Sketchy Physics Contest
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Wow... what a balancing act... I like it... To bad it violates rule #1, but otherwise I like it. And I revised mine, it looks a lot better now.
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@unknownuser said:
Wow... what a balancing act... I like it... To bad it violates rule #1, but otherwise I like it. And I revised mine, it looks a lot better now.
FYI, You can make perfect arches if you use the convex hull shape. Here is an example:
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this is the kind of stuff I was talking about Chris... testing shapes and systems... now make glue for me... and sand and water and wind and... and... yeah I know, I'm really happy to just have this.... but I can still wish...
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Thanks for showing me what "convexhull" does, with that info I have revised it again.
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@unknownuser said:
Thanks for showing me what "convexhull" does, with that info I have revised it again.
Very nice! It looks elegant and its really stable. I vote for this one.
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@unknownuser said:
Ok, so I'm playing around with my bridge destroying it, throwing the car around, etc. when I come up with the idea of rendering the bridge, and once I had a nice render of it I couldn't help but make one of it destroyed .
These renders are pretty sweet. I assume it is Kerkthea?
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Yep, that's Kerkythea (you forgot the y). Are you working on yours, CPhillips?
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Convexhull:
Is this simply a cube (re-assinged to covexhull)and the form adjusted as necessary?
Forgive me if I have missed something obvious.C
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@unknownuser said:
Convexhull:
Is this simply a cube (re-assinged to covexhull)and the form adjusted as necessary?
Forgive me if I have missed something obvious.C
It doesnt have to be a cube. Any shape will work. The easiest way to imagine a convex hulled object is to picture it wrapped in plastic. Here is a more detailed explanation:
If you want to see what the physics engine thinks an objects shape is:Right click the object and select Debug->Readback Collision Geometry. Then press play.
Chris
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Chris,
Thanks for the info....and Thanks for a Really Cool Script :~)
C
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Hey guys,
This is my first time using this script, and I think i might not be adhering to all the rules of the program, but nonetheless here is my submission.
Thank you for this great program! I love it!
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The problem with your bridge is that it uses 18 static parts (see rule #3) which make it impossible to tear down the bridge (try it), those parts are the joints. Joints, by default, are static, but if you make them not static they just fall. So you must leave them static and group them with one of the objects that it is connected with. Just take a look at this revision of your bridge.
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oh cool, thanks for the hand! that makes a lot of sense now... I'll have to make a bigger and better bridge now...
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Go for it! and that goes for anyone else who wants to build a bridge for this contest.
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Not quite the same thing. But this guy did a bridge!
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Hey, was wondering if this was a legitimate bridge. There are hinge joints inside the triangular prism blocks... They are attached to a couple of things to simulate being attached to another piece(s). I could make the whole bottom a box, but that's not accurate.
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so, basically, the first one is the best, but i think it infringes the rule about the large scale grouping, while the second one shouldn't. the second it's bad looking but it works.
anyway, i'm not an advanced user of scketchup, maybe i'll try a better bridge later.
someone can tell me why in the second one a grouped object takes off?
SketchyPhysicsBridge-by_Julius.skp
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is there anybody out there?
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