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MSPhysics 1.0.3 (16 October 2017)

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  • L Offline
    luckyvac
    last edited by 12 Feb 2017, 06:42

    Hi Anton,
    Thank you for your advice it works ... but ... I send you the left hand of the guitarist named "Pierrot".
    I feel that the system comes into resonance when I connect several servo motors to each other.
    What do you think ? How to decrease the resonance ?

    Merci ๐Ÿ˜‰

    have a nice week end. ๐Ÿ‘

    Lucky guitaR


    main gauche MOV 03.skp

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    • A Offline
      Anton_S
      last edited by 12 Feb 2017, 21:35

      @SynSuka3D Interesting, I will fix this.

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      • S Offline
        SynSuka3D
        last edited by 12 Feb 2017, 22:04

        @anton_s said:

        @luckyvac My appologies for not responding any sooner. I am a bit busy. In short, it's possible to have the servo angle correspond to the table values at time t. The table with angles and times must be converted to a Ruby Hash and then the rest is easy. I will examine your model in depth soon and we'll see what can be done to get the guitar stringing.


        @TheSniper Apparently there were a few reports about the dialog options not working properly on Mac OS X and that's not good. I will check it out soon.


        @SynSuka3D The joystick function accepts four symbols and each of them correspond to an axis on one of the joysticks:
        joystick(:leftx) returns X position on left stick.
        joystick(:lefty) returns Y position on left stick.
        joystick(:rightx) returns X position on right stick.
        joystick(:righty) returns Y position on right stick.

        The position ranges from -1.0 to 1.0.

        Here is the documentation link to the function: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/MSPhysics/CommonContext#joystick-instance_method

        I suggest you explore the MSPhysics scripting documentation for specs and other functions that might be useful, such as joybutton(button).

        https://youtu.be/b0YBVqUhMdU xbox controller faill script ?

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        • S Offline
          SynSuka3D
          last edited by 12 Feb 2017, 22:14

          Add joystick(:rightz) and joystick(:leftz) for joy(RT) and joy(LT) please.
          for xbox controler.

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          • A Offline
            Anton_S
            last edited by 12 Feb 2017, 23:32

            @synsuka3d said:

            Add joystick(:rightz) and joystick(:leftz) for joy(RT) and joy(LT) please.
            for xbox controler.

            Roger that!

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            • A Offline
              Anton_S
              last edited by 13 Feb 2017, 06:58

              Hi, SynSuka3D,

              I fixed it and added rightz/leftx commands.
              You can download the WIP version here: https://drive.google.com/open?id=0B3qg8f4WrNdHUmE5OXNiWjQ0Vzg

              You can try out the joystick controller test model attached below.

              Best regards,
              Anton


              Joystick.skp

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              • F Offline
                faust07
                last edited by 13 Feb 2017, 13:50

                Should make my question more precise:
                The reason for the loose behaviour of the joints is the update rate in MSPhysics UI - Simulation - Update Rate = 1 (seems the best for my large model).
                If I change this from 1 to 3, the servos remain more stable in the pivot but the spring no longer brings the steady up and down movement.
                Have now tried to modify all settings at the Spring Joint, but do not get the desired result.
                What can I do?
                Thank you in advance, Anton!


                Update Rate 1


                Update Rate 3


                Servo-Spring-Test

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                • L Offline
                  luckyvac
                  last edited by 13 Feb 2017, 15:24

                  Hi Anton and the community,
                  I think I have found the solution to control the damping of the servo motor. I worked on the geometry of "green" parts to decrease the sensitivity to the vibratory modes. As we can do in reality.
                  It's impressive !
                  ๐Ÿ˜ฎ
                  Best regards. ๐Ÿ˜„
                  luckyvac


                  main gauche MOV 03.skp


                  solution geometrie joint vert.JPG

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                  • F Offline
                    faust07
                    last edited by 13 Feb 2017, 15:50

                    Unfortunately, changing the Update Rate from 1 to 3 is not useful when camera, joints, emitter, etc. are based on scripts that use the OnUpdate function. Programmed objects become 3 times faster. The appearance of emitted objects no longer fits to the image rate. The weight of the emitted objects or the lifetime seems to change.
                    For the joints based on pivot points, an option independent of the Update Rate in the user interface seems to be useful for fixing at the pivot point. If this is possible...

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                    • S Offline
                      SynSuka3D
                      last edited by 13 Feb 2017, 23:11

                      @Anton_S goood xbox controller Merci!

