MSPhysics 1.0.3 (16 October 2017)
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it must be some kind of conflict on my end, as every model, even a brand new file, causes it. It appears that msphysics has trouble 'undoing' anything. I reverted to an older version and the reset simulation command works again, but if I have 'hide joints' checked, it hides them, but doesn't unhide them. I'm not sure what could be happening.. If you don't have any ideas, I guess I'll just try to reinstall sketchup / my plugins.
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I think I know what's going on. It could be that when installing MSPhysics some files failed to overwrite. I suggest you delete MSPhysics and AMS Library from the plugins folder and do a fresh install. The details are listed in the main post.
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will do! I'll let you know if it works, thank you!
Also, question, is there a link to a tutorial on how to script multiple hinges to sort of act on a routine? I am modelling a door mechanism and would like to simulate several servo hinges going to set positions at set times, triggered by an on screen button or a time delay or something.. I've had a read through some of the scripting stuff on the reference pages but its all very confusing..
EDIT: I just noticed some new tutorial links on the first post that were not there last time I looked, admittedly a while ago. I will check those out first to see if it helps!
EDIT2: they did not. So I would still appreciate help, haha.
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Yes, the tutorials are quite weak at the moment. I will focus on tutorials after version 1.0.0 is released.
Doors should be the easiest to make. Basically, you attach one Servo joint at where the door's hinge is supposed to be and use the joint connection tool to connect the door to the Servo joint. Then open MSPhysics UI, select the Servo joint, and assign a desired controller to it. To open a door 70 degress with a press of an 's' key, add this command to the controller:
key('s') * 70
. To open the door with a slider controller, use the "Add Slider Controller" button. You can do other stuff too. I will make a detailed tutorial once I release 1.0.0.You may as well watch this tutorial. It's not what you're looking for, but it will enrich your understanding of MSPhysics and controllers: https://www.youtube.com/watch?v=NLeGfJd8aQg
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thank you!
Right now my current method is to use a bunch of slide controllers for all the powered elements of the mechanical system. This means having to jump around and move them one by one, and since they tend to appear out of order.. its difficult.
My main goal is to make it so I can press one thing, say, the S key, and then trigger a sequence of scheduled events? Like move this servo id from this, to this, then move that piston, then start these two servos to unfold vents.. etc.
Again, thank you so much. This plugin has allowed me to evaluate so many mechanical designs in such a short