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MSPhysics 1.0.3 (16 October 2017)

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  • F Offline
    faust07
    last edited by 24 Dec 2016, 17:25

    Thanks Anton for making MSPhysics better and better. First impression of running an old model with Curvy Pistons with version 0.9.9 - all moves but some objects move backwards... - I will test in the next days what I must change to get the desired results.
    Merry Christmas to all friends of SketchUp, physics and animation.


    XmasOnIce_fr98.jpg


    Merry_Christmas_2016.jpg

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    • R Offline
      robint
      last edited by 29 Dec 2016, 13:42

      Hi MSP's

      Herewith my mortar gun model, run and tap space bar, adjust azimuth with rotate tool on all the gun. Adjust charge by piston rate

      I thought I might add display of distance to first landing (just like a real gun spotter?


      mortar.skp

      As one door closes another one slams in your face

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      • S Offline
        SketchyPhysicsNutt
        last edited by 30 Dec 2016, 09:04

        Hi robint your original model falling block8 and script anton
        helped u with i found very interesting thx.

        I set block material to gold / elasticity to 2.00 and got a
        bouncing ball i like the affect max elasticity gives u.

        Gif starts on 2nd bounce then breaks free on 3rd and keeps bouncing

        http://s24.postimg.org/41779b5dx/bounce.gif

        Tez

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        • R Offline
          robint
          last edited by 30 Dec 2016, 10:07

          Indeed, it becomes quite addictive I found. I wish I knew more about ruby script
          I want to xfer the script to my mortar gun, try to get muzzle velocity, distance to target and time of flight

          cheers, have fun

          Robin

          As one door closes another one slams in your face

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          • S Offline
            SketchyPhysicsNutt
            last edited by 30 Dec 2016, 10:37

            Im no script monkey as well wish i was....but im experimenting connecting two servo's for swivel and tilt with your mortar gun model no luck yet πŸ˜„

            Antons original script has come in handy with my trebuchet/catapult models and projectiles

            THX Robin happy new year

            Tez

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            • R Offline
              robint
              last edited by 30 Dec 2016, 11:07

              Yes I tried that, but the outer gun barrel has to be made up of 4 flat slabs grouped together and made static which is why it wont move, else the ball just falls through it

              only way I found was to use the rotate tool before hitting go

              not very elegant

              perhaps someone else will pitch in

              Cheers

              Robin

              As one door closes another one slams in your face

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              • R Offline
                robint
                last edited by 31 Dec 2016, 10:07

                Anyone know how to put sound into script eg a sound wav called "cannon" to be played when I press space bar (which also fires the cannon ball

                I put the sound byte into the UI sound tab, but nothing happens? WOTODO?

                Robin

                As one door closes another one slams in your face

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                • P Offline
                  PituPhysics
                  last edited by 1 Jan 2017, 09:51

                  @robint said:

                  Anyone know how to put sound into script eg a sound wav called "cannon" to be played when I press space bar (which also fires the cannon ball

                  I put the sound byte into the UI sound tab, but nothing happens? WOTODO?

                  Robin

                  Hello Robin. I wrote a script to display the distance of bullet and target, the time of flight and play the sound. But the "Update Timestep" change it to Normal 1/60 on the Simulation tab.

                  Try this:

                  mortar 2.skp

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                  • S Offline
                    SketchyPhysicsNutt
                    last edited by 1 Jan 2017, 10:56

                    Great script inside PituPhysics 'Distance and time of flight' perfect for projectiles

                    thx
                    Tez

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                    • R Offline
                      robint
                      last edited by 2 Jan 2017, 16:49

                      Hi PP

                      some good stuff there, doesnt make the sound?

                      take a look at my falling block as it uses the ontouch procedure to capture the distance at the moment of first impact

                      Another way might be to insert some magnetism into the ball, floor and target so that the missile sticks to its first landing place, as with a real mortar

                      Have tried to use magnetism in UI but doesnt seem to have any effect? 😲

                      What am I doing wrong?

                      Robin


                      mortar 3.skp

                      As one door closes another one slams in your face

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                      • P Offline
                        PituPhysics
                        last edited by 3 Jan 2017, 22:24

                        I made more models to be more opportunities.

