SketchyPhysics 3x June 27 version.
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I am not 100% sure that works in this version. It may depend on some unreleased code. Can anyone confirm it works?
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It works for me.
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Same for me.
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It works for me, just not in any events.
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@wacov said:
It works for me, just not in any events.
Not sure I understand. Can you post a model that fails and I will take a look.
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BTW,(this may be a stupid question), but is there a way around the camera 'bending' situation where the camera eye overshots to some other point3D? I cant get any reliable camera systems...
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@cphillips said:
@wacov said:
It works for me, just not in any events.
Not sure I understand. Can you post a model that fails and I will take a look.
In Jun 27, putting your code inside a normal event (ontick{...}) crashes. It seems to work in the SVN version, though
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Hi, just to share 2 small animations done with SkPh-3.
One is quite amusing, showing Emitter, Thruster and magnet
http://www.youtube.com/watch?v=ea5KeZ7Turg
the other shows pseudo-virus
http://www.youtube.com/watch?v=Yb_D__3m_0w -
@wacov said:
Got cloth smoothing working, and made it easier to change the scripting (everything's in the floor).
Ok I give up. Wacov, I just cannot see how this works. I have tried a few times. Refreshed my SkPh knowledge. Had fun with the new features.
But your cloths are a vast mystery to me.
The SkPh UI shows nothing.
Is it PC only ? Scripting only ? -
Basically, there's a physics object at the vertices of each panel of cloth. What you see in the simulation is Sketch Up geometry, which is created at the beginning of the sim, and modified in real-time; the main script is in the floor's scripted field, which creates a command used in the hidden physics objects.
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Hello Everyone, new member here.
Can anyone point me to a working example using the 'UnTouch' script functionality? I've played around with it, but can't quite seem to get it to work. I apologize if this has long since been covered somewhere, but I can't seem to find any examples. Thanks.
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Did you mean OnTouch?
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No, I was not referring to the onTouch which is in the UI, but rather the opposite signal for when two objects stop touching.
Looking through the ruby code there seem to be events for onTouch, onTouching, and onUnTouch and I would like to know whether these are accessible for use. I am specifically looking for an example making use of an event which can fire code when two objects stop touching.
The effect I am trying to achieve it to set a variable when two objects come into contact, and clear the variable only when the objects move apart. Thanks!
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Basically, you use:
ontouch{ #your code here #code #code #more code #etc }
In the scripted field. The code you put between the brackets will be executed, in the case of ontouch, upon every collision with another object. ontick{...}, onuntouch{...}, and ontouching{...} work in basically the same way, with ontick executed every frame, onuntouch whenever the object stops colliding, and ontouching every frame the object is colliding with another. With any of the the touch events, you can also access the object being collided with, the exact point3d of the collision, and the impact speed of the collision, using:
ontouch{|toucher,speed,pos| #code }
You can then use them as variables in your event code.
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Thanks Wacov. Much appreciated.
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Hello!
When I try the "ontouch" in script-field event it will not work:SEx. I have a "button" (box), and when I push that button it touch another box with the script (easy one, see below) the physics engine freeze and I need to restart the physics-simulator.
Here is the simple code I use:
ontouch{ setVar("var1",1) }
Why does the physics-simulator freeze?
And will this script set the "var1" to "0" (zero) when I relase the button?Thank´s for help.
/hpnisse -
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Does anyone know of a way to allow for a Servo joint to rotate multiple revolutions?
It seems like the maximum workable range for the Servo joints are 360 Degrees (2*pi radians) symmetrical about the starting angle, and when exceeded the joint starts to endlessly spin around. I am looking to achieve multiple revolutions while still maintaining angular position control. Any ideas would be welcome. Thanks!
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The only way I know is to use multiple, stacked servos (i.e. one group ontop of the other, with the same controller for both joints)
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@jeremygbertin said:
Does anyone know of a way to allow for a Servo joint to rotate multiple revolutions?
It seems like the maximum workable range for the Servo joints are 360 Degrees (2*pi radians) symmetrical about the starting angle, and when exceeded the joint starts to endlessly spin around. I am looking to achieve multiple revolutions while still maintaining angular position control. Any ideas would be welcome. Thanks!
I've still been working to find a way to create exact position control over multiple revolutions. I've been experimenting with an alternative method involving linking a Gyro to a Hinge and specifying gyro X-Y vector coordinates (for the plane orthogonal to the hinge axis) to set the angle of my object attached to the hinge.
This method works fine for setting the angle of the hinge initially, but for some reason it seems like the Gyro is not able to be dynamically controlled while the simulation is running...? In the Controller field I have tried using variables, the 'slider' control, and key presses, but I can not figure out how to force the Gyro to be updated.
Any ideas? Thanks.
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