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MSPhysics 1.0.3 (16 October 2017)

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  • D Offline
    DonDeEs
    last edited by 25 Nov 2016, 12:53

    Hi Anton

    I hope it is OK to report a possible bug with MSPhysics 0.9.8.

    I am using it with Sketchup 2017 on a Surface Pro running Windows 10.

    It seems the UI opens in a different resolution and does not therefore display in full. The maximise button is disabled so I wondered if there is anything that I can do to fix this.

    I have attached a screen shot for you if it helps.

    Sketchup Print Screen.png

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    • D Offline
      DonDeEs
      last edited by 25 Nov 2016, 15:32

      I just checked and this only seems to be a problem with S2017. Seems to work fine in 2016.

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      • A Offline
        Anton_S
        last edited by 25 Nov 2016, 20:53

        Thank you for reporting this, DonDeEs. Someone reported something similar and I'm in the process of fixing it. I might have to send you s private message to verify the fix.

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        • D Offline
          DonDeEs
          last edited by 26 Nov 2016, 09:53

          Sure thing. Feel free to do so.

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          • R Offline
            robint
            last edited by 11 Dec 2016, 06:47

            Hi Anton
            Congrats on your great work resurecting old SP for a new version. I played with SP some years ago and amazed myself by getting a caterpillar track chain to work

            May I ask if it is possible, in your version, to assign real physical values to objects, eg mass in kg, spring rate m/kg, damping kg/m^2 and so on

            and perhaps equivalent elements for rotating masses

            Its all in aid of helping my student understand the dynamic behaviour of physical systems with different input and load conditions open loop and closed loop

            If this could be done, it would be of fantastic benefit for Uni ugrads (yes there are professional - expensive suites to do this). Something tailored to fit with the unbeatable SU would be so good

            It wasn't available in the original SP, only cruded dimensionless tweaks

            Cheers

            Robin

            ps apologies if this has already been answered pls link me

            As one door closes another one slams in your face

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            • A Offline
              Anton_S
              last edited by 11 Dec 2016, 10:44

              Hi, robint,

              Just to clarify a thing, MSPhysics is not a new version of SketchyPhysics; MSPhysics is a plugin written completely from scratch, integrating the latest NewtonDynamics Physics engine by Julio Jerez. Yes, it does have a similar functionality to SketchyPhysics, but that was done because I didn't want to reinvent all the ideas Chris Phillips put into writing SketchyPhysics and so that SketchyPhysics users wouldn't have hard time transitioning to MSPhysics.

              In MSPhysics, the mass (kg), force (N), torque (Nm), angular velocity (rad/s), and linear velocity (m/s) - are controled with the standard SI units. These values are proper, even with the world scale set to some value other than one, as behind the scenes they are scaled to maintain themselves in SI units. The parameters for joints, such as power, accel, damp, and friction, however, are controlleded with unknown units. While writing the custom joints, I didn't place close attension to the units, but I think they can be converted to the units you described in your post. Some testing needs to be done to figure out the ratios.

              By default the mass is calculated by taking the volume of an object, in m^3, and multiplying it by the density, in kg/m^3, which is by default 700 kg/m^3, the density of wood.

              To assign a particular mass to a body, in killograms, you can do it with the UI dialog:

              1. Select the desired body.
              2. Open the MSPhysics UI.
              3. Activate the Body Properties tab.
              4. Select weight control option and switch it to mass.
              5. Write the desired mass into the mass input box.

              The static and kinetic friciton coeffiences, which can also be assigned through the dialog, are not the actual coefficients. The actual coefficient is an average coeffiecent between the two touching bodies. For instance, if the floor has a static coefficient of 0.9 and kinetic of 0.7, and the touching body has a static coefficient of 0.4 and kinetic of 0.3, the actual static coefficient for the contact, would be (0.9+0.4)/2 and the actual kinetic coefficient would be (0.7+0.3)/2.

              The same concept applies to elasticity and softness. I'm no expert what the softness does, as I didn't write the physics engine, doing most of the calculations for my wrapper, but I think it controls how much energy is transfered durding collision, i.e an aditional parameter for elasticity.

