SketchyPhysics3 FAQ.
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How do thrusters, magnets and emitters work?
Thrusters, magnets and emitters are all settings you can apply to any physics body in your model, using the UI; the thruster option will propel the object with a constant force along its Y (Blue) axis (However, this can be changed using the formula box). The power is user defined, and is dynamic, able to accept formulas and Ruby Script; a setting of 0 is off, so you can use something like joybutton("a")*1000 for runtime control.
Magnets affect any 'magnetic' objects nearby, with a force that can be defined much like that of the thruster. In this case, a negative value will push magnetic objects away, and, again, 0 is off. The setting for 'magnetic' can also be found in the UI; note that it's possible to turn both settings on for a single object.
Emitters create copies of themselves, which can be created with momentum along their Y axis. The lifetime setting dictates how many frames the emitted objects will remain; in this case, a setting of 0 will cause them to remain for the duration of the simulation. Strength is the momentum of the object when it is created, and rate is the number of frames between emissions; a setting of 0 for either of these will turn it off. These are dynamic, so you can turn emitters on and off, change their power and the rate of fire all during the simulation, using a formula or script. Note that complex 'objects' like a vehicle made up of many jointed groups cannot be emitted. Emitted items also lose a variety of settings applied to the parent object, such as whether it's hidden, any state changes, and any Thruster, Magnet or Emitter settings.
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Is there a User Manual for SketchyPhysics3 or not (yet)? I remember that for SP2 was a website http://sketchyphysicstutorial.googlepages.com/, but I don't know if is something for SP3.
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Use of the joints 2
Other thpes of joints- Corkscrew: Object linked to this joint can spin around his axe and move between maximum and minimum.
- Spring: Object linked to this joint can move linearily along his axe. The spring joint will try to bring back them to the first position.
- Ball: Object linked to this joint can rotate freely around the joint. The object axe points to the joint.
- Universal: Object linked to this joint can rotate almost freely around the joint. Unlike the Ball one, the Universal joint won't allow the object to rotate around his axe. See those images (I found them in an old post of CPhillips) to understand the concept:
http://www10.atwiki.jp/bambooflow/?plugin=ref&serial=19
http://www.impulse-based.de/manual_images/balljoint.jpg
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Thanks to =Physicsguy= for the correction.
I think that an "official" SP manual is a primary need. This plug-in is growing too complex for an immediate comprension for a new user. Maybe a Wiki... -
Cleaned up the thread a bit. Yeah the faq is getting sort of long. Maybe it should be moved to the new Wiki.
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[*]How do I make a simple objects
You can make simple objects using the SketchySolids toolbar as you will se in Flash file.
Link: http://rapidshare.de/files/46603991/untitled_demo.swf.html
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I still don't know how to activate trusters.. I want to make my jetski work.... please anyone HELP!
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@cphillips said:
Now that you have installed SketchUp, use the following link to view the latest SketchyPhysics downloads...
http://code.google.com/p/sketchyphysics2/downloads/list?can=1&q=&sort=-uploaded&colspec=Filename%20Summary%20Uploaded%20Size%20DownloadCount
Again, run it, and follow the on screen prompts. It will install itself in the SketchUp Plugins folder.This is just for windows, right? Because SketchyPhysics never installed itself on my mac. I finally figured it out, but some more info on how to install would be appreciated. For mac users that are reading this: Put the downloaded, extracted files in this folder: username/Library/Application Support/Google Sketchup 7/Sketchup/plugins.
I had to create the plugins folder because it wasn't there. Then I got another bug, "Error Loading File SketchyPhysics.rb
undefined method `file_loaded?' for main:Object"I found many references to this bug, but no answers, until I found this tip from fernandogalin on the issues page (http://code.google.com/p/sketchyphysics/issues/detail?id=9
- copy sketchup.rb from Tools folder to Plugins folder
- edit sketchyphysics.rb from Plugins folder and add this line at the begining of the
file: load "sketchup.rb"
This solved my problem and now I can use SketchyPhysics, which I love! This is the awesomest plugin ever. Hopefully this info will save some others from going through the same confusion that I did, so they can get to the good part.
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Mmmh, not sure if this thread is still active.
BTW, I'd like to share my 2 cents work with the community, I "updated" the Quick Reference Card (mostly for togethearth MAC users at first):
http://togethearth.com/files/SketchyPhysics_QuickReference_Card_MAC.pdfIf other Mac users find it useful let me know.
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Is there a plugin for SketchUp that computes electrical systems voltage, current, resistance? Or maybe a more complex plugin that accepts more variables?
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why does my SketchyPhysics 3x freeze when I press play?
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where can i get tutorial for sketchyphysics 3...maybe a pdf file...??
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Hi all
great stuff pls keep it up. I will try to add my 2 cents as i progress
I cant post any links or skp models to demo my points, this is very limiting -
i got a SketchUp v6 and want to try and learn sketchy physics. what version should i download? thanks
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hey guys
he says where emitters are; its such as ''hidden''why? i want to make a twilight render
but even sketchyreplay doesn't see my emitterscan someone help me? its for a project so i need it
thanks anyway
greetz,demi -
Only SketchySolids works for me!! I have a mac PowerPC 10.5.8 mac!!!!!
the ruby consle says this [img]Picture%201.png[/img]First click potentialParent #<Sketchup;;Drawingelement;0xc9d77c0> Error; #<NoMethodError; undefined method `getKeyState' for #<MSketchyPhysics3;;CreateJointTool;0xc9d8b70>> /Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb;432;in `onLButtonDown' /Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb;432 First click potentialParent #<Sketchup;;Drawingelement;0xc9d77c0> Error; #<NoMethodError; undefined method `getKeyState' for #<MSketchyPhysics3;;CreateJointTool;0xc9c26f4>> /Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb;432;in `onLButtonDown' /Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb;432
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Only SketchySolids works for me!! I have a mac PowerPC 10.5.8 mac!!!!!
the ruby consle says thisFirst click potentialParent #<Sketchup;;Drawingelement;0xc9d77c0> Error; #<NoMethodError; undefined method `getKeyState' for #<MSketchyPhysics3;;CreateJointTool;0xc9d8b70>> /Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb;432;in `onLButtonDown' /Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb;432 First click potentialParent #<Sketchup;;Drawingelement;0xc9d77c0> Error; #<NoMethodError; undefined method `getKeyState' for #<MSketchyPhysics3;;CreateJointTool;0xc9c26f4>> /Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb;432;in `onLButtonDown' /Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb;432
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Hi Chris. I need to get back into SP again.
I "left" only because I found the learning curve got too steep too soon, but now I am determined to get it to work.BUT.....
"Now that you have installed SketchUp, use the following link to view the latest SketchyPhysics downloads...
http://code.google.com/p/sketchyphysics2/downloads/list?can=1&q=&sort=-uploaded&colspec=Filename Summary Uploaded Size DownloadCount"And which file(s) would that be????? I would have expected the latest file(s) to be, and remain, at the top of the list, but it is buried down and I am confused as to which one(s) I need (Win XP) to get going.
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@sgal said:
can move linearily along his axe.. The object axe points to the joint.. the Universal joint won't allow the object to rotate around his axe.
I believe you mean "axle", not "axe"?
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