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    MSPhysics 1.0.3 (16 October 2017)

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    • A Offline
      Anton_S
      last edited by

      Hi, Bert

      Here it is:
      delchrys - gatorator.skp
      Now it rotates along the pipe, like desired.

      I also made it compatible with MSPhysics 0.9.9. I assigned all bodies a mass of 1.0 so that the joints are robust. This won't be necessary in the final MSPhysics, version 1.0.0, but that's what required in the current version. I also added grippers to the clutches. The clutches themselves are ignored, but the grippers are collidable. If you enable the MSPhysics Joints layer, you will see the grippers. I also changed the solver model to iterative 64 passes, once again, for a more stable behavior of joints in the current versions of MSPhysics.

      Regards,
      Anton

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      • D Offline
        delchrys
        last edited by

        Hi Anton,

        thanks you are the greatest. Now i'm going to figure out all the joints and combinations of groups so i can figure how you do it.
        Also i'm adding a other wrench that is holdng the other end of the pipe.
        Then i hope it will loosen like i need it to.
        Keep you update!!!

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        • D Offline
          delchrys
          last edited by

          Anton?
          How do you make the guide points?

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          • A Offline
            Anton_S
            last edited by

            So, for a circle/arcs, you right click on them and select "Find Center".

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            • D Offline
              delchrys
              last edited by

              Ah thanks you didn't know that option. Also downloaded pointtool plugin. Tonight in my nightshift I'm going to draw some more of the model to make a nice overview to show at work. Really loving this msphysics plugin. Possibilities are almost endless

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              • D Offline
                delchrys
                last edited by

                Does someone have any advise in rendering for sketchup?
                Preferably free??
                Like to render some things when i'm done, needs to look good 😄

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                • D Offline
                  delchrys
                  last edited by

                  @anton_s said:

                  So, for a circle/arcs, you right click on them and select "Find Center".

                  So i kind of remodelled a bit, but can't seem to understand why the pipe continues to rotate even when the grippers are open. It kind of get momentum because of the rotation, how can i stop that. So when the cylinder moves back, the grippers open and let go of the pipe and it stands still.
                  Made the body static because it will be connected with the other wrench, so that only the gripper head rotates.
                  Did i do the pipe right by giving him a plane joint and only allow it to rotate???
                  I don't want it to move in any other direction then rotating caused by the grippers.
                  Should i accomplish this all by adding friction or is there a simple workaround?
                  I doesn't have to be Physics Law proof but only look right.

                  A lot of questions but getting there 😍

                  PS is ther a plugin for SU2016 to import 2017 files or a simple converter??? I cannot install 2017 at work due to lack of administrative rights 😡


                  almost final.skp

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                  • A Offline
                    Anton_S
                    last edited by

                    Hello, Bert,

                    @delchrys said:

                    So i kind of remodelled a bit, but can't seem to understand why the pipe continues to rotate even when the grippers are open. It kind of get momentum because of the rotation, how can i stop that. So when the cylinder moves back, the grippers open and let go of the pipe and it stands still.

                    To fix this, you need reduce linear friction of the Plane joint from 100 to 1. This will the pipe to require less force to move along the plane. Also, setting the angular friction of the Plane joint to 0.01 should prevent the backward rotation of the pipe.

                    @delchrys said:

                    Did i do the pipe right by giving him a plane joint and only allow it to rotate???
                    Either the tool should move or the pipe should move for the grippers to work properly, presumably even in real case scenario. Above, reducing plane linear friction, allows the pipe to move.

                    @delchrys said:

                    PS is ther a plugin for SU2016 to import 2017 files or a simple converter??? I cannot install 2017 at work due to lack of administrative rights

                    Click onFile->Save As and in the Save As Type, choose the desired SU version.

                    Regards,
                    Anton

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                    • D Offline
                      delchrys
                      last edited by

                      Little update


                      almost final 2016 complete2.skp

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                      • alvisA Offline
                        alvis
                        last edited by

                        The first impression is good, but for me it is still too difficult to understand some of the physical characteristics of the movement.

                        Thanks

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                        • A Offline
                          Anton_S
                          last edited by

                          Nice! If you change joint solver model to iterative 64 passes, the wobbling should be reduced by a bit.

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                          • pilouP Offline
                            pilou
                            last edited by

                            Found this! ☀

                            Frenchy Pilou
                            Is beautiful that please without concept!
                            My Little site :)

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                            • ecatiE Offline
                              ecati
                              last edited by

                              I modeled it as shown in the picture, but I could not move it as I wanted. Can you help me.


                              ruffler çizim.skp


                              ruffler.jpg

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                              • A Offline
                                Anton_S
                                last edited by

                                Ecati, the reason it doesn't work as expected is that the collision generated for the concave group is improper. You must divide the concave group into sub convex groups. Use convexify by fredo6 to do it for you. The link to the plugin is at the main post. Also, to see the actual collision generated for shapes, enable the Collision Wireframe in MSPhysics Simulation UI.

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                                • pilouP Offline
                                  pilou
                                  last edited by

                                  Testing traditional thing! 😄
                                  GIF_speedarch2.gif

                                  Arch was made with the crazzy Convexify by Fredo!
                                  GIF_speed arch.gif

                                  As convexify don't keep gaps you must use Exploded view ;by CPlassais and me! 😉
                                  Carving by Joint Push Pull by Fredo
                                  GIF_speedarch1.gif

                                  Frenchy Pilou
                                  Is beautiful that please without concept!
                                  My Little site :)

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                                  • ecatiE Offline
                                    ecati
                                    last edited by

                                    Thank you for your reply. The cylindrical piece moves up when I press play, what could be the reason?


                                    ruffler2.gif

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                                    • S Offline
                                      SynSuka3D
                                      last edited by

                                      😄

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                                      • A Offline
                                        Anton_S
                                        last edited by

                                        Hi, Ecati,

                                        @ecati said:

                                        Thank you for your reply. The cylindrical piece moves up when I press play, what could be the reason?

                                        I answered that in my prior post.

                                        Generally there are two ways to do it.

                                        1. Divide the concave thingy into convex sub-groups. Using Convexify plugin by Fredo6 should do it for you. You must ensure that the group you divide is initially a solid group. You can use CleanUp along with Solid Inspector by ThomThom to help you fix it. Then once the group is divided, the collision should generate properly. I did it for you, so you can see what I mean: ruffler çizim - way1.skp
                                        2. A more advanced approach is to have the model rely on joints and have the collision be ignored. I'm not going to explain it in depth, but basically you utilize the curvy joint to have the cylinder move along the curve. If you enable the joints layer, you will see it. Here is the model: ruffler çizim - way2.skp

                                        Regards,
                                        Anton

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                                        • ecatiE Offline
                                          ecati
                                          last edited by

                                          Hi, Anton,
                                          I am thankful to you. Thank you so much.

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                                          • A Offline
                                            Anton_S
                                            last edited by

                                            Hey, y'all,

                                            I just made a tutorial on making collision based and joint based copy-able chains. It's in Russian, but a picture is worth a thousand words...

                                            Here is the chain model basing on collision:
                                            https://drive.google.com/open?id=0B3qg8f4WrNdHTWFYOWtkZ3g0RUk

                                            Here is the chain model basing on joint connections:
                                            https://drive.google.com/open?id=0B3qg8f4WrNdHU2NxYnNWTXgxLWc

                                            So, if you're interested in making chains, you should definitely check it out.

                                            -- Anton

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