MSPhysics 1.0.3 (16 October 2017)
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HI
SPGears plugin
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After tests with the late discovered Cenvexify (Fredo6 - Fredo Tools) here some problems with the relatively large torus segments with the usual MSP user interface settings.
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@faust07 said:
After tests with the late discovered Cenvexify (Fredo6 - Fredo Tools) here some problems with the relatively large torus segments with the usual MSP user interface settings.
Hello Faust07. I copied the slices into a new model and it works well. Always try this solution in such cases.
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Thanks again, Istvan. Good to know. It seems to be a similar problem as the frame export in MSP Replay in SUp 2017 using SUp 2016 models. The solution was to copy the content or to import the model into a new model.
BTW, thanks for your shape loader extension! -
Hi Anton,
during extensive physics calculations, MSPhysics reduces interim phases during image reproduction. Partially over 5 frames, the content remains the same. This can lead to pretty jerky videos. It would be helpful if this setting, at least for exporting the images in Replay, could be turned off? -
Hello all,
i'm new to msphysics and intermediate at sketchup 2016, and can't get my model to work the way i want.
Is there someone who can point me in the right direction???I like to reproduce this type of device and then make it animate in sketchup.
https://www.youtube.com/watch?v=MO2Dy7PM7Gs
http://4.bp.blogspot.com/-4t0Ghm1M8VQ/Vh1EDse0mTI/AAAAAAAAAKo/Yo5RzwcT2xs/s1600/HU_1.pngFor now i have made some parts already but i want to begin animating already, but can't get it to work.
Someone who wants to help.
I need the parts to be connected and when a cylinders move like a slider, the rest of the parts have to follow.Kinde regards and thanks,
Bert.
(The Netherlands)
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Hello, Faust,
@faust07 said:
After tests with the late discovered Cenvexify (Fredo6 - Fredo Tools) here some problems with the relatively large torus segments with the usual MSP user interface settings.
@istvan n said:
I copied the slices into a new model and it works well. Always try this solution in such cases.
Even after copying, the issue still persists. Moving some split shapes toward the center, the original position where they fell through the mesh, made them fall through again. Hate to say that, but it's the bug of the physics engine that MSPhysics is using. Until the physics engine is updated, this is how it will remain and even for the upcoming version 1.0.0. To fix it, have the floor shape be a static box, or a static compound. Or just ensure that the objects don't fall at those places.
@faust07 said:
during extensive physics calculations, MSPhysics reduces interim phases during image reproduction. Partially over 5 frames, the content remains the same. This can lead to pretty jerky videos. It would be helpful if this setting, at least for exporting the images in Replay, could be turned off?
So, you export replay into images and some images remain undesirably the same for 5 consequent frames? Is that what it is? Could I have a test model? You could PM it to me if you want to.
Regards,
Anton -
Hallo Anton. Thanks for your explanation.
Here is a picture sequence with the problem. It usually happens in fast motion sequences, as if MSPhysics tries to run the simulation in real time. For games and the like it is certainly useful, but for a video recording are missing some phases of some objects.
Unfortunately the model is currently under construction. I am trying to optimize and combine motion sequences and motion modes. If it works again, I can send it to you.
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Hello, Bert Broek,
Here is the hydraulic torque wrench with MSPhysics:
delchrys - hydraulic torque wrench.skp
The center of rotation might need some adjusting but it works as good as the model is.Regards,
Anton -
How to "past" the little box falling on the big box as sson as it touches it?
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Pilou, do you mean, how to set the box static when the other box hits it?
If so, attach this script to the little box:
onTouch { |toucher, point, normal, force, speed| this.static = true this.set_velocity(0,0,0) this.set_omega(0,0,0) }
This should set the little box static whenever the falling box over it catches up.
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For avoid this artificial bowling's corridors!
Objective is make a stone wall : so a general vertical fall
Rotation 90Β°
Then another http://sketchucation.com/forums/download/file.php?id=146225 -
@anton_s said:
Hello, Bert Broek,
Here is the hydraulic torque wrench with MSPhysics:
[attachment=1:zw0fm2hr]<!-- ia1 -->delchrys - hydraulic torque wrench.skp<!-- ia1 -->[/attachment:zw0fm2hr]
The center of rotation might need some adjusting but it works as good as the model is.Regards,
AntonIt's getting there but now i only need to get it to rotate around the small hole's center.
i've made another one with a dynamic component for you to see what i mean. Hope you can help me with it.
regads,Bert
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@ Anton yes that works fine but I have hundred of objects!
I can't put one by one the script!
(multiple selection don't work for this case)and little problem!
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Hello, Bert,
Could you be more clear about, which small hole's center it should rotate about?
Is that what it should do now?
PROBEER NIEUWE ATORATOR.skpI will soon make a video on how I am adding MSPhysics to it, so you know how it is done.
Regards,
Anton -
Hi, Pilou,
To assign same script to multiple objects, give them all the same name, assign script to one of them, and in the Properties tab of the UI click on the Assign Script to All with Same Name button.
One way to reduce the offset, is by enabling the Continuous Collision in Simulation tab.
Regards,
Anton -
Sorry for not being very clear. The whole circular wrench part should rotate around the hole's center. I'll post a update tomorrow where I have added the hydraulic cylinder so you can see what I mean. Now I'm on my phone so can't post it now.
I want the cylinder to push out and push the lever so that the wrench part rotates a bit. So from a linear motion to a rotating one. I'll update tomorrow, thanks for now. -
@faust07 said:
Hallo Anton. Thanks for your explanation.
Here is a picture sequence with the problem. It usually happens in fast motion sequences, as if MSPhysics tries to run the simulation in real time. For games and the like it is certainly useful, but for a video recording are missing some phases of some objects.
Unfortunately the model is currently under construction. I am trying to optimize and combine motion sequences and motion modes. If it works again, I can send it to you.Hello, Faust,
I sent you a private message on this. Please check your inbox.
Thanks,
Anton -
Bert, you can alternatively add labels to hole centers and then indicate which hole you're referring to by its name.
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So I made my model a bit more complete.
So the red cylinder pushes out and pushes the yellow block.
the yellow block makes the green part rotates around origin point.
I have made a dynamic component that when you click on the yellow part it show the rotation and added a piston controlley for the cylinder.
Hope someone can show me how you make it moving and maybe a step by step guide with it.
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