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MSPhysics 1.0.3 (16 October 2017)

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  • A Offline
    Anton_S
    last edited by 20 Mar 2017, 15:46

    Hello, Bert,

    Could you be more clear about, which small hole's center it should rotate about?
    Is that what it should do now?
    PROBEER NIEUWE ATORATOR.skp

    I will soon make a video on how I am adding MSPhysics to it, so you know how it is done.

    Regards,
    Anton

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    • A Offline
      Anton_S
      last edited by 20 Mar 2017, 16:12

      Hi, Pilou,

      To assign same script to multiple objects, give them all the same name, assign script to one of them, and in the Properties tab of the UI click on the Assign Script to All with Same Name button.

      One way to reduce the offset, is by enabling the Continuous Collision in Simulation tab.

      Regards,
      Anton

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      • D Offline
        delchrys
        last edited by 20 Mar 2017, 20:23

        Sorry for not being very clear. The whole circular wrench part should rotate around the hole's center. I'll post a update tomorrow where I have added the hydraulic cylinder so you can see what I mean. Now I'm on my phone so can't post it now.
        I want the cylinder to push out and push the lever so that the wrench part rotates a bit. So from a linear motion to a rotating one. I'll update tomorrow, thanks for now.

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        • A Offline
          Anton_S
          last edited by 21 Mar 2017, 04:58

          @faust07 said:

          Hallo Anton. Thanks for your explanation.
          Here is a picture sequence with the problem. It usually happens in fast motion sequences, as if MSPhysics tries to run the simulation in real time. For games and the like it is certainly useful, but for a video recording are missing some phases of some objects.
          Unfortunately the model is currently under construction. I am trying to optimize and combine motion sequences and motion modes. If it works again, I can send it to you.

          Hello, Faust,

          I sent you a private message on this. Please check your inbox.

          Thanks,
          Anton

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          • A Offline
            Anton_S
            last edited by 21 Mar 2017, 05:28

            Bert, you can alternatively add labels to hole centers and then indicate which hole you're referring to by its name.

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            • D Offline
              delchrys
              last edited by 21 Mar 2017, 19:37

              So I made my model a bit more complete.
              So the red cylinder pushes out and pushes the yellow block.
              the yellow block makes the green part rotates around origin point.
              I have made a dynamic component that when you click on the yellow part it show the rotation and added a piston controlley for the cylinder.
              Hope someone can show me how you make it moving and maybe a step by step guide with it.


              new gatorator.skp

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              • F Offline
                faust07
                last edited by 21 Mar 2017, 20:56

                First impressions of MSPv1.0.0_WIP6:

                Great new features and improvements!: Particle recording and export, Escape to stop
                exporting, Magnets, Joystick, OnTouch functions ... πŸ‘

                I've got my walker model to run. Although I thought first, I can not do it.
                The main problem was my inaccurate definition of "Material" in conjunction with "Mass
                Control". For example: rubber with a mass of 3 kg, wood with a mass of 10 kg etc.
                This worked in version 0.9.9 but after opening with v1.0.0 all former mass values
                were displayed in density and the bodies then behaved strangely...
                I have now changed all the MSP materials with deviating mass to "Custom" and reset the
                display of "by Density" to "by Mass".
                It would be good to know the dependence of the strength of the joints on the density
                / mass of the connected body parts. For the walking person, I have to adjust the
                triple weight for all parts of the body in order to reduce the wobbling and trembling
                to a tolerable level.

                An oscillation of previously 60 frames now appears to correspond to a value of 1.0.
                Does the oscillation refer to real time or simulation time?
                The start rotation direction of the joints changes sometimes? I guess the cause is at
                the oscillators starting point at -1.0. But that's ok.

                The improper phasing till persists:
                The elimination of movement phases of individual bodies is still present. This,
                however, seems to be due to the amount of transformed emitters (drops, splashes,
                etc.). Without the many emitters, the body movements of my "Little Richie Gear" (I as
                a boy with a lantern...) are smooth.

                What is the influence of setting "Kinematic" or "Dynamic" to the simulation? Where
                can I find the script overview?

                Right now, I'm just trying to figure out what the simplest method is to copy a
                complex MSPhysics conglomerate like a person (with Curvy Piston and scripts) and let
                them act independently.


