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    MSPhysics 1.0.3 (16 October 2017)

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    • A Offline
      Anton_S
      last edited by

      Announcing version 0.7.3. Download in first post.

      Faust07, I fixed the replay bug. I also added the feature to save replay into model. The replay is saved into model automatically just like in SP.

      SynSuka3d, I added joystick controls similar to SketchyPhysics.
      Here is a sample model: See controls in model

      Note that in order for the joystick to work it must be attached to USB before SketchUp is opened; that is, restart SketchUp if joystick doesn't work in the first place.

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      • F Offline
        faust07
        last edited by

        Good news, as always. 👍

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        • F Offline
          faust07
          last edited by

          The boat-car is a good example to learn the use of thrusters and joints (motor joint as a component copy).
          Version 0.7.4 (May 26, 2016) has the same problem in Replay that Play, Stop and then Play again is running into problems...
          Maybe it is my computer...

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          • A Offline
            Anton_S
            last edited by

            The emitter test you posted in one of the earlier post works as expected. Can you elaborate more on what problems you encounter?

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            • F Offline
              faust07
              last edited by

              Sorry. Maybe I have the function of the stop button just now understood. I think that with the stop function the model can be held and saved in an intermediate state of the simulation. After that you should delete the replay storage, otherwise unexpected intermediate phases of the simulation arise if you start or play again.

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              • A Offline
                Anton_S
                last edited by

                Announcing version 0.8.0!
                This version comes with many bug fixes and improvements. As well as with two new joints: CurvySlider and CurvyPiston. A demonstration of these two joints is available at 3DWarehouse: https://3dwarehouse.sketchup.com/model.html?id=d21984a9-477b-44d7-9eca-c191ae85afe4

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                • F Offline
                  faust07
                  last edited by

                  The new Curvy Joints improve animation along paths fundamentally. The possibilities are not yet in sight. Great is that you can take curved sections and even edges with the joint in a group without to weld them, and therefore the curve in turn can be moved. Your examples show this excellent.
                  Two questions:
                  What are the rules for the orientation of the joints to an individual curve - exactly parallel?
                  It seems that old Servo Joints with Oscillator as a controller are not functioning as in version 0.7.0? Tested for example, with birdy and orca.

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                  • R Offline
                    Ralphxyz
                    last edited by

                    Well I hopefully thought I'd try again.

                    http://gettheworkdone.net/images/MSPhysics/6-13-2016_0.8.0.jpg

                    http://gettheworkdone.net/images/MSPhysics/6-13-2016_0.8.0.jpg

                    the error at least looks a little different.

                    Windows 10

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                    • A Offline
                      Anton_S
                      last edited by

                      Hello Faust,

                      Curvy joint orientation has no effect on a curve or whatsoever. The curve may be parallel or not parallel to the actual joint - it doesn't affect the way joint behaves. The joint object just represents the origin of the joints. The edge closest to the origin of the joint is considered as the starting edge and all its connected edges are considered as the consequent edges. As long as the curve (or a set of connected edges/arcs) is created within the joint, with the angle between each edge set to a maximum of 45 degrees, the curvy joint will work fine. To my experience CurvyJoints operate better on iterative solver than on exact solver. So if you use curvy joints, setting a solver model to iterative 4+ passes will guarantee the optimal behavior.

                      The servo joint was reworked in this version. Now instead of accel and damp, it uses angular rate, and the SP Mode was removed. If your joints relied on SP Mode, their controller values ranged from 0.0 to 1.0. Now that is changed. The controller values range from -min_angle to max_angle. So for your birdy the servo controllers should be changed to something like, oscillator(100)*30. The limits should be disabled or adjusted to -30,30.


                      Ralph,

                      Sometimes the zip file fails to extract all content. Try checking if Plugins/MSPhysics/win64/2.0/msp_lib_no_sdl.so exists.

