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    MSPhysics tests and questions

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    • F Offline
      faust07
      last edited by

      2 small GIFs from the first tests with Indigo RT. A fine thing would be if you could create abstracted objects of waves, water spray or foam where objects hit the water. This could be emitter objects that are released by a contact test with the Buoyancy Plane.


      MSP_Orca08_03.gif


      MSP_Orca08_04.gif

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      • F Offline
        faust07
        last edited by

        "Foam" test with the onTouch method. I have to keep working a little more...
        Rendered with Indigo RT. Animals from 3D warehouse.


        Foam_Test01.gif


        Foam_Test02.gif

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        • F Offline
          faust07
          last edited by

          Test pictures of the evolving iceberg animation with fog and water splashes. Rendered with indigo RT for about 2 to 3 minutes per frame. Not to forget: TIG split tools.


          MSPh_WaterSprayFog_39.jpg


          MSPh_WaterSprayFog_40.jpg


          MSPh_WaterSprayFog_41.jpg

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          • F Offline
            faust07
            last edited by

            Shark body contact - and a little bit of water splashes.
            I slowly reach my desired results through MSPhysics and small improvements of my scripting capabilities...
            It would be desirable to be able to start the simulation at a specific frame (MS Physics calculates the model until then in "the dark").
            In addition it would be fine if we could save to Replay, export to the renderer and start rendering at the end of the simulation with default settings automatically (in the case of time consuming simulations).


            pure SketchUp output


            rendered with indigo(RT)

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            • Rich O BrienR Online
              Rich O Brien Moderator
              last edited by

              These are amazing! Well done

              Download the free D'oh Book for SketchUp ๐Ÿ“–

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              • F Offline
                faust07
                last edited by

                Thanks Rich

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                • pilouP Offline
                  pilou
                  last edited by

                  We are listening seagulls! ๐Ÿ˜Ž

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

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                  • F Offline
                    faust07
                    last edited by

                    Oh yes! Sound is the next step. No problem with MSPhysics...

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                    • A Offline
                      Anton_S
                      last edited by

                      That's a fine piece of rendering, faust!

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                      • F Offline
                        faust07
                        last edited by

                        Thanks, Anton! This is a great piece of plugin!

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                        • N Offline
                          nlipovac
                          last edited by

                          ๐Ÿ˜ฎ ๐Ÿ˜ฎ ๐Ÿ˜ฎ

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                          • F Offline
                            faust07
                            last edited by

                            I could not resist to render a new desktop background picture for my PC ...
                            MSPhysics, indigo RT (path tracing, 7 minutes), removal of the fire flies with image editor.


                            SketchUp model


                            relevant physics geometry


                            SketchUp materials


                            rendering indigo RT

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                            • pilouP Offline
                              pilou
                              last edited by

                              Happy Feet! ๐Ÿ˜Ž

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

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                              • F Offline
                                faust07
                                last edited by

                                Test model as an example for large replay data stored in the MSPhysics 0.9.2 separate replay file.
                                The data are produced with onTouch and transforming various emitters to the touch points.
                                This principle is useful for other physics applications: tire tracks, landslides etc.
                                The advantage over the Particle effect is, that you can render it.
                                Please let the simulation run till frame 500 or longer, save Replay, exit the model, load it again and test what happens.


                                file without birds and sharks


                                pure SketchUp


                                the target

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                                • F Offline
                                  faust07
                                  last edited by

                                  Anton, here a long time me nagging question:
                                  How can I prevent that usually at the beginning of a simulation, transmitted Thruster objects rather accidentally fly into the air at an increased rate?
                                  This initial speed exceeds the set Thruster impulse by several times and can lead to problems with the viewport.
                                  Properties of the initial object are: non collidable, collision shape: Null, Thruster Controller: 30, Lock to Body Axis, Mass: 0.015
                                  Also setting the non-collision per script at the start does not work (onStart { this.collidable=(false) }).
                                  What is the reason for and what can I do to avoid this?
                                  Thanks in advance!


                                  Thruster on start of simulation


                                  randomly another start

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                                  • M Offline
                                    markahon
                                    last edited by

                                    How can I use joints or some other way to combine two or more groups/components to form a stiff structure so, that each will have different weight/density and the combined object's center of mass is correct?

                                    My specific problem is that I'm designing a table that has wooden tabletop and steel legs. I'm testing different kinds of steel structures as the legs. Then I'm placing weights on the edges of the table to get some kind of an idea what weight would cause the table to tip over and modify the legs' positioning if needed.

                                    I tried different kinds of joints, but they all seem to make the table to stand no matter what kind of weight I put on the table edge. The only way working so far for me is to use no joints at all, make the whole table a single component and set approximate weight that I calculate myself. But that will cause the center of mass to be incorrect and afaik affects the results of this simulation somwhat.

                                    Any help is much appriecated, thanks!

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                                    • M Offline
                                      markahon
                                      last edited by

                                      Edit: Duplicate post, see my question in next post.

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                                      • F Offline
                                        faust07
                                        last edited by

                                        Please post your model (reduced, without textures, scenes, stiles etc.) and we will find a solution.

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                                        • M Offline
                                          markahon
                                          last edited by

                                          Thanks for the reply faust07. Here's one of my designs, reduced, I hope ๐Ÿ˜„ Table design to test what weights cause table to tip over

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                                          • F Offline
                                            faust07
                                            last edited by

                                            In this case it seems to be the right approach to take all the parts into a component.
                                            Joints are possible but not very helpful here. (You could test it with the "Fixed" Joint)
                                            What I've changed:
                                            Table legs and feet broken down into individual subcomponents. Then the collision geometry is more accurate. You can see it if you activate Collision Wireframe in Debug Draw in the MSPhysics UI.
                                            The base plate I have assigned the material Concrete and I have the axis position of the cube weights corrected in order to prevent that the parts sink into the ground.
                                            The axes were far outside the cube. But I do not know whether this significantly affect the behaviour of the body.
                                            The best way to prevent sinking is to increase the value for the material thickness (to 0.10) in the UI. Please test it.


                                            table with little corrections

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