              To control other physical properties, such as velocity, you need to assign a Ruby script to a group. This can be done by selecting a desired group, activating the Script tab in the MSPhysics UI, and writting some code in the editor. Here's a script for applying a particular velocity to an object whenever simulation starts:

              onStart {
                this.set_velocity(0,1,2) # x, y, z - the velocity vector
              }
              

              The velocity can also be applied every time the world is updated:

              onUpdate {
                this.set_velocity(4,5,6) # x, y, z - the velocity vector
              }
              

              And the velocity can also be recorded:

              onUpdate {
                # Get current velocity
                cv = this.get_velocity
                # Output it in the note
                note = sprintf("Velocity; (%.3f, %.3f, %.3f)", cv.x, cv.y, cv.z)
                simulation.display_note(note)
              }
              

              You may also apply force, torque, omega, and do other things with scripting. Check out this scripting documentation link:
              http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/index

              Here is the exact link for all the functions available for a body:
              http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/MSPhysics/Body

              Regards,
              Anton

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              • R Offline
                robint
                last edited by 11 Dec 2016, 12:18

                Thank you so much Anton, thats given me some homework!

                BTW I didn't wish to imply you were overwriting the previous SP. MSP is of course entirely yours started from scratch - brilliant stuff

                I'll be glad to pass any useful models I can generate back to you to pass around to other interested parties and perhaps help generate other instructional models

                Cheers

                Robin

                As one door closes another one slams in your face

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                • A Offline
                  Anton_S
                  last edited by 11 Dec 2016, 13:06

                  Hi, Robin,

                  I'm glad I could help.

                  Best regards,
                  Anton

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                  • S Offline
                    Sjamon
                    last edited by 11 Dec 2016, 23:00

                    Dear Anton,

                    I just downloaded the plugin to make a simple cinematic / collision check on a folding workbench model, that is basically a deformable parallelogram.
                    Although I got the basic principle and manage to make singles hinges move as expected, any component is stuck as soon as it's linked to two hinges.

                    There's also a message reading "Requires MSPhysics 0.9.8+" in a corner of the screen, should I understand that it won't work unless I install something else ?

                    Thanks
                    Armand

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                    • A Offline
                      Anton_S
                      last edited by 12 Dec 2016, 10:17

                      Hi, Armand,

                      A hinge with no parent groups will act stationary. In order for the hinge to move, it must have a parent group. What I think is going on in your model is that the hinges are top level groups. If you want a hinge to link two groups together, and still move, simply create a hinge joint within one of the groups andd then, using the joint connection tool, connect it to the other group. That way the hinge joint will have a parent body, which will allow it to move.

                      Check out this mini clip:
                      Movable Joints Example

                      The message is there so that people using your model would know that they need MSPhysics in order to run it.

                      Regards,
                      Anton

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                      • gillesG Offline
                        gilles
                        last edited by 12 Dec 2016, 12:33

                        I think I have some issue with hinge when I link it to a parent:

                        Mac OSX 10.8.5, SU2015.


                        hinge.gif

                        " c'est curieux chez les marins ce besoin de faire des phrases "

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                        • A Offline
                          Anton_S
                          last edited by 12 Dec 2016, 12:47

                          Hi, gilles,

                          To fix that, you have to select the joint, open MSPhysics UI, and check the "connected collide" option.

                          Regards,
                          Anton

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                          • R Offline
                            robint
                            last edited by 12 Dec 2016, 13:23

                            @anton_s said:

                            Hi, Robin,

                            I'm glad I could help.

                            Best regards,
                            Anton

                            I made a simple mass/spring damper system as per model, but I get some odd results not like the damped sinusoid

                            Am I on the right track or have I made some basic errors

                            Also the block doesn't sit still on the plane but wanders off

                            I am also having difficulty tying in the UI with real values of spring rate N/m and damping c*velocity Ns/m

                            Any advice, most appreciated

                            Cheers
                            Robin

                            BTW I looked at the Ruby docs but couldnt tie up real units to the constants


                            classic spring damper

                            As one door closes another one slams in your face

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                            • gillesG Offline
                              gilles
                              last edited by 12 Dec 2016, 13:46

                              @anton_s said:

                              Hi, gilles,

                              To fix that, you have to select the joint, open MSPhysics UI, and check the "connected collide" option.

