MSPhysics 1.0.3 (16 October 2017)
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Try this:
Install the Visual C ++ pack and DirectX 9.
Restart the PC.It worked for me. Download
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I'm in complete awe that you have created this, so impressive, my virtual hat off to you. If I ever use this for commercial purposes, I will have no hesitation in sending you some money. Thank you so much for your perseverance.
My spec:
Sketchup 2015 (15.3.331 64-Bit)
MSPhysics_0.3.0
ams_Lib.rbz_v3.1.4Also installed (no conflicts so far):
Twilight2
Instant Wall/SiteGrader/Terrain/Road/Fence
Fredo6 Curviloft/LibFredo6 -
Thanks birkerchris.
Version 0.4.0 has been released.
See Change Log here: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/file/CHANGELOG.md
Download available at first post. -
Very good news. Will try today to rebuild a model from SketchyPhysics in a model for MSPhysics (birdy).
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Hello everyone. Here is a video, how to fix it the "Load Errors" on Windows 10.
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Anton, you have nailed it...
I have started with a simple model to learn - emitted nails and two magnetic balls (birdy
is to heavy for beginner ...).
I tried to create a visually comprehensible animation. Not necessarily physically
correct.cool:
- materials and their properties,
- emitted objects stay in Record, Replay und Export,
- transforming hard camera change in simulation into soft camera movement during Replay,
- simulation as a wireframe, export with scene settings (stiles, shadows etc.) is
timesaving - and much more
problems and wishes:
- setting the material in MSP-UI Body Properties is a little tricky. The list scrolls
sometimes very quickly to their end (better to do it in context menu). - remember export animation options for next export in one SUp session (start-, endframe,
resolution ...).
Dreams:
- Twilight Renderer combatibility - but that is more the question of Twilight whether MSPhysics is supported as SketchyPhysics, for direct rendering in SketchUp.
- an algorithm to automatically convert models from Sketchy- to MSPhysics...
If someone wants to test magnetic nails ...
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You nailed on the wish list faust
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Please help:
how can I reach the "self splitting" Method in MSPhysics? The simulation stops with the following error:
"MSPhysics Simulation has been aborted due to an error!
MSPhysics::ScriptException: A NoMethodError has occurred while evaluating entity script, line 1:
undefined methodontouch' for #<MSPhysics::Body:0x11916240> Trace: MSPhysics Script:1:in
add_group'
..."This script works in SketchyPhysics:
ontouch{
split(self,2)
}And the next thing is: how do I define paths in MSP analogous to the SP-curve method in the context menu?
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These features aren't available in the current version of MSPhysics.
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OK, have just read your very long TODO list ... "path follow joint", "advanced explosion function" ... and much more. I wish you 48 hours a day.
First I thought, MSP is more focused on scientific simulation ( ), what can be seen at the many metal materials and the many possible fine adjustments. But it is refreshing to experiment with it.
Now I also read in the FAQ that: "The major aim of MSPhysics is to improve gaming in SketchUp" - Other interesting feelds are physical based simulations and animations of every kind. Nevertheless, I have two more questions: Is there a comparison of differences in script commands between MSP and SP, or is something like that planned for the future? Is there somewhere another forum where MSPhysics issues are discussed?
It seems that there is a relatively small interest in this forum. -
Faust, once it gets to version 1.0, a list of comparable functions between SP and MSP would be added, as well as, potential SP compatibility. There is no other forum yet either. Once all the features, including soft bodies, are added and a high quality demonstration of an FPS game or something else is made, this project might gain more interests, but for now it's in development.
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Hi Anton,
In Sketchyphysics there is a "controller" dialog box when simulation is runnging, which has a slider to control each individual servo. Is there anything similar in the MSphysics?
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Version 0.5.0 has been released!
Update change log: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/file/CHANGELOG.md
Download available in first post. -
Great news, Anton. Short question: I want this Topic not bloat with simple examples and tests. Should I better open a new topic as entitled "MSPhysics examples and tests"?
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Hello,
Does this work on SU 2016 64bit ?
Thanks
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Hi, I'm just trying it on SU2016 make. It all seems to work but i cannot understand how to use piston or servo motor or motor.
If i press UI button i expect a window with interactive controller to appear but it's not, or better, a window appear, with many tabs, but the joint tab is empty when in play mode.
So, how to move an object connected to a servo joint? -
@gepponline77 said:
Hi, I'm just trying it on SU2016 make. It all seems to work but i cannot understand how to use piston or servo motor or motor.
If i press UI button i expect a window with interactive controller to appear but it's not, or better, a window appear, with many tabs, but the joint tab is empty when in play mode.
So, how to move an object connected to a servo joint?- Drawing 1 group.
- Create a Joint.
- Select the "Joint Connection Tool" (red/green, rotary arrows)
- Click onto group
- Hold the left Ctrl / Shift
- Click onto Joint
- Done!
/OR/
- Drawing 2 group.
- Click on one of them. Be it an "A".
- Create a Joint on "A" group.
- Show UI, Remove the check mark from the "Connected Collide" check box.
- Controller:
righty * 10 /OR/ rightx * 10 for right arrows. 10 is the velocity. key('up') /// key('down') /// key('left') /// key('right') lefty /OR/ leftx for WASD key('w') * 10 for "W" button on keyboard key('lbutton') for left click on mouse ( lbutton, mbutton, rbutton ) get_var('variable') for script.
- Select "A" group and joint. (Hold the left Ctrl OR Shift)
- Right click / Make Group
- Select "Joint Connection Tool"
- Select "B" group
- Hold the left Ctrl OR Shift and click onto Joints.
- Done!
Not complicated.
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Maybe I didn't explain well my problem.
I know how to use joints!
The problem is that if use hinge, or motor or slider, all work well. I simply have to drag my object to move it.If i use piston or servo, in Sketchyphysiscs, when i press play, a popu control panel with a slider appear and it allow me to mov emy object.
With MS, nothing appear and i can't move my object -
@gepponline77 said:
Maybe I didn't explain well my problem.
I know how to use joints!
The problem is that if use hinge, or motor or slider, all work well. I simply have to drag my object to move it.If i use piston or servo, in Sketchyphysiscs, when i press play, a popu control panel with a slider appear and it allow me to mov emy object.
With MS, nothing appear and i can't move my objectI'm sorry, I misunderstood. In the MSPhysics at present there is no "Controller Panel".
Anton is likely to put into it as well. For the time being, you can control the keyboard. -
@sekramer10 said:
Hello,
Does this work on SU 2016 64bit ?
Thanks
From the requirements section of the website:
http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/file/README.mdSketchUp 6 or later. SU2016 64bit is recommended!
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