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    SketchyPhysics 3.5.6 (26 January 2015)

    Scheduled Pinned Locked Moved SketchyPhysics
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    • pilouP Offline
      pilou
      last edited by

      Your plugin "Split" is excellent! β˜€
      It's a part of the "physic" engine or your own cooking?

      split01.jpg

      Frenchy Pilou
      Is beautiful that please without concept!
      My Little site :)

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      • A Offline
        Anton_S
        last edited by

        @unknownuser said:

        Your plugin "Split" is excellent! β˜€
        It's a part of the "physic" engine or your own cooking?

        [attachment=0:1wqan515]<!-- ia0 -->split01.jpg<!-- ia0 -->[/attachment:1wqan515]

        Just copied code snippets from SketchyPhysics and some cooking of course πŸ˜†

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        • A Offline
          Anton_S
          last edited by

          Okay, I've fixed enough bugs. Moving to MSPhysics now!

          By improving SP, I learned quite a lot, especially the ideals and approaches to take when writing MSPhysics.

          It's now up to Chris Phillips and other interested in such plugin to enhance and add features. I will no longer keep supporting SketchyPhysics as I am quite busy with College and need to make some progress in MSPhysics. Other than that, I won't mind answering questions on how to properly use SP.

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          • ashscottA Offline
            ashscott
            last edited by

            Hi Anton,

            Sorry I haven't been more involved during your flurry of input - you've done really well. When I get time away from current work I've got some cool projects to build which you have enabled.

            Thanks again for your input.

            Also, just checked out MSPhysics - great stuff - if I can help test or something then please keep me in the loop.

            Just some stuff I do with Sketchup.

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            • A Offline
              Anton_S
              last edited by

              @ashscott said:

              Hi Anton,

              Sorry I haven't been more involved during your flurry of input - you've done really well. When I get time away from current work I've got some cool projects to build which you have enabled.

              Thanks again for your input.

              Also, just checked out MSPhysics - great stuff - if I can help test or something then please keep me in the loop.

              Thanks ashscott, and no need to be sorry. πŸ˜„ Some descent features were supposed to be added to make SP3.5 as attractive as the plugin's first release, but I was too lazy too do that πŸ˜†

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              • F Offline
                faust07
                last edited by

                A typical example of problems with transformed objects is this:


                buggy.skp

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                • A Offline
                  Anton_S
                  last edited by

                  @faust07 said:

                  A typical example...

                  Thats very strange. When I added option readback collision geometry to the vehicle, there were 3 collision shapes below it, which came out from nowhere. That's some strange effect with default shape. Meantime for the fix, set vehicle shape to convexhull2 or compound2 for proper collision generation. Convexhull2 is preferred as it's the fastest.

                  I can't reproduce this in SP3.2, so that's some bug by me, which must be eliminated. I will look into fixing it.

                  Thanks for report.

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                  • F Offline
                    faust07
                    last edited by

                    If You add option readback collision geometry to the wheels You will sea that it happens only with flipped objects/groups ...

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                    • A Offline
                      Anton_S
                      last edited by

                      Okay, it is fixed now! Please download latest version and see how it goes. Thanks for report, faust07 πŸ˜„

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                      • F Offline
                        faust07
                        last edited by

                        It works. Thanks again Anton. The door to the "Physics World" in SketchUp is wide open ...

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                        • B Offline
                          BIANI patrick
                          last edited by

                          Si Γ§a peut Γͺtre utile !?


                          Animation Sketchyphysics sans logiciel de rendu.pdf

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                          • ashscottA Offline
                            ashscott
                            last edited by

                            I think I see what you did there πŸ˜‰

                            Just some stuff I do with Sketchup.

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                            • F Offline
                              faust07
                              last edited by

                              Oh no, Anton I don't want to nerve you. I cheered too soon. A model that ran in SPh3.5.3, jolts in SPh3.5.4 a little ... Probably the steering blocks are squeezed out laterally from the body of the truck. I hope the GIF example shows what a little.


                              strange behaviour ...

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                              • A Offline
                                Anton_S
                                last edited by

                                @biani patrick said:

                                Si Γ§a peut Γͺtre utile !?

                                Thanks for your documentation, patrick. I placed this in first post, as part of reference.

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                                • A Offline
                                  Anton_S
                                  last edited by

                                  @faust07 said:

                                  Oh no, Anton I don't want to nerve you. I cheered too soon. A model that ran in SPh3.5.3, jolts in SPh3.5.4 a little ... Probably the steering blocks are squeezed out laterally from the body of the truck. I hope the GIF example shows what a little.

                                  Is the behavior different in SP3.2? Are you assigning same shapes to SP3.2 and SP3.5.4? Meantime, if they are squeezed out, to fix it, set most surrounding parts and the cabin to Not Collidable.

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                                  • A Offline
                                    Anton_S
                                    last edited by

                                    @faust07 said:

                                    No, in SP3.2 it did run OK. There were only the other reasons for crashes, you've solved so wonderful! In your SP3.5.3 this truck moved correctly (after resetting some mirrored objects).

                                    Can you send me the skp model (private message if you prefer), so I could investigate.

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                                    • F Offline
                                      faust07
                                      last edited by

                                      No, in SP3.2 it did run OK. There were only the other reasons for crashes, you've solved so wonderful! In your SP3.5.3 this truck moved correctly (after resetting some mirrored objects in SPh3.5.3).

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                                      • A Offline
                                        Anton_S
                                        last edited by

                                        Where are the physics joints and the wheels? A lot of parts of the model are deleted. Do you mind reuploading? Don't worry about size. You can erase the file from attachments after I download it.

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                                        • F Offline
                                          faust07
                                          last edited by

                                          Here it is. It's a model on the base (not to forget to mention) of posts of Mr.K. and other authors for cars following a path (with little modifications I did, to use it universally). I've blown it up with physical walls, doors, roof, seats, driver, wheels, lights for twilight renderer, euro norm ... Hope, you find a solution.
                                          Oh sorry, have caught the wrong file. It was too dark last night and there was too much port wine ... I must go to my other computer to upload the correct file.

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                                          • A Offline
                                            Anton_S
                                            last edited by

                                            I see what it is. It has nothing to do with the flipped bodies. The problem is that in SP3.5.3 and below the Default shape did not include all geometry as part of collision generation; however, in SP3.5.4 I made it to include all geometry, which I see breaks some compatibility with the prior models. The wheels are pushed out by the lower black part of the cabin which according to Default shape has a box collision. To fix this, you enter the cabin group one level deep, and set the lower black part to ignore:
                                            cabion_state.png
                                            In prior versions, the lower black cabin wasn't even part of collision because the default shape method didn't consider calculating collision for it.

                                            I see that you set all sub shapes to not-collidable. Here is the thing to keep in mind. Setting all sub collisions to not-collidable will do nothing. The not-collidable can only be applied to the top groups, not subgroups. Set particular subgroups to Ignore if you don't want them to be part of collision. To remove the not-collidable flag from all subgroups at once, simply select all subgroups of the cabin, right-click and select, SketchyPhysics > State > Collidable.

                                            Even though the SP3.5.4 method for default shape is more profound, I will still revert this change to remain compatible with prior models.

                                            Edit: Despite that, I just found a bad bug in default shape. I will fix it for SP3.5.5

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