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    MSPhysics 1.0.3 (16 October 2017)

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    • A Offline
      Anton_S
      last edited by

      @pixero said:

      Can it do soft bodies too?

      Newton 3.12 has that feature, but its unfinished. I might integrate it into MSPhysics when its finished.

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      • A Offline
        Anton_S
        last edited by

        @jiminy-billy-bob said:

        @solo said:

        Say I want to fill a bowl with marbles, how can that be done?

        Select your bowl, in the context menu choose "static" in "state", and "coumpound from mesh" in "shape".

        Compound from mesh bodies are not recommended, as complex bodies could generate improper collisions. You might set a bowl static mesh, but make sure that the front faces are always facing out because the front faces are the only faces that generate the collisions, not the back faces.

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        • tt_suT Offline
          tt_su
          last edited by

          @pixero said:

          Can it do soft bodies too?

          Like tribles? πŸ˜„


          tribles.jpg

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          • PixeroP Offline
            Pixero
            last edited by

            @tt_su said:

            @pixero said:

            Can it do soft bodies too?

            Like tribles? πŸ˜„

            You mean, like Trimbles? πŸ˜›

            No, I mean like flags, cloth and such.

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            • K Offline
              kaas
              last edited by

              Tried a bowl like Solo suggested. Marbles are falling though the bowl. So tried some boxes. Had to scale everything x10 or the boxes would stick through the bowl. I guess I need to tweak some settings.


              msPhysics_bowl.skp

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              • A Offline
                Anton_S
                last edited by

                @kaas said:

                Tried a bowl like Solo suggested. Marbles are falling though the bowl. So tried some boxes. Had to scale everything x10 or the boxes would stick through the bowl. I guess I need to tweak some settings.

                Yeah, tiny objects are no good for newton. Another thing is I'll add the continuous collision mode feature, where objects won't fly through at fast speeds.

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                • O Offline
                  otb designworks
                  last edited by

                  What are the chances of a mac version?

                  Cheers, Chuck

                  OTB Designworks is on Youtube

                  6 core nMP, 32 gig RAM, (2) D700 GPU's, dual monitors

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                  • A Offline
                    Anton_S
                    last edited by

                    @otb designworks said:

                    What are the chances of a mac version?

                    The chances of a Mac version is like the chances of snow here in Salem Oregon - 3% πŸ˜†
                    As you noticed this plugin requires AMS Library which is fully dependent on the Windows API. The mac version will be created, but it will lack a lot of features from the Windows version.

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                    • O Offline
                      otb designworks
                      last edited by

                      Too bad, but thanks for the explanation of why.

                      Cheers, Chuck

                      OTB Designworks is on Youtube

                      6 core nMP, 32 gig RAM, (2) D700 GPU's, dual monitors

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                      • tt_suT Offline
                        tt_su
                        last edited by

                        @anton_s said:

                        @otb designworks said:

                        What are the chances of a mac version?

                        The chances of a Mac version is like the chances of snow here in Salem Oregon - 3% πŸ˜†
                        As you noticed this plugin requires AMS Library which is fully dependent on the Windows API. The mac version will be created, but it will lack a lot of features from the Windows version.

                        What things do you need to do?

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                        • A Offline
                          Anton_S
                          last edited by

                          @tt_su said:

                          What things do you need to do?

                          I got a whole list πŸ’š

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                          • tt_suT Offline
                            tt_su
                            last edited by

                            @anton_s said:

                            @tt_su said:

                            What things do you need to do?

                            I got a whole list πŸ’š

                            Got a summary?

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                            • A Offline
                              Anton_S
                              last edited by

                              @tt_su said:

                              Got a summary?

                              I'm working on joints right now... Everything else later.

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                              • K Offline
                                kcs05
                                last edited by

                                Very Nice ruby.
                                But I wanted reference guide.(Ex: pdf file)

                                Thank you so much!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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                                • K Offline
                                  kcs05
                                  last edited by

                                  Thank you so much.

