe a separate engine dedicated to light(one that doesn't have all the variables needed for masses) would be suitable. If I become one of those scripting gods I'll look into it ๐Ÿ˜„.

                                    Rendering is only one of the bottle necks to performance. The other big ones are moving the group and transferring data back and forth from SU to the Physics engine. The moving is the killer. I wrote some performance stuff a while back and found that the group.move!() was taking about 80% of the simulation time. The physics engine can simulate a lot lot lot more that SU could ever handle.

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                                    • P Offline
                                      Physicsguy1
                                      last edited by

                                      Maybe the time taken is proportional to the amount of entities in the group? It's intuitive that it would; you have to move everything in a group, and the simplest object would need to move 4 faces, 6 lines, 4 vertices, and all those connections(something on the order of 20 in all, which is at least 20 clock cycles). So I'm guessing that points would be somewhat more efficient in rendering and moving. But we really can't bypass the transfer. ๐Ÿ˜ž

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                                      • W Offline
                                        Wacov
                                        last edited by

                                        You'd think so, but that'd be far too simple - here's some SP framerates whilst moving various things via transforms (no physics):

                                        1 group - 1 face: 62.1 FPS
                                        100 groups - 1 face (each): 53 FPS

                                        1 group - 100 faces: 62.6 FPS
                                        100 groups - 10 faces (each): 30.6 FPS

                                        I'm guessing that last one is down to some rendering bottleneck, because it shot to 43.3 FPS when I tried it in wireframe (the others end up basically the same)

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

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                                        • J Offline
                                          jack12
                                          last edited by

                                          Yes this is right remodeling project can take your lots of time, if your professional are not well experienced. Thus well financial planning and all necessary information about designer is very important while you are doing renovation work.

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                                          • M Offline
                                            mptak
                                            last edited by

                                            Nothing makes me smile as much as seeing a post from Chris Phillips (though of course I always wonder how much of what I have learned over the last year is now superfluous). I will love to see how all this relates to that crazy piano and drum kit posted and shared in the past. Good luck with the remodel...can't you just do it in sketchy physics, give everyone a VR hood and call it good?

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