MSPhysics 1.0.3 (16 October 2017)
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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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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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Birdy on the new CurvyPiston Joint. Very easy to do!
But how can I make the object following the curve more flexible and grabs not so hard around the corners?
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faust07, that is great, how much time did it take to do the bird flapping it's wings and following the path?
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@ralphxyz said:
faust07, that is great, how much time did it take to do the bird flapping it's wings and following the path?
DITTO
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Thank you Ralph and Dave! But MSPhysics is great. First and foremost, Anton, who raised it to life.
With MS Physics and the new Curvy Joints path following objects can be modelled in minutes.
And the two wings to hang with Servo Joints on the bird's body, does not take long too. Experimenting to adjust speed, stroke rate, angle, etc. then I really enjoy. -
A small inconsistency emitter concerning: some emitted objects appear extremely far away on the X-axis, so the viewport is temporarily empty, as long as these objects exist. This also happens with older models that have worked before version 0.8.0.
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Anton, I have tried the installer twice. It runs and Windows complains about it but I override it's objections and it seems to run fine, no errors reported, BUT no MSphysics folder is made in the Plugins folder.
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Faust, I like your test with the birdy.
- To make the birdy travel an infinite time, enable looping in the Curvy Joint, and set controller value to some large value, like 1000000.
- I actually added the angular stiffness parameter to the curvy joint, but removed it before uploading it, as I thought it would be too much parameters. What you can do to reduce angular power is reduce the general joint stiffness, to 0.1 for instance. As well, you can make the curve smoother with the Fredo's Curvizard Plugin.
- And just as a reminder, curvy joints work best on iterative solver model, particularly 4 passes.; they are not as stable on exact solvers.
Ralph,
You have to run the installer as administrator. Furthermore ensure that the installation path is set to "C:\Users\Ralph\AppData\Roaming\SketchUp\SketchUp 2015\SketchUp\Plugins. By default, the installer installs the plugin into SU2016 folder.
Meanwhile, I want to present y'all one my latest masterpieces. Behold, the MSPhysics MIDI Piano!
Available at 3D Warehouse: https://3dwarehouse.sketchup.com/model.html?id=94df3cd9-3a96-4fb1-b4df-17705afc3511
Credits are listed in the model.
Enjoy! -
Fantastic! The unlimited possibilities of MSPhysics! Once again, thank you!
To learn piano or listen to the songs accurately, it is even very easy to reduce the playback speed. The top of it all would be if each user could even inserting MIDI files in the scripts of own cubes to play their own songs. -
CurvyPiston joints concerning:
It would be good, if we could control the speed of an object that is connected to a CurvyPiston joint with slider or script.
A short example would help very much.
Thanks in advance. -
I have a good install in C:\Users\Ralph\AppData\Roaming\SketchUp\SketchUp 2016\SketchUp\Plugins.
Sketchup starts with no complaints.
Now what do I do?
I do not see MSPhysics in my extensions list.I copied it to my 2015 folder and now I see it in my Extensions list.
How do I get started?
I will back over this entire thread once again.
At least now I have a chance of doing something.
Thanks Anton for all of your help!!
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now how do I "open MSPhysics UI" I am trying to follow the scripting tutorial.
Ralph
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@faust07 said:
It would be good, if we could control the speed of an object that is connected to a CurvyPiston joint with slider or script.
You can do it with script. Paste this code into the object connected to a CurvePiston joint.
onStart { @joint = this.get_connected_joints.grep(CurvyPiston).first } onUpdate { if @joint @joint.rate = key('w') * 1 # some value; in this case we controll it with kry 'w' end }
Here is a link to all available functions in CurvyPiston: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/MSPhysics/CurvyPiston
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Ralph I suggest starting from the basics. Here is the guide: https://github.com/AntonSynytsia/MSPhysics/wiki.
Its not done yet, but progress is being made.
To open the UI press on that button: -
thanks Anton, I have not seen that menu bar.
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First tests with the new renderer Indigo RT - Export Replay to SkIndigo works very well. Have only one question: How do I get emitter objects into the Indigo rendering process? These objects are not shown.
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Faust, it's good to know that it works. I'll see if there is anything I can do to get the emitter rendering in Indigo.
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Is there a manual for MSPhysics? For now, I'm just trying to make a simple animation with hinges, and it's doing all kinds of crazy things. I've found a couple of solutions through trial and error, but I'd love an instruction manual. Thanks.
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