MSPhysics 1.0.3 (16 October 2017)
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Is it possible to do servo controls via the msphysics API without writing a script?
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It depends on how complex you want the controller to be. The simplest one is the slider controller. You can generate it by pressing the generate slider button in joint UI. Others are controlling with key, like key('f') as noted in some prior post. You can also write a function of time dirctly into the cpntroller, like:
t = world.time; cos(t)*5
There are many controllers you can write without relying on the MSPhysics scripting API. -
I'm really enjoying MSPhysics plug-in and have been following Sam Ketner's very insightful tutorials on Youtube. I'm wondering if there is a manual easily available, so I can bone up on some more stuff. More pressingly, I'm wondering how to attach one hinge with a bar (which appears to be in a fixed point) on a bar attached to another hinge... so that it is freely movable. I'm trying to draw an umbrella-like hinge at the moment and I'm stuck.
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Hi, Anton,
I made this file by taking advantage of the Planned Steps.skp file you have prepared. I want the movement to begin when the space key is pressed and continue and stop until the space key is pressed again.
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@ecati said:
I made this file by taking advantage of the Planned Steps.skp file you have prepared. I want the movement to begin when the space key is pressed and continue and stop until the space key is pressed again.
This command will be available in MSPhysics 1.0.0. Basically you will utilize the
toggle_key('space')
command. It will be released soon. -
@wolfy_71 said:
I'm really enjoying MSPhysics plug-in and have been following Sam Ketner's very insightful tutorials on Youtube. I'm wondering if there is a manual easily available, so I can bone up on some more stuff. More pressingly, I'm wondering how to attach one hinge with a bar (which appears to be in a fixed point) on a bar attached to another hinge... so that it is freely movable. I'm trying to draw an umbrella-like hinge at the moment and I'm stuck.
To create movable hinges, you have to create them within the context of a desired parent group/component. Then connect it to the desired child group/component (using the MSPhysics Joint Connection Tool). That way the parent group will move and the connected child group will move relative to the parent group, while rotating around the hinge axis, which will also be relative to the parent group.
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Hello, I would like to create text that does not of the world of the !! Example: the objects far from the center of the axis!
And I would like to create lines, shapes, points !! A radar...
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SynSuka3D, you should explore SketchyPhysics models at 3DWarehouse on that and then write a similar script for what you want. For instance, a Radar by Mr. K: https://3dwarehouse.sketchup.com/model/c8b415a0bbb385b87e683c55e87c0665/Radar-3
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Thanks Anton_S,
But I would like a radar of this style !! Of my model Sketchyphysics for MsPhysics!https://3dwarehouse.sketchup.com/model/dc1774c9431e40bad9689dffd6e75da7/Avion-2-sp-No-Gyro
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Well, same applies to that UAV. Just convert the code to MSPhysics. All tick tabs must be converted to
onTick {...}
in script all touch tabs must be converted toonTouch { ... }
in script the rest code is just converting SP functions and concepts to MSPhysics. -
I'm trying to move this bike. But I have not been fully successful. What I do not know, what I know wrong and what my mistakes are? Thank you.
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Ecati, that's too much joints and collisions. MSPhysics can't handle that much, especially that joints are weak and unstable when are linked into chains. If your intent is to simply play the bike, you should take an approach of making games, where only the essential parts are made to work. All you need is the frame (set to convex hull) and two wheels (set to to sphere shape). The rest could be removed or placed within the frame and set to ignore. Then a few joints, one for steering and two for motors, would guarantee you a fast working bike. But, if your approach is to simulate how the bike works, with all the moving parts, then MSPhysics is definitely not a plugin for that.
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Hi, Anton,
My purpose is to move the bike by chain, just like it is in a real bicycle. If I understand correctly, it is not possible to do this with MSPhysics. Is it true? -
Ecati,you understood it correctly.
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Hello !! Ecati try group the chain in another way something like like the file here ..and when you run MSPhsics delete guides( Edit>delete guides)this will make it run faster ..make a copy of your file first ...
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Hi, Cristyan,
I applied your suggestions. But there has not been any improvement.
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The model in the attached file hangs and disintegrates after a period of working properly. What would be the reason?
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Hi ecati,
Interesting model with inverse kinematics.
Now it should work longer.
The main problem was the position of the external joints too far from the center of gravity of the associated components.
This has led to instability, too much friction and breakage of some joints.
In order to improve the performance, it is also useful to set as many internal groups as "Ignore" as possible.
This has to be tested in detail. I have resolved some group nesting up to a meaningful depth.
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Thank you very much for your time and information.
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Hello there, I am loving MSPhysics, although I am finding limited tutorials and have gotten stuck trying to make a basic monitor arm (robot arm pretty much) I understand the tools yet I am struggling to understand how to get 2 or more servos on one arm. For instance, I group my first arm to a servo, yet I cannot use the joint connection tool further into that group onto the next arm for it to stay relative to the first arm. below is a file submitted which works perfectly but I am trying to understand how he did this, is it obtainable without scripting?
here is a working example of what I want to know: https://3dwarehouse.sketchup.com/model/c3eabd528e13297ddf6d65aa66a5c53/Robot-arm
thank you!
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