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    [plugins]SP3 alpha2. Win & Mac

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    • C Offline
      CPhillips
      last edited by

      @xrok1 said:

      any thoughts on adding some type of joint strength? for example a table (legs attached with joints)when dropped from 10' for example, would cause the joints to break thus allowing the legs to go their seperate ways. πŸ˜„

      Breakable joints will be in SPIV.

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      • S Offline
        Sgal
        last edited by

        I found a new way to make a truster in SP:

        1. truster option (in UI)
        2. a magnet linked with a magnetic object
          and the new solution:
        3. a gear link between a motor and a slider. Motor is linked to a static object, slider is free.
          The model shows the three options together.

        homemade truster alfa.skp

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        • S Offline
          shareck
          last edited by

          I'm just wondering why are the SP joints stretching. Can you get rid of that? Or maybe could this be set for each joint separately? This stretching is sometimes helpfull but when you try to do things like chain links or tank tracks it's very annoying.

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          • I Offline
            ianbruce
            last edited by

            Outstanding! Can't wait to get started. Thanks Again.

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            • I Offline
              ianbruce
              last edited by

              Everything working amazing well... except I can't seem to rename controllers in the Mac version. I type a new name in the Inspector, but it doesn't seem to take. When I run the simulation, no sliders appear for motors or servos I attempted to rename.

              Is this a known bug?

              *** SEMI-WORKAROUND***

              I just created a new motor and used "slider('NEW NAME')" in the Controller field. That took... but it seems to only work once. I can't rename another motor, or (obviously) use the same name to run 2 motors off one slider.

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              • W Offline
                willeykj
                last edited by

                Make sure you hit tab after you make edits in a text field in the inspector.
                There is a known bug on the Mac where the web browser will not commit an edit in a text field unless you change the focus out of the field prior to changing the focus away from the web browser window.

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                • I Offline
                  ianbruce
                  last edited by

                  That actually seems to work... about half the time, but it's much better than it was.

                  Thanks, WilleyKJ!

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                  • N Offline
                    NewOne
                    last edited by

                    @wacov said:

                    Sorry Phy but using the newton engine it's flat out impossible to have concave hulls. The staticmesh only works because it's... well, static. We're gonna have to live with using complex groups for complex shapes.

                    Well, I don't know much about physics engines and this kind of programming, but I've seen that the hull is geometry independent. So, I'm thinking: is it possible (for SP4, let's say) to make an algorithm that can generate a dynamic concave hull, by combining convex meshes for the same object? I don't know if multiple meshes are allowed to one object.

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                    • B Offline
                      BTM
                      last edited by

                      If I understand you correctly, that's already possible; but you have to manually make the convex meshes, and group them together.

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                      • N Offline
                        NewOne
                        last edited by

                        @unknownuser said:

                        If I understand you correctly, that's already possible; but you have to manually make the convex meshes, and group them together.

                        Hmm, until now if you want to have interaction with a dynamic concave object, you had to combine more segment-objects in one group. Each part having its own convex hull. Instead I was thinking to virtualy create those subdivisions. The object to be one single solid and just the collision meshes to be more. On compex objects is really hard to group from smaller subdivisions.

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                        • C Offline
                          CPhillips
                          last edited by

                          Intelligently breaking a convex object into concave ones is really hard to do.

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