SketchyPhysics 3.5.6 (26 January 2015)
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@unknownuser said:
It does not record added and removed bodies during simulation.
Ok!
So, how do save the result of the normal result if you want to use it for something?
For example I want use the brocken rocks for an exposition!
Now as soon has i want select them (broken rocks) the animation restart at the beginning!In the past I was making that without problem!
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In the past when you selected a different tool SP didn't always deactivate properly, i.e. sometimes objects failed to be placed back to original locations, but now they do. I suppose, you relied on the bug.
One way to get all the split bodies is by playing simulation, pausing it at desired frame (i.e when you have broken rocks), and then save as another model. Open the new model, and you have the broken rocks!
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*Anton , can you help.?
I cant get SP 3.5.2 to install on Windows 7, using Sketchup Pro 2014.
Can you advise how to do it.?
I have downloaded the .rbz file, but where do you put it SU2014 does not seem to use rbz files anymore.
Thanks,
Len -
@gyrolen said:
*Anton , can you help.?
I cant get SP 3.5.2 to install on Windows 7, using Sketchup Pro 2014.
Can you advise how to do it.?
I have downloaded the .rbz file, but where do you put it SU2014 does not seem to use rbz files anymore.
Thanks,
LenThere are two ways you can do it:
Way one:
- Download SketchyPhysics_3.5.2.rbz
- Open SU2014 and navigate to (Menu) Window > Preferences.
- In the preferences window navigate to Extensions tab and select Install Extension... button
- From there, find your downloaded compressed file, and select open button, which will install the extension.
Way two:
Use PluginStore extension. Follow installation steps here: http://sketchucation.com/resources/plugin-store-download -
@anton_s said:
@gyrolen said:
*Anton , can you help.?
I cant get SP 3.5.2 to install on Windows 7, using Sketchup Pro 2014.
Can you advise how to do it.?
I have downloaded the .rbz file, but where do you put it SU2014 does not seem to use rbz files anymore.
Thanks,
LenThere are two ways you can do it:
Way one:
- Download SketchyPhysics_3.5.2.rbz
- Open SU2014 and navigate to (Menu) Window > Preferences.
- In the preferences window navigate to Extensions tab and select Install Extension... button
- From there, find your downloaded compressed file, and select open button, which will install the extension.
Way two:
Use PluginStore extension. Follow installation steps here: http://sketchucation.com/resources/plugin-store-downloadThanks Anton ,your instructions worked fine, have got it going, now to learn how to use it. Len
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@anton_s said:
Hello, William!
Yes, SP doesn't have these methods. The API is quite incomplete.
I just added getLifetime, getLifeStart, and getLifeEnd.Is there any other getter or setter functions you think shall be added before I post an update? Sorry, I can't think of any myself.
Sorry for taking so long to get back to you. Thank you for the info!
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Oh, actually I did think of something else that I would like to see:
Could you create a function which would allow you to retrieve the "parent" of an emitted object? (eg, toucher.getEmitter?)
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I must miss something!
@unknownuser said:
One way to get all the split bodies is by playing simulation, pausing it at desired frame (i.e when you have broken rocks), and then save as another model. Open the new model, and you have the broken rocks!
@unknownuser said:
The animation doesn't handle added and removed objects during simulation.
So the animation can never play after the beginning of the cutting!
Try with this example and show me how you can save the broken rocks.
(I have the last version 3.52)
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Pilou, I'm speaking about the simulation tool, not animation tool. Press the Physics Toggle Play button and wait till the body is cut. As soon as it cuts, press the Physics Toggle Play button once again to pause. From there on you can 'save as' the model, but don't press the reset button, until you do say the model as another model, for instance, cut2.skp
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@unknownuser said:
I'm speaking about the simulation tool, not animation tool. Press the Physics Toggle Play button and wait till the body is cut. As soon as it cuts, press the Physics Toggle Play button once again to pause. From there on you can 'save as' the model, but don't press the reset button, until you do say the model as another model, for instance, cut2.skp
Alas it's that I make but when i Reload the "save as" that is again the start of the simulation!!!
idem with your Cut2 file !
A very vicious thing!
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Pilou, I re uploaded the cut2 file.
One thing to remember is that after you save as, unhide all bodies and delete all the temporary hidden split bodies that were part of the original body. I already did this in the new cut2 file.
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Ok, i'm having a problem with the control panel/sp inspector. when i name a hinge, using " or ' i don't get a slider bar in the control panel. If i leave off the " or ' than i get a error"script error: undefined local variable or method..."
any help?
thanks
john -
@vlkster, are you saying that you wrote
slider("or')
in the controller?
If so, then you got it wrong! The quotation marks surrounding the string must be the same!
You may eigher use a double quote (") or a single quote ('), but you cant use a combination of both.
This is what it should look like,slider("or")
orslider('or')
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@anton_s said:
@vlkster, are you saying that you wrote
slider("or')
in the controller?
If so, then you got it wrong! The quotation marks surrounding the string must be the same!
You may eigher use a double quote (") or a single quote ('), but you cant use a combination of both.
This is what it should look like,slider("or")
orslider('or')
.No i did the way that you have shown.
slider("or")
orslider('or')
so i don't know
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@vlkster said:
so i don't know
Is your hinge connected to the object ? Can you upload the model so I could investigate?
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@trobius said:
Oh, actually I did think of something else that I would like to see:
Could you create a function which would allow you to retrieve the "parent" of an emitted object? (eg, toucher.getEmitter?)
I added
$sketchyPhysicsToolInstnace.getEmitter(grp)
. This will return the group from which the body group was emitted, ornil
ifgrp
wasn't emitted.Once I post an update, use this technique to get body emitter:
onTouch { |toucher, speed, pos| emit_grp = sp_tool_instance.getEmitter(toucher.group) emit_body = simulation.findBody(emit_grp) }
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[/quote][quote="Anton_S":1owgtx3w]
Is your hinge connected to the object ? Can you upload the model so I could investigate?[/quote:1owgtx3w]
https://drive.google.com/file/d/0B3sm21-D2kf1VnJkUnFqZGFjaDQ/view?usp=sharing
Don't make to much fun of my model, just messing around to get a feel for SketchyPhysics.john
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Hi Anton, thanks for resolving the significant errors in Sketchy Physics! A dream has come true. I tested an older large Model (was running but regularly crashed in version 3.2) with animated vehicles and animated camera and it runs almost flawlessly. To change I had only connected mirrored groups or components, whose collision geometry the new Physics (3.5) misinterpreted. The import of Replay Data into Twilight 1.5 and 2.0 seems to be working very well too. My goal is to simulate a futuristic urban space (WIP) with animated vehicles, aircraft, ships, people and cameras, which seems possible now. There is only the problem of time (leisure and rendering speed) ... Once again Thank you!
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@vlkster said:
Don't make to much fun of my model, just messing around to get a feel for SketchyPhysics.
Nice rail car! There are few things need to be done though.
- Your controllers are set to
hinge
in the rear wheels. The commandhinge
doesn't exist. In the controller section, you don't write the name of of the joint, but rather the command -- what joint is supposed to do, when is the wheel supposed to spin. In the controller section, the basic command is slider. Replacehinge
in both controllers withslider("hinge")
. There you will have some sort of a vehicle - Hinges are not good for motor purposes. I'd suggest using motor joints.
- Your rail needs to be covered with faces on both sides, and set to staticmesh, and needs to be smoother.
- Your car needs to be set to convexhull or convexhull2 collision.
I uploaded your model with such improvements! FYI, I purged unused definitions and materials. The model size is much smaller now.
- Your controllers are set to
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