                        1.) Frozen: mortar 4.1.skp

                        2.) Hide: mortar 4.2.skp

                        3.) Simulation pause: mortar 4.3.skp

                        And magnet test:magnet.skp

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                        • R Offline
                          robint
                          last edited by 4 Jan 2017, 09:40

                          Hi PP

                          tried your magnet and I am baffled as to why its so very slow, <2fps. tried everything to speed it up. Sketchy physic was much faster? I made ther executive balls desktop toy by putting all the balls as pendulums in a frame and colliding. It was fast and realistic?

                          Robin

                          As one door closes another one slams in your face

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                          • R Offline
                            robint
                            last edited by 4 Jan 2017, 10:12

                            Even stranger, I managed to get my balls to clang together at 30 fps, but unable to simulate repulsion even with negative magnet values? I notice that perhaps magnet is a wrong term as it behave more like gravity between two masses (hence no repulsion effect)

                            Universal gravitation equation

                            F = GMm/R2
                            

                            where

                            F is the force of attraction between two objects in newtons (N)
                            G is the Universal Gravitational Constant = 6.674*10βˆ’11 N-m2/kg2
                            M and m are the masses of the two objects in kilograms (kg)
                            R is the separation in meters (m) between the objects, as measured from their centers of mass
                            

                            notice how the ball is attracted to the target even though the target has no magnetic force

                            for example

                            Robin


                            my magnetic balls 1.skp

                            As one door closes another one slams in your face

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                            • R Offline
                              robint
                              last edited by 4 Jan 2017, 11:38

                              Hi PP

                              Got as far as 4.3 and it certainly is the cats whiskers, like the disappering effect in 4.2, all we need is a little pop up explosion (still no sound on mine?)

                              I dont understand what is affecting the fps so drastically? It goes from 30fps down to 4 or less

                              Robin

                              As one door closes another one slams in your face

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                              • R Offline
                                robint
                                last edited by 4 Jan 2017, 12:36

                                Playing with real shells. Wonder how I can get the nose pointing along the path? hmmm ❓ notice the fps is 27, yet on some of the models its very slow 2fps


                                mortar 5.1.skp

                                As one door closes another one slams in your face

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                                • P Offline
                                  PituPhysics
                                  last edited by 4 Jan 2017, 19:05

                                  For me 63 fps.

                                  mortar 5.2.skp

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                                  • R Offline
                                    robint
                                    last edited by 4 Jan 2017, 19:39

                                    Wow PP that has blown me away, havent looked into detail yet, tomorrow am

                                    Now could this be mounted on a tank? Forward, left, right track

                                    Then we could have two or more, multi players

                                    Tank battle, forests, obstacles, terrain, mines, smoke etc

                                    Pls assume all rights, I'll be your beta tester and write the manual

                                    Robin

                                    Ps I wrote a game like this in BASIC years ago, for four players, it was extemely addictive, hidng under tree cover trying to guess where you opponents were. Each tank had a home base corner and had to return for new ammo and fuel. we spent hours on it

                                    I turned this into a kids game sliding around on mats on a polished wood floor blindfold, getting coded instruction from their base commanders. They fired foam tennis balls at each other and only had three reserve tanks. Couldn't get them out of the classroom, oh and they had to give their instructions in a foreign language, French German, Italian and swedish - a summer uni job - but the kids loved it

                                    Robin

                                    As one door closes another one slams in your face

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                                    • R Offline
                                      robint
                                      last edited by 7 Jan 2017, 08:38

                                      Hi PP
                                      changed the angle so its a cannon 0 - 80deg azimuth control
                                      just gets better πŸ˜„


                                      mortar 5.3.skp

                                      As one door closes another one slams in your face

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                                      • I Offline
                                        INVR
                                        last edited by 12 Jan 2017, 00:31

                                        I have a little issue where sometimes when I run the sim (simple hinges) it starts scanning and objects seem to disappear. I can control the camera and see them or half of the object. But it gets worse and worst until I have to reset it. Is there any steps I can take to fix this?

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                                        • A Offline
                                          Anton_S
                                          last edited by 12 Jan 2017, 20:25

                                          INVR, camera clipping is very like caused by some objects falling down too far away from camera. To fix this, find the objects that fall down non stop and draw a floor below them or set them to ignore if they are not necessary for the simulation. These objects could be hidden groups or hidden layers. So uif you unhinde everything, and run simulation, you should be able to notice which objects do that.

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