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                      • A Offline
                        Anton_S
                        last edited by

                        Ralph, I reworked the main.rb to display more info about the loading errors.


                        Place in .../Plugins/MSPhysics/ folder. Overwrite the original one.

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                        • R Offline
                          Ralphxyz
                          last edited by

                          Thanks Anton,

                          http://gettheworkdone.net/images/MSPhysics/2016-06-13_18-25-06.jpg

                          http://gettheworkdone.net/images/MSPhysics/2016-06-13_18-25-06.jpg

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                          • A Offline
                            Anton_S
                            last edited by

                            Okay that's better. Based on the message, particular files are missing from the plugin's folder. As mentioned before this could be due to extraction issues, where the zip extractor fails to extract all the files. To ensure that its not the code error, go to C:/Users/Ralph/AppData/Roaming/SketchUp/SketchUp 2015/SketchUp/Plugins/MSPhysics/win64/
                            and check if all of the following files are there:

                            • libFLAC-8.dll
                            • libmikmod-2.dll
                            • libmodplug-1.dll
                            • libogg.dll
                            • libogg-0.dll
                            • libvorbis.dll
                            • libvorbis-0.dll
                            • libvorbisfile-3.dll
                            • SDL2.dll
                            • SDL2_mixer.dll
                            • smpeg2.dll

                            If that's not the case, try re-downloading MSPhysics and extracting using 7-zip, as it might a better alternative to the standard windows extractor. If you don't want to go through all that manual extracting and moving mess, you can instead use PluginStore plugin to download and install MSPhysics by a few clicks.

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                            • R Offline
                              Ralphxyz
                              last edited by

                              When I download from the PlugIn store all I get is a .rbz file not the zip file.

                              Does that go in the Plugins folder?

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                              • R Offline
                                Ralphxyz
                                last edited by

                                This is so irritating.

                                I cannot run 7-zip I have had it installed and have used it with Windows 8 but it does not run in Windows 10.

                                Win Zip apparently is not extracting all of the files specifically the win64 folder.

                                I can go to GitHub and see the win64 files but I do not know how to download the individual files.

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                                • R Offline
                                  Ralphxyz
                                  last edited by

                                  Finally I got the win64 folder downloaded completely, I got 7-zip to work.

                                  Now:
                                  http://gettheworkdone.net/images/MSPhysics/x2016-06-14_12-18-54.jpg

                                  http://gettheworkdone.net/images/MSPhysics/x2016-06-14_12-18-54.jpg

                                  I am so sorry to be such a bother, I do not even know if I will understand how to use MSPhysics once I get it working it seems kinda complicated, but really neat in what I have seen.

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                                  • F Offline
                                    faust07
                                    last edited by

                                    I have tested the installation of MSP-Version 0.8.0 with the ExtensionStore and it does not work (Windows 8.1, SUp 16 Make). But downloading from Google Drive, unzip, delete the old MSPhysics SubDirectory and copy the new into the plugin directory works.

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                                    • A Offline
                                      Anton_S
                                      last edited by

                                      Ralph, Faust, that's bad. Installing MSPhysics via PluginStore (on SU2014 and SU2016) works just fine on mine. I think an automated installer would be the best way to for installing such plugin. I will create an installer and we'll see if it works then...

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                                      • A Offline
                                        Anton_S
                                        last edited by

                                        Ralph, I created the installer, which installs both MSPhysics and AMS Library. The link is available in first post. See if it will work after installing with the installer.

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                                        • F Offline
                                          faust07
                                          last edited by

                                          How can I change the direction of objects on a CurvyPiston Joint? Currently, connected objects move in the negative Z-direction of the joint no matter what positive ore negative number I input in the Controller ore Power fields.

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                                          • F Offline
                                            faust07
                                            last edited by

                                            I found the solution: a value less than the length of the curve in the Controller field makes the object follow the path backwards. What would be cool if there was some kind of infinite loop function ...

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