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MSPhysics 1.0.3 (16 October 2017)

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  • A Offline
    Anton_S
    last edited by 12 Apr 2017, 02:24

    For that you can use wheel with flaps that will each do a particular task when touched. Here is an example gif:
    Planned Steps.gif

    I might do a tutorial on it later. But basically, you assign onTouch event to each of the flops with its task, such as setting the arm a particular angle.

    The example assembly line model is attached below.
    Planned Steps.skp

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    • I Offline
      ITman496
      last edited by 12 Apr 2017, 04:06

      wow, a mechanical scripting system! I had not thought of that at all!

      I hope one day I can set it up much like I program microcontrollers (eg: at 1000ms, do this, at 1500ms, do this, or when servo1 at 65degrees, move servo2 to 30) but for now this will work great for my purposes. Thank you!

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      • K Offline
        Kadri_slhn
        last edited by 15 Apr 2017, 18:01

        Burada soru sorabilirbiyim? Yoksa konu mu açmam gerek. Bu site nedir nasıl kullanılır? Özür dilerim.

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        • T Online
          TIG Moderator
          last edited by 15 Apr 2017, 22:39

          Just post your question.
          After a few posts you will be recognized as not being a 'bot'.
          BUT please post in a language with which users will be familiar.
          Your Turkish is not often seen...
          I recommend you use Google Translate into English...


          Sorunuzu gönderiniz.
          Birkaç mesajın ardından 'bot' olmadıklarınızın farkına varacaksınız.
          Ancak lütfen kullanıcılarınıza aşina olacakları bir dilde gönderin.
          Türkçe çok sık görülmüyor ...
          Google Translate'i İngilizce'ye kullanmanızı öneririz ...

          TIG

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          • F Offline
            faust07
            last edited by 19 Apr 2017, 10:55

            Hi Anton,
            The last version of MSPhysics is quite accurate. Simple tests with falling objects show that in comparison with previous versions.
            A little issue in "Export Replay To SkIndigo" (MSPhysics 1.0.0.WIP7) - some components of the scene disappear during and after the export process.
            They are not deleted, but optically hidden and re-emerge only after the zoom out or the scene change.
            What is the progress of the final version 1.0.0 of MSPhysics?

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            • A Offline
              Anton_S
              last edited by 20 Apr 2017, 02:50

              @kadri_slhn said:

              Burada soru sorabilirbiyim? Yoksa konu mu açmam gerek. Bu site nedir nasıl kullanılır? Özür dilerim.

              Hello, Kadri,

              This site is for posting MSPhysics questions and other stuff. So, if you have a question you can post it here with a sample model.

              Bu site MSPhysics sorularını ve diğer şeyler göndermek içindir. Yani, bir sorunuz varsa burada örnek bir modelle gönderebilirsiniz.

              Regards,
              Anton

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              • A Offline
                Anton_S
                last edited by 20 Apr 2017, 02:59

                Hi, Faust,

                @faust07 said:

                A little issue in "Export Replay To SkIndigo" (MSPhysics 1.0.0.WIP7) - some components of the scene disappear during and after the export process.
                They are not deleted, but optically hidden and re-emerge only after the zoom out or the scene change

                This is probably due to some groups falling too far away from the camera. There may be an object that falls through the floor into infinity. If you search for a falling object, you may very likely find it.

                @faust07 said:

                What is the progress of the final version 1.0.0 of MSPhysics?

                I'm currently improving the algorithm of CurvySlider joint for a more optimal behavior with looped curves. I also need to figure out why long cylindrical rods go crazy when interacting with buoyancy or simply applied an irregular torque. This could be the issue of the physics engine, but I need to verify it before reporting it there. Then, I can't seem to get around on improving the functionality of geared joints with parent bodies. I need to rethink the approach on utilizing geared joints for making differential and other geared systems. I just need to find time to think on it for a bit so it's simple yet powerful. I might as well lay it of to the post 1.0.0 releases. Either way, I intended to release MSPhysics sometime in the beginning of May. That's the story.

                Regards,
                Anton

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                • E Offline
                  ecati
                  last edited by 20 Apr 2017, 14:21

                  Hi, Anton.
                  I work on a machine design. As you can see in the attached file, I want to move the pieces. I used the piston and servo. The piston works the way I want it. But I have not been able to rotate all the parts together with the servo. I need your help and your suggestions. Thank you.


                  makine.jpg


                  makine.skp

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                  • A Offline
                    Anton_S
                    last edited by 21 Apr 2017, 01:52

                    Hello, Ecati,

                    To rotate everything with the servo joint, you have to move the two hinges and the piston inside the yellow, main body group. That way the hinges and the piston will have a parent body, which will allow them to move relative to it. Also, convex decomposition is not necessary there. When a joint, with a specific parent, is connected to a child body, the child body is by default set to be non-collideable with the parent body.

                    Here is how your model should ultimately be:
                    makine.skp

                    Regards,
                    Anton

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                    • E Offline
                      ecati
                      last edited by 21 Apr 2017, 06:49

                      Hi, Anton,
                      First of all thank you very much.
                      I do not want to bother you with such simple questions. But I have not found a tutorial that will answer my questions. If I'm not wrong, you're preparing a tutorial, are not you?
                      Now, how can I bring the green piston into its original position with a spring after it is pulled out?
                      Thank you.


                      makine.jpg

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                      • B Offline
                        BallBearing
                        last edited by 23 Apr 2017, 13:54

                        I got the worm gear to do it's work quite nicely (MSPhysics & Sketchy). Just making the collision mesh groups is time consuming. I wonder if there exist possibility for something like in Blender & mesh collision option? The collision frame is not so super exact...