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                      • S Offline
                        SynSuka3D
                        last edited by 13 Feb 2017, 23:28

                        @Anton_S
                        @body.set_omega([Internal body axis , 0, axes in global space]) ???

                        ex:
                        *onStart{
                        @body = simulation.find_body_by_name('body')
                        }

                        onUpdate{
                        r_body = @body.get_matrix

                        ax = Geom::Vector3d.new([key('up'), 0, 0]).transform(r_body)

                        @body.set_omega([ax.x, 0, key('right')])
                        }*

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                        • T Offline
                          TheSniper
                          last edited by 13 Feb 2017, 23:46

                          Platform: Sketchup 2017 on Mac 64 bit

                          Anton,
                          Got the update, (Thank you) I have not gone thru all the settings as of yet. But so far it appears to working as expected. Ill let you know as soon as I can get thru all the settings THANKS! -S

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                          • A Offline
                            Anton_S
                            last edited by 14 Feb 2017, 03:42

                            SynSuka3d, like I said, you should reference the scripting documentation to see what each function does: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/MSPhysics/Body#set_omega-instance_method

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                            • S Offline
                              SynSuka3D
                              last edited by 14 Feb 2017, 07:44

                              my project

                              https://media.giphy.com/media/l3q2Ugf90Umd7h2Ss/giphy.gif

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                              • F Offline
                                faust07
                                last edited by 14 Feb 2017, 16:46

                                A little question regarding Export Replay to SkIndigo: The batch rendering doesn't save the frames complete rendered after the set Halt time but at the point of the last image update during the render process. This point can be minutes before the desired render time per frame. Is it an exporter question or should I ask in the Indigo forum?

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                                • A Offline
                                  Anton_S
                                  last edited by 14 Feb 2017, 22:14

                                  @Faust, I don't know. I need to look deeper into that.

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                                  • L Offline
                                    luckyvac
                                    last edited by 16 Feb 2017, 14:57

                                    HI,

                                    Here is the robot hand with 22 servo.

                                    Best regards

                                    luckyvac


                                    main gauche MOV 04.skp

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                                    • F Offline
                                      faust07
                                      last edited by 16 Feb 2017, 17:02

                                      OK, thank you.
                                      Have tested MSPhysics "Export Replay to Images" with the new SketchUp Make 2017 M2 (windows 7) and got a similar result as with M1 (windows 10) as mentioned in an older question.
                                      The example is a GIF of exported frames with an original resolution 1920x1080.


                                      all frames with grey parts

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                                      • S Offline
                                        SynSuka3D
                                        last edited by 17 Feb 2017, 03:52

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                                        • A Offline
                                          Anton_S
                                          last edited by 17 Feb 2017, 05:25

                                          @faust07 said:

                                          Unfortunately, changing the Update Rate from 1 to 3 is not useful when camera, joints, emitter, etc. are based on scripts that use the OnUpdate function. Programmed objects become 3 times faster. The appearance of emitted objects no longer fits to the image rate. The weight of the emitted objects or the lifetime seems to change.
                                          For the joints based on pivot points, an option independent of the Update Rate in the user interface seems to be useful for fixing at the pivot point. If this is possible...

                                          The "update rate" option controls the amount of times the simulation is to be updated per frame.
                                          An update rate of 3, for example, tells the newton world to update 3 times a frame.
                                          Now, to answer your question, the behavior of onUpdate event was changed in 0.9.9; instead of being called one time every frame, it was changed to be called every time the world is updated. Thus, it is updates "update rate" times every frame. To fix your problem, use onTick event instead of onUpdate. It is triggered only once every frame. See this link for all the events: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/master/MSPhysics/BodyContext

                                          @faust07 said:

                                          OK, thank you.
                                          Have tested MSPhysics "Export Replay to Images" with the new SketchUp Make 2017 M2 (windows 7) and got a similar result as with M1 (windows 10) as mentioned in an older question.
                                          The example is a GIF of exported frames with an original resolution 1920x1080.

                                          The "Export Replay to Images" uses SketchUp's view.write_image function to export view into a 2d graphic. I don't think I have control over how the image is exported. Perhaps it's a SketchUp related bug. Or, since it also doesn't render fully with Indigo, it could be your hardware, not having enough memory/processing power (not much of an expert in this), to export a full image. Try exporting replay of a simple model, with only a few geometric objects, with resolution set to 1920x1080, and see if it exports properly.

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