Door hinge servo not working
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I managed to get your servo and door hinge to work by scaling up the servo by a factor of ten. You seem to be working to a very small scale. If you insert a new joint from the menu it seems to be 100 times larger than yours. I have heard that working to very small scales can cause problems with S.P. Probably best to use large joints and hide the physics joints layer in the finished product. What dimensions have you got set in your preferences? Inches or millimetres? I also noticed you have one part of the door hinge as "static mesh". That is normally only used for ground terrain which never moves. If you decide later that you want the door to open the opposite way you will have to change both the status and type and if you you forget you have it as static mesh you might wonder why that part does not move. Use default for simple rectangular parts aligned with the axes and convex hull for the rest. Other than that, nice looking door!
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Thanks again SK !!! The hinge is life size, 1 1/2"x 4" x 1/8" thick plates. Leaving the servo full size and changing to default worked great. Now if I could get Sketchup to stop crashing every other time I try to run a model I'd be a happy camper.
Thanks again,
Rick -
Cheers! You can scale your joints down by a factor of 10 so that they don't look so out of place, just don't scale down by 100! On the subject of scaling you should get the "Fredo scale tools plugin" (if you have not already). It is vastly superior to the standard Sketchup scale tool, easier to use with lots of additional features. For example you can increase the height of a door without turning the door lock hole into an elipse and you scale in 3 dimensions from the centre by clicking ctrl once and typing a number in (something you cannot normally do). The plugin comes with a very good illustrated pdf manual explaining the features. Rather than scale all the individual servos down by a factor of ten you could build the whole model scaled up by a factor of ten and then scale the completed model down by a factor of ten at the end. Just make sure all your dimensions are properly attached so that they adjust correctly with any scaling operations.
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Okay Kev, here is where I am at...as you can see I still need to work out having the catch be attached to the door. Also is there a way to make the joints, weather it be a slider, hinge, etc. NOT jump to the mid point of the motion. For instance with this door, as soon as you start it it opens half way. It would be nicer and more realistic if it just stayed put until the arrow key was "hit".
Thanks,
Rick
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New door file...I got the catch to move with the door. Now if I can just get the door to stay closed until I open it.
Rick
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OK, I had a look at your model and there were a number of problems making it tend to crash.
First attached file is with your original keyboard controllers but now nothing moves until you press the arrow keys.
Have a look at the control codes to see how this is done.
One problem that was causing glitches is the small size of the door latch. I solved this by increasing its density setting.
The other problem is that the hole that the latch passes through does not really exist and SP sees the door as a solid rectangle.
I solved that problem by making the edge of the door and the door knob status into "no collision" and "ignore".The second file uses the usual control sliders to control the door and the latch but they do not start moving until you move the sliders.
The code prevents the door swinging in the opposite direction past the door frame so that it opens only one way.It might look like the door catch is moving when the door is opening, but this is just due to the centrifugal momentum of the piston which weighs a lot. It is not just symbolic!
Overall it probably not worth animating the door latch as it such a small part and causes more problems than it worth.Hopefully the things I mentioned above will make your model less buggy and crash prone.
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Okay Kev, you're up...new challange...my door and catch work as I want, now I added a door knob which works great until I add collision to the group with the knob and knob hinge. I think it is just a matter of grouping the correct items, but I can't seem to get it right.
Thanks,
Rick
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@unknownuser said:
Okay Kev, you're up...new challange...my door and catch work as I want, now I added a door knob which works great until I add collision to the group with the knob and knob hinge. I think it is just a matter of grouping the correct items, but I can't seem to get it right.
Thanks,
RickHi Rick,
Your right. The knob was connected to the static white frame block preventing the knob moving with the door. I've connected the door to the knob hinge and that fixed the main problem.
I have also added a bit of a door frame for the door to shut flush to, an extra hinge to make the whole structure a bit more rigid and tweaked some of the density and collision settings. Have a look at the attached file. It seems to work quite nicely now. (Left arrow button to open door and rotate handle.)
Kev.
P.S. The new door frame parts are in a new layer that you can turn off anytime
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You ARE the man! One question, the original top door hinge has "+0.01" after the ("rightx"). I tried it with and without it and saw no difference. What is that for?
Thanks again.
PS Nice door jamb/stop
RickPSS I just tried it with whole numbers....WOW....all kinds of "stuff" happens!
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@unknownuser said:
One question, the original top door hinge has "+0.01" after the ("rightx"). I tried it with and without it and saw no difference. What is that for?
The "+0.01" was necessary to make the door shut completly flush against the door frame (at least on my PC). You might need to look from above the door to see the difference. I figured since you make highly detailed models you would appreciate little details like that.
@unknownuser said:
PSS I just tried it with whole numbers....WOW....all kinds of "stuff" happens!
Hinges and servos behave badly if asked to rotate more than 179 degrees in a given direction. Adding 1 to "rightx" changes the range of values from (0 to 1) to (1 to 2) which changes the range of movement from (min=-90 to max=90 degrees) to (min=90 to max=270 degrees).
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@unknownuser said:
Hav'n fun now
You seem to really have got to grips with SketchyPhysics now.
Nice surprise in the model.
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