                        WormDriveSimu.gif

                        GroupsNCompound.png

                        SketchUp, 3D printing stuff and more:
                        http://www.youtube.com/user/CinemaTablet

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                        • G Offline
                          gilles
                          last edited by 23 Apr 2017, 14:19

                          @ecati said:

                          Hi, Anton,
                          First of all thank you very much.
                          I do not want to bother you with such simple questions. But I have not found a tutorial that will answer my questions. If I'm not wrong, you're preparing a tutorial, are not you?
                          Now, how can I bring the green piston into its original position with a spring after it is pulled out?
                          Thank you.

                          Cut the piston from it's context escape the context then paste in place.

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

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                          • E Offline
                            ecati
                            last edited by 23 Apr 2017, 19:59

                            Collision problem.
                            When the first part is moved, it enters into the second part and the third part escapes from the center. How is this prevented?
                            To see the animation, clik on the picture please.


                            Collision.gif

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                            • A Offline
                              Anton_S
                              last edited by 23 Apr 2017, 23:18

                              Hi, Ecati,

                              @ecati said:

                              I do not want to bother you with such simple questions. But I have not found a tutorial that will answer my questions. If I'm not wrong, you're preparing a tutorial, are not you?

                              I first need release version 1.0.0. Then I will transition to making tutorials. The tutorials is a bold part on my TODO list.

                              @ecati said:

                              Now, how can I bring the green piston into its original position with a spring after it is pulled out?

                              You can't have the green thing be connected to a piston and the spring at the same time. You can simply tell the piston to move back to its original position by dragging its associated slider controller to its original position. You can as well change the controller of the piston joint to do it with a click of a key, such as key('f') * 5, so that it moves 5 preset units (millemeters in your case) when key F is held down and back to initial location when the key is released. You can add a negative sign to 5 or in front of the controller for it to move in the opposite direction.

                              @ecati said:

                              Collision problem.
                              When the first part is moved, it enters into the second part and the third part escapes from the center. How is this prevented?

                              There must be something in the way. Here is a few potential causes to this:

                              1. Part2 is connected to multiple joints, such as the hinge and the piston. It must be connected to just the hinge.
                              2. Either part2 is pushed out by part3 (if the hinge is not inside part3 or part3 state is not set to non-collidable). Either move hinge inside part3 and set it static or set part3 non-collidable so it doesn't push out part2.
                              3. Another collision outside the shown view is stopping part2.
                                There could be many reasons. I won't know until I inspect the actual model myself, but the actual cause may very likely denote one of the provided potential causes above.

                              Regards,
                              Anton

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                              • A Offline
                                Anton_S
                                last edited by 23 Apr 2017, 23:31

                                Hello, Martin,

                                @ballbearing said:

                                I got the worm gear to do it's work quite nicely (MSPhysics & Sketchy). Just making the collision mesh groups is time consuming. I wonder if there exist possibility for something like in Blender & mesh collision option? The collision frame is not so super exact...

                                Those images show it in SketchyPhysics, but it will work the same in MSPhysics.
                                So, another way of doing it (in MSPhysics) is by using geared joints:

                                1. Set both gears to non-collidable and remove all original joints connecting the gears.
                                2. Add a Piston joint at the location and in the direction of the wormgear and connect it to the wormgear (using the Joint Connection Tool).
                                3. Add a Hinge joint at the center and in the normal direction of the gear and connect it to the gear.
                                4. Using the Joint Connection Tool, connect Piston joint to the Hinge joint to create a geared joint.
                                5. Adjust the gear ratio of the piston-to-hinge gear using the MSPhysics UI.
                                  Make sure you're using MSPhysics toolbars for doing all that...

                                Regards,
                                Anton

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                                • E Offline
                                  ecati
                                  last edited by 24 Apr 2017, 13:45

                                  Where do we download MSPhysics 1.0.0?

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                                  • T Online
                                    TIG Moderator
                                    last edited by 24 Apr 2017, 14:05

                                    @ecati said:

                                    Where do we download MSPhysics 1.0.0?
                                    You could wait [joke 😉 ] ?
                                    The current version is 0.9.9 - and it's latest version is always available from the SketchUcation PluginStore:
                                    http://sketchucation.com/pluginstore?pln=MSPhysics
                                    Like most Plugins/Extensions...

                                    TIG

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                                    • F Offline
                                      faust07
                                      last edited by 24 Apr 2017, 14:16

                                      Hi, ecati,
                                      Sorry, I used a test version for the connect example file.
                                      Anton is working on release version 1.0.0 - which soon comes out.

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                                      • S Offline
                                        SynSuka3D
                                        last edited by 25 Apr 2017, 17:27

                                        Bonjour,
                                        Je voudrais lire la vitesse D'un corps sur l'axe Y interne,no axe Y mondiale !!!
                                        J'ai essayé get_velocity...
                                        set_var("speed_Y",????)

                                        Hello,
                                        I would like to read the speed of a body on the internal Y-axis, no Y-axis world!
                                        I tried: get_velocity...
                                        set_var("speed_Y",????)

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                                        • A Offline
                                          Anton_S
                                          last edited by 25 Apr 2017, 20:41

                                          Hello, Nicolas,

                                          To get local velocity, along the body's Y-axis, you got to transform the global velocity relative to the body first, then get the Y component:

                                          loc_vel = this.get_velocity.transform(this.get_normal_matrix.inverse)
                                          vy = loc_vel.y
                                          

                                          Regards,
                                          Anton

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