                                  1 Reply Last reply Reply Quote 0
                                  • A Offline
                                    Anton_S
                                    last edited by

                                    @kcs05 said:

                                    But I wanted reference guide.(Ex: pdf file)

                                    The reference will be available on version 1.0.0 - after all things are done on the list

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                                    • Rich O BrienR Offline
                                      Rich O Brien Moderator
                                      last edited by

                                      Take your time. You are building something wonderful.

                                      If you need help let us know.

                                      Download the free D'oh Book for SketchUp πŸ“–

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                                      • M Offline
                                        Mister K
                                        last edited by

                                        That is a pretty darn excellent work, all the starting features are right up my alley and I did at least attempt to add them to my custom SketchyPhysics build.

                                        Can you talk a little more about the new physics engine, how extensive are it's features?

                                        • can you do custom friction, bounce and stiffness per entity
                                        • perhaps even collision accuracy per entity
                                        • can collision groups be defined (so some entities will never interact with others)
                                        • is there any chance to add entities during the simulation (so a distanced area would not be included at the start but then add as you move closer)
                                        • and by that extent can a partial simulation be done, say only the selected items are considered and nothing else (that way you could quickly go in and out of testing a small item without everything in the model interfering)
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                                        • A Offline
                                          Anton_S
                                          last edited by

                                          Hello Mister K,
                                          it's nice to see you here πŸ˜„

                                          @mister k said:

                                          That is a pretty darn excellent work, all the starting features are right up my alley and I did at least attempt to add them to my custom SketchyPhysics build.

                                          Thank you, I tried my best. πŸ‘Ώ

                                          @mister k said:

                                          Can you talk a little more about the new physics engine, how extensive are it's features?

                                          MSPhysics uses same physics engine that SketchyPhysics used - NewtonDynamics. SketchyPhysics uses a custom build of Newton version 1 or 2, I'm not sure which one, meanwhile MSPhysics uses Newton 3.12 which is the latest build available. Newton 3.x.x is far more advanced than its prior versions. Newton 3 allows you to add friction, restitution (bounce coefficients), contact points, contact forces, mass, center of mass, inertia forces, and more. The soft bodies feature of Newton is not yet complete though, but I'm positive it will get finished while I integrate the current features of Newton.

                                          To make sure we don't miss any features of Newton I decided to import all of its functions and write all wrap-up functionality in Ruby, such as custom jonts. I used Ruby FFI to import all Newton functions.

                                          @mister k said:

                                          -can you do custom friction, bounce and stiffness per entity

                                          Yes, you can! In fact I already integrated it into the Body class. You might want to see documentation: MSPhysics::BodyContext, its huge! πŸ˜†

                                          @mister k said:

                                          • perhaps even collision accuracy per entity

                                          You mean contact body, point, normal, and speed? Yes, each body has an onTouch event which yields these parameters.

                                          @mister k said:

                                          • can collision groups be defined (so some entities will never interact with others)
                                            This is absolutely plausible. I will add that feature.

                                          @mister k said:

                                          • is there any chance to add entities during the simulation (so a distanced area would not be included at the start but then add as you move closer)
                                            Of course, I had that in mind when scripting. You not only able to add bodies while simulation, but your also capable to destroy them. The script handles this stuff properly, so no more crashes. πŸ˜†

                                          @mister k said:

                                          • and by that extent can a partial simulation be done, say only the selected items are considered and nothing else (that way you could quickly go in and out of testing a small item without everything in the model interfering)
                                            I was thinking about that. +1 to the TODO list.

                                          The current version has a good body API. All I need is to create webdialogs to record body scripts. BTW, the error handlers will be much better now. Errors will cause simulation to terminate properly.

                                          Another thing is that MSPhysics bodies have true center of mass. Oh yeah, it doesn't modify body's origin like SP did. All operations are fully undo-able. Clossing SketchUp after play and reset will not ask you whether to save anything (unless you didn't save before playing) because all movements are undone properly.

                                          And yeah, its nice to meet you here πŸ˜„
                                          Anton

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                                          • F Offline
                                            Fred_Flintstones
                                            last edited by

                                            Yabba-Dabba Do! It looks great so far. But if you're coding this all yourself it seems like it would take ages to get it all done...which is why Sketchyphysics was incomplete.

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