                WalkerTest_15_MSP1.gif

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                • A Offline
                  Anton_S
                  last edited by 21 Mar 2017, 20:57

                  Hello, Bert,

                  That's indeed a better model! I made a YouTube video on how to add MSPhysics to it:

                  Here is the model:
                  delchrys - gatorator.skp
                  Regards,
                  Anton

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                  • A Offline
                    Anton_S
                    last edited by 21 Mar 2017, 22:07

                    Hello, Pilou,

                    There is an onUntouch {|toucher| ...} event for that. Basically when squeezing wall stops touching the stones, you want them to become static, right? To do that, you have to assign this script to the wall(s):

                    # Triggered when the wall stops touching a body.
                    onUntouch { |toucher|
                      # Ensure that only touchers named, 'stone', are set static.
                      next if toucher.group.name != 'stone'
                      # Set static
                      toucher.static = true
                      toucher.set_velocity(0,0,0)
                      toucher.set_omega(0,0,0)
                    }
                    # Triggered when the wall starts touching a body.
                    onTouch { |toucher|
                      # Ensure that only touchers named, 'stone', are set movable.
                      next if toucher.group.name != 'stone'
                      # Set toucher 
                      toucher.static = false
                    }
                    

                    Make sure to name all stones, stone.

                    However, I think that for cluttering a lot of stones it would be better to manually set them static, say after pressing key, S.
                    Assign this script to the wall:

                    onStart {
                      @set = false
                    }
                    onTick {
                      if key('s') == 1 && !@set
                        @set = true
                        simulation.world.bodies.each { |body|
                          if body.group.name == 'stone'
                            body.static = true
                            body.set_velocity(0,0,0)
                            body.set_omega(0,0,0)
                          end
                        }
                      end
                    }
                    

                    This, too, requires that all stone objects are assigned a name, stone.

                    FYI, it's not "Ms Physics" it's "MSPhysics", standing for Math Science and Physics. πŸ’š

                    Regards,
                    Anton

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                    • A Offline
                      Anton_S
                      last edited by 21 Mar 2017, 22:33

                      Hello, Faust,

                      @faust07 said:

                      This worked in version 0.9.9 but after opening with v1.0.0 all former mass values
                      were displayed in density and the bodies then behaved strangely...

                      Yes, that was another change I made. I basically renamed the attribute, so it describes the Control by Mass/Density property more accurately. After version 1.0.0, new releases will usually include backup compatibility, but while MSPhysics is still in 0.x.x stage, I don't make changes compatible.

                      @faust07 said:

                      It would be good to know the dependence of the strength of the joints on the density
                      / mass of the connected body parts. For the walking person, I have to adjust the
                      triple weight for all parts of the body in order to reduce the wobbling and trembling
                      to a tolerable level.

                      In the current versions, joints are the most robust when two linked objects have identical masses. But since linked objects usually don't have identical masses, simply assign realistic mass ratios to objects, and that will usually, too, guarantee strong joint connections. For example, the torso of your robot could have a mass of 1.0 kg, the arm of 0.2 kg, the hand of 0.05 kg, and etc...

                      @faust07 said:

                      An oscillation of previously 60 frames now appears to correspond to a value of 1.0.
                      Does the oscillation refer to real time or simulation time?

                      Yes, that was changed too. Now the oscillator accepts frequency in seconds of simulation time - number of times to oscillate per simulation second; no longer depends on frame. This change was made to keep the oscillation value persistent when changing the simulation timestep.

                      @faust07 said:

                      The start rotation direction of the joints changes sometimes? I guess the cause is at the oscillators starting point at -1.0.

                      I added another function, called oscillator2, which starts at 0.0 and oscillates from 0.0 to 1.0. See the documentation for details. Also, since 1.0.0 isn't released yet, the documentation is local. To open it, select some group, open MSPhysics UI, activate the Script tab, and select MSPhysics link. From there, click on CommonContext too see all functions you could use as controllers.

                      @faust07 said:

                      What is the influence of setting "Kinematic" or "Dynamic" to the simulation? Where
                      can I find the script overview?

                      After opening the local documentation, click on Overview tab. There should be a small topic on that.

                      @faust07 said:

                      Right now, I'm just trying to figure out what the simplest method is to copy a
                      complex MSPhysics conglomerate like a person (with Curvy Piston and scripts) and let
                      them act independently.

                      This can be done by selecting the entire robot, and enabling the Connect Closest Joints state. Then you can copy it, along with the curvy joint, as many times as you want.

