SketchyPhysics Alpha
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Very cool plug in!
If I move the sketchyphysics tool window any other toolbars that are open on my second monitor close.P: SABBA
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You can adjust the size of the world under Plugins->Physics Settings. Adjust world scale to make it bigger or smaller. Note if you make it too big small things will stop working.
Chris
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@unknownuser said:
Very cool plug in!
If I move the sketchyphysics tool window any other toolbars that are open on my second monitor close.Hm. Thats wierd. Ill look into it.
Chris
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@cphillips said:
Any other comments or feedback?
Has anyone used the SketchySolids toolbar? I am thinking that it is almost worthy of being a separate plugin.
Chris
Where can I download SketchySolids?
P: Invader ZIM
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is there a way to convert a regular group or component into sketchy solids?
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@unknownuser said:
is there a way to convert a regular group or component into sketchy solids?
Right click it and use the Set Shape menu.
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There are some pretty good user generated demos popping up on 3d warehouse. Here are a few good ones!
http://sketchup.google.com/3dwarehouse/details?mid=f27b91714ea5752a87d6d7c29947ae22
http://sketchup.google.com/3dwarehouse/details?mid=4ceb45eacc729c5ea611269c93d910
http://sketchup.google.com/3dwarehouse/details?mid=fefb0ae5c3399f426e49a9db8e76daf1
http://sketchup.google.com/3dwarehouse/details?mid=d972bcb8198c5770ac03d4486f1f7520And a good YouTube video:
http://www.youtube.com/watch?v=YQquRx7rmkk -
Can I use a spring like a piece of elastic?
What I would like is that the model starts with the elastic stretched, so that once the simulation begins it will try to shrink to zero length (or some other predefined minimum length) pulling any attached object with it.
Where-as the spring seems not to exert any force on attached objects until it is either streched or compressed from the start position.
Ampa
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@ampa said:
Can I use a spring like a piece of elastic?
What I would like is that the model starts with the elastic stretched, so that once the simulation begins it will try to shrink to zero length (or some other predefined minimum length) pulling any attached object with it.
Where-as the spring seems not to exert any force on attached objects until it is either streched or compressed from the start position.
Ampa
It doesn't do that yet. Ill add it to my todo list.
Thanks Ampa.
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This is a great plugin - congrats of the work so far.
Noticed one other bug: pressing Ctrl+Z (Undo) while the simulation is running causes seriously bad things to happen! Can Undo be disabled temporarily?
Some more playing…
I decided to create a chain, and tried in a number of ways…
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Create rings (torus) and arrange them so that they interlock in 3d space. Why does this not work? I assigned Shape:convexhull, but this is obviously not correct.
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Create rectangular 'chain links' where each 'link' is made of 4 cuboids. This should overcome the convex hull issue and be easier on the maths Indeed it works! But looks ugly!
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A different sort of chain… Created a linear array of cubes and inserted a ball joint between each one. At this stage I have a vertical column of swinging cubes, but they all act independently. And I can't work out how to correctly group the joints with the cubes to create a single chain of linked cubes. What is the correct way to do this?
P: Ampa
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@ampa said:
Noticed one other bug: pressing Ctrl+Z (Undo) while the simulation is running causes seriously bad things to happen! Can Undo be disabled temporarily?
Yeah, Ill mark it as a bug.
@ampa said:
- Create rings (torus) and arrange them so that they interlock in 3d space. Why does this not work? I assigned Shape:convexhull, but this is obviously not correct.
A whole torus marked as convexhull will really resemble a solid wheel. If you want to create linked torus you need to break each segment of the torus apart into a convex hull and then group all the pieces. I did it once and it takes a while.
@ampa said:
- A different sort of chain… Created a linear array of cubes and inserted a ball joint between each one. At this stage I have a vertical column of swinging cubes, but they all act independently. And I can't work out how to correctly group the joints with the cubes to create a single chain of linked cubes. What is the correct way to do this?
Group each of the ball joints with one of its two connected links and then use the JCT tool to connect the other link to the ball joint.
I should warn you that the ball joints aren't very stable when you connect them like this. The chain will fly wildly out of control if you try to move it too fast. This is a limitation of the underlying physics engine.
Chris
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"Google Guy" has an example.
http://sketchup.google.com/3dwarehouse/details?mid=d49507b6e8b440efe476bbe10be2133b&prevstart=0
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Chris, thanks for the pointers. It all makes sense now
Weee I have a dangle chain type thingy! I never knew how much I wanted one of these.
I look forward to further development, you've made a great tool / toy.
Ampa
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Hi Chris,
I had left a post over on the Google Groups about this, but thought I should mention it here as well. The strange images of guys playing crochet, etc are under the SketchPhysics directory at dhtml-suite-for-application>demos>demos-images. I would think they could be deleted??
Absolutely love this script.
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I am having a lot of fun with this script. Playing with the example files mostly; bowling, playing pool, trashing all the things that go round and up and down, tossing the doll about (got his head stuck through a wall once), etc. It's very entertaining! I realize it could be used as a tool as well, but I just want to play.
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I was looking at giantmonster.tv today, and wondered whether one could use SketchyPhysics as an easy rigging tool for SU?
The code already exists to define joints between different objects, along with movement tollerences (max and min) so by turning off gravity a rag-doll becomes a posable-doll.
What do you think?
So I had a look at the SketchyPhysics options… turning off Gravity is easy to do; but I was unclear about what the other options did…
Density: presumably affects the mass of objects when they collide.
Framerate: defines the amount of discrete time that passes during each itteration?
Worldscale: er - no ideaI was trying to recreate space - ie no gravity or friction, but couldn't find a way. My objects always slow down, as if through air resistance. Is this possible?
Ampa
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@ampa said:
I was looking at giantmonster.tv today, and wondered whether one could use SketchyPhysics as an easy rigging tool for SU?
The code already exists to define joints between different objects, along with movement tollerences (max and min) so by turning off gravity a rag-doll becomes a posable-doll.
What do you think?
AmpaPossible in theory. But it would require some fairly big changes to the non-ruby code.
So I had a look at the SketchyPhysics options… turning off Gravity is easy to do; but I was unclear about what the other options did…
Density: presumably affects the mass of objects when they collide.
@ampa said:
Yes. It isnt much use now. It will be important in future versions.
@ampa said:
Framerate: defines the amount of discrete time that passes during each itteration?
AmpaYes. 1 is the minimum. Higher numbers will appear to go faster but wont be as smooth.
@ampa said:
Worldscale: er - no idea
AmpaThis is how big the world is. Use bigger numbers to increase the size of the world.
@ampa said:
I was trying to recreate space - ie no gravity or friction, but couldn't find a way. My objects always slow down, as if through air resistance. Is this possible?
AmpaThere inst any air friction that I know of. I am not sure why your objects would slow down in zero g.
Chris
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@namza said:
ping pong machine
Very nice! It looks as cool as it works.
You should upload to 3d warehouse(use sketchyphysics tag).
Chris
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@cphillips said:
@namza said:
ping pong machine
Very nice! It looks as cool as it works.
You should upload to 3d warehouse(use sketchyphysics tag).
Chris
ok its done
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