                              Regards,
                              Anton

                              Works fine ๐Ÿ‘

                              A lot to dig in, I go back to the mine.

                              " c'est curieux chez les marins ce besoin de faire des phrases "

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                              • A Offline
                                Anton_S
                                last edited by 12 Dec 2016, 15:51

                                Hi, Robin,

                                The block doesn't sit still probably because you disabled the friction. Enabling the friction checkbox option for the block and for the floor contacting the block will fix the wandering off behavior.

                                I will add an option to control accel and damp with the SI units in the upcoming release. At the moment, I figured that spring constant is roughly equals to (accel * 7 - damp), when spring joint stiffness is set to 1.0.

                                Edit: Ensure that both anuglar and linear damping for all bodies are set to zero. This improves the closeness.

                                Anton

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                                • R Offline
                                  robint
                                  last edited by 12 Dec 2016, 22:17

                                  Hi Anton

                                  I'm sure I tried every way with the friction coeffs, and it didnt seem to help much, unless Im doing something wrong. If you could get real SI units into the spring damper model this would be fantastic. Classic maths leaves everything in normalised units which is really hard for students to translate into the real world - thats what MS physics is about. I try to encourage my student to abandon th suck-it-and-see approach in favour of understanding what is really happening and calculating the effect. I know that math is a real turn off for most users, but I try

                                  cheers Robin

                                  As one door closes another one slams in your face

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                                  • R Offline
                                    robint
                                    last edited by 13 Dec 2016, 11:51

                                    @anton_s said:

                                    Hi, Robin,

                                    The block doesn't sit still probably because you disabled the friction. Enabling the friction checkbox option for the block and for the floor contacting the block will fix the wandering off behavior.

                                    I will add an option to control accel and damp with the SI units in the upcoming release. At the moment, I figured that spring constant is roughly equals to (accel * 7 - damp), when spring joint stiffness is set to 1.0.

                                    Edit: Ensure that both anuglar and linear damping for all bodies are set to zero. This improves the closeness.

                                    Anton

                                    Yes indeed, improved action, I missed the friction box

                                    Herewith a revised model changing block mass from 0 - 0.5 kg gives a displacement of 0 - 1.0 so the spring rate is 2

                                    spring stiff 1 (what does this do?)
                                    Accel 1, damp 1.5 (gives critical damping approx)

                                    changing sample rate from 1/60 to 1/240 changes the whole model performance

                                    iterations 16 - improves stability

                                    the plane has a mass of 0.01kg, lowest i could get without instability

                                    So Ive actually got a spring damper that sort of behaves but it seems like the spring has inertial mass - an ideal spring should be zero mass and friction

                                    What do you think? Anything I can do to help (ruby dummy just now)

                                    Cheers

                                    Robin) ๐Ÿ˜›


                                    V 2

                                    As one door closes another one slams in your face

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                                    • A Offline
                                      Anton_S
                                      last edited by 13 Dec 2016, 12:21

                                      Hi, Robin,

                                      I just revised the spring joint to base on Hooke's law. Just need to adress a few other things before its ready for the release.

                                      Regards,
                                      Anton

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                                      • R Offline
                                        robint
                                        last edited by 13 Dec 2016, 14:00

                                        @anton_s said:

                                        Hi, Robin,

                                        I just revised the spring joint to base on Hooke's law. Just need to adress a few other things before its ready for the release.

                                        Regards,
                                        Anton

                                        Hi Anton

                                        It occured to me loking at the motor joint, that it would be neat to have control sliders on important coeffs, of spring rate, friction, and damping, help to speed up student experience

                                        BTW just seen some example in Sketchucation, blown away with the talent out there

                                        Hope my little exercises aren' t too dull

                                        Cheers

                                        Robin

                                        As one door closes another one slams in your face

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                                        • gillesG Offline
                                          gilles
                                          last edited by 15 Dec 2016, 09:11

                                          jansen.gif

                                          What am I doing wrong?


                                          THEO-JANSEN2.skp

                                          " c'est curieux chez les marins ce besoin de faire des phrases "

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