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    MSPhysics 1.0.3 (16 October 2017)

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    • luckyvacL Offline
      luckyvac
      last edited by

      Great thanks Anton, I wait peacefully while working on other rhythm guitar. 😄

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      • luckyvacL Offline
        luckyvac
        last edited by

        Hello, I would like to know how to increase the damping of the servo motor. Thank you 😄

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        • A Offline
          Anton_S
          last edited by

          Hi, Luckyvac,

          Which of the joints are you referring to, a servo or a motor?

          To increase the damping of a motor joint, simply select the desired motor joint, open MSPhysics UI, and increase the Damp parameter.

          To increase the damping of a servo joint, that is decrease its angular rate, select the desired servo joint, open MSPhysics UI, and decrease the Angular Rate parameter.

          Hope this helps,

          Anton

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          • A Offline
            Anton_S
            last edited by

            @luckyvac My appologies for not responding any sooner. I am a bit busy. In short, it's possible to have the servo angle correspond to the table values at time t. The table with angles and times must be converted to a Ruby Hash and then the rest is easy. I will examine your model in depth soon and we'll see what can be done to get the guitar stringing.


            @TheSniper Apparently there were a few reports about the dialog options not working properly on Mac OS X and that's not good. I will check it out soon.


            @SynSuka3D The joystick function accepts four symbols and each of them correspond to an axis on one of the joysticks:
            joystick(:leftx) returns X position on left stick.
            joystick(:lefty) returns Y position on left stick.
            joystick(:rightx) returns X position on right stick.
            joystick(:righty) returns Y position on right stick.

            The position ranges from -1.0 to 1.0.

            Here is the documentation link to the function: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/MSPhysics/CommonContext#joystick-instance_method

            I suggest you explore the MSPhysics scripting documentation for specs and other functions that might be useful, such as joybutton(button).

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            • luckyvacL Offline
              luckyvac
              last edited by

              Hi Anton,
              Thank you for your advice it works ... but ... I send you the left hand of the guitarist named "Pierrot".
              I feel that the system comes into resonance when I connect several servo motors to each other.
              What do you think ? How to decrease the resonance ?

              Merci 😉

              have a nice week end. 👍

              Lucky guitaR


              main gauche MOV 03.skp

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              • A Offline
                Anton_S
                last edited by

                @SynSuka3D Interesting, I will fix this.

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                • S Offline
                  SynSuka3D
                  last edited by

                  @anton_s said:

                  @luckyvac My appologies for not responding any sooner. I am a bit busy. In short, it's possible to have the servo angle correspond to the table values at time t. The table with angles and times must be converted to a Ruby Hash and then the rest is easy. I will examine your model in depth soon and we'll see what can be done to get the guitar stringing.


                  @TheSniper Apparently there were a few reports about the dialog options not working properly on Mac OS X and that's not good. I will check it out soon.


                  @SynSuka3D The joystick function accepts four symbols and each of them correspond to an axis on one of the joysticks:
                  joystick(:leftx) returns X position on left stick.
                  joystick(:lefty) returns Y position on left stick.
                  joystick(:rightx) returns X position on right stick.
                  joystick(:righty) returns Y position on right stick.

                  The position ranges from -1.0 to 1.0.

                  Here is the documentation link to the function: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/MSPhysics/CommonContext#joystick-instance_method

                  I suggest you explore the MSPhysics scripting documentation for specs and other functions that might be useful, such as joybutton(button).

                  https://youtu.be/b0YBVqUhMdU xbox controller faill script ?

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                  • S Offline
                    SynSuka3D
                    last edited by

                    Add joystick(:rightz) and joystick(:leftz) for joy(RT) and joy(LT) please.
                    for xbox controler.

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                    • A Offline
                      Anton_S
                      last edited by

                      @synsuka3d said:

                      Add joystick(:rightz) and joystick(:leftz) for joy(RT) and joy(LT) please.
                      for xbox controler.

                      Roger that!

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                      • A Offline
                        Anton_S
                        last edited by

                        Hi, SynSuka3D,

                        I fixed it and added rightz/leftx commands.
                        You can download the WIP version here: https://drive.google.com/open?id=0B3qg8f4WrNdHUmE5OXNiWjQ0Vzg

                        You can try out the joystick controller test model attached below.

                        Best regards,
                        Anton


                        Joystick.skp

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                        • F Offline
                          faust07
                          last edited by

                          Should make my question more precise:
                          The reason for the loose behaviour of the joints is the update rate in MSPhysics UI - Simulation - Update Rate = 1 (seems the best for my large model).
                          If I change this from 1 to 3, the servos remain more stable in the pivot but the spring no longer brings the steady up and down movement.
                          Have now tried to modify all settings at the Spring Joint, but do not get the desired result.
                          What can I do?
                          Thank you in advance, Anton!


                          Update Rate 1


                          Update Rate 3


                          Servo-Spring-Test

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                          • luckyvacL Offline
                            luckyvac
                            last edited by

                            Hi Anton and the community,
                            I think I have found the solution to control the damping of the servo motor. I worked on the geometry of "green" parts to decrease the sensitivity to the vibratory modes. As we can do in reality.
                            It's impressive !
                            😮
                            Best regards. 😄
                            luckyvac


                            main gauche MOV 03.skp


                            solution geometrie joint vert.JPG

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                            • F Offline
                              faust07
                              last edited by

                              Unfortunately, changing the Update Rate from 1 to 3 is not useful when camera, joints, emitter, etc. are based on scripts that use the OnUpdate function. Programmed objects become 3 times faster. The appearance of emitted objects no longer fits to the image rate. The weight of the emitted objects or the lifetime seems to change.
                              For the joints based on pivot points, an option independent of the Update Rate in the user interface seems to be useful for fixing at the pivot point. If this is possible...

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                              • S Offline
                                SynSuka3D
                                last edited by

                                @Anton_S goood xbox controller Merci!

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                                • S Offline
                                  SynSuka3D
                                  last edited by

                                  @Anton_S
                                  @body.set_omega([Internal body axis , 0, axes in global space]) ???

                                  ex:
                                  *onStart{
                                  @body = simulation.find_body_by_name('body')
                                  }

                                  onUpdate{
                                  r_body = @body.get_matrix

                                  ax = Geom::Vector3d.new([key('up'), 0, 0]).transform(r_body)

                                  @body.set_omega([ax.x, 0, key('right')])
                                  }*

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                                  • T Offline
                                    TheSniper
                                    last edited by

                                    Platform: Sketchup 2017 on Mac 64 bit

                                    Anton,
                                    Got the update, (Thank you) I have not gone thru all the settings as of yet. But so far it appears to working as expected. Ill let you know as soon as I can get thru all the settings THANKS! -S

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                                    • A Offline
                                      Anton_S
                                      last edited by

                                      SynSuka3d, like I said, you should reference the scripting documentation to see what each function does: http://www.rubydoc.info/github/AntonSynytsia/MSPhysics/MSPhysics/Body#set_omega-instance_method

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                                      • S Offline
                                        SynSuka3D
                                        last edited by

                                        my project

                                        https://media.giphy.com/media/l3q2Ugf90Umd7h2Ss/giphy.gif

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                                        • F Offline
                                          faust07
                                          last edited by

                                          A little question regarding Export Replay to SkIndigo: The batch rendering doesn't save the frames complete rendered after the set Halt time but at the point of the last image update during the render process. This point can be minutes before the desired render time per frame. Is it an exporter question or should I ask in the Indigo forum?

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                                          • A Offline
                                            Anton_S
                                            last edited by

                                            @Faust, I don't know. I need to look deeper into that.

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