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    MSPhysics tests and questions

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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 Offline
            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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                                          • F Offline
                                            faust07
                                            last edited by

                                            Hi Anton, short question: how can I make up for the differences between controller and scripted input? With the same pre-set parameters why arise the differences in the results?
                                            Model slightly reduced to test it.


                                            Pengu-Test_03.gif


                                            Pengu-Test_03.skp

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