                      @faust07 said:

                      The improper phasing till persists:
                      The elimination of movement phases of individual bodies is still present. This,
                      however, seems to be due to the amount of transformed emitters (drops, splashes,
                      etc.). Without the many emitters, the body movements of my "Little Richie Gear" (I as
                      a boy with a lantern...) are smooth.

                      Send me a private message with the model so I can see what could be done to improve MSPhysics and/or the model.

                      Regards,
                      Anton

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                      • P Offline
                        pilou
                        last edited by 21 Mar 2017, 22:46

                        @Anton!
                        Thx i will test all that!

                        Can you see the 2 gif animations above?
                        (because they are on the Su French forum section)

                        PS Sorry for the MS "Untouching" Physics! 😳
                        I will remember that for the next time!

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

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                        • A Offline
                          Anton_S
                          last edited by 21 Mar 2017, 23:00

                          @pilou said:

                          Can you see the 2 gif animations above?
                          (because they are on the Su French forum section)

                          Nope, I don't see them. It says I'm unauthorized to view them...

                          @pilou said:

                          PS Sorry for the MS "Untouching" Physics! 😳
                          I will remember that for the next time!

                          I'm not offended by that in any way. Neither is Ms Physics πŸ˜†

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                          • P Offline
                            pilou
                            last edited by 22 Mar 2017, 01:18

                            @Anton

                            By Chri : tricky use of MS Physics! πŸ˜‰

                            dameuse2.gif
                            dameuse21.gif

                            PS Have you something for "Untouch" objects selected in Ms Physics ?


                            DAMEUSE2.skp

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

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                            • P Offline
                              pilou
                              last edited by 22 Mar 2017, 01:19

                              Gif animations repaired! β˜€
                              http://sketchucation.com/forums/viewtopic.php?f=323%26amp;t=56852%26amp;start=600#p616669

                              Sorry for the inconvenience! 😳

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

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                              • F Offline
                                faust07
                                last edited by 22 Mar 2017, 10:27

                                Hi Anton, thank you for the detailed explanations. Much confirms my assumptions. Can not wait for the final version. From the v1.0.0 onwards, it also makes more sense to put models in 3D-Warehouse.
                                I've sent you a PM with the test model. Perhaps you can find the causes for the jerky movements in complex MSP calculations and give ideas for the improvement of the scripts.

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                                • D Offline
                                  delchrys
                                  last edited by 22 Mar 2017, 12:38

                                  Almost ready Anton,
                                  now i only need to get it moving a bit further.
                                  If the two green half circles meet each other and the cyclinder moves further, the whole green circle part should rotate a bit around the origin point. If you know what i mean.
                                  If you look at the following youtube video you should understand what i mean. The first couple of centimeters is needed for closing the green grip halves, the next centimeters are needed to rotate.
                                  regards,
                                  Bert

                                  PS Hope i'm not asking too much πŸ˜„
                                  https://www.youtube.com/watch?v=MO2Dy7PM7Gs

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                                  • A Offline
                                    Anton_S
                                    last edited by 23 Mar 2017, 10:11

                                    Hi, Bert

                                    Here it is:
                                    delchrys - gatorator.skp
                                    Now it rotates along the pipe, like desired.

                                    I also made it compatible with MSPhysics 0.9.9. I assigned all bodies a mass of 1.0 so that the joints are robust. This won't be necessary in the final MSPhysics, version 1.0.0, but that's what required in the current version. I also added grippers to the clutches. The clutches themselves are ignored, but the grippers are collidable. If you enable the MSPhysics Joints layer, you will see the grippers. I also changed the solver model to iterative 64 passes, once again, for a more stable behavior of joints in the current versions of MSPhysics.

                                    Regards,
                                    Anton

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                                    • D Offline
                                      delchrys
                                      last edited by 23 Mar 2017, 11:50

                                      Hi Anton,

                                      thanks you are the greatest. Now i'm going to figure out all the joints and combinations of groups so i can figure how you do it.
                                      Also i'm adding a other wrench that is holdng the other end of the pipe.
                                      Then i hope it will loosen like i need it to.
                                      Keep you update!!!

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                                      • D Offline
                                        delchrys
                                        last edited by 23 Mar 2017, 18:22

                                        Anton?
                                        How do you make the guide points?

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                                        • A Offline
                                          Anton_S
                                          last edited by 23 Mar 2017, 19:33

                                          So, for a circle/arcs, you right click on them and select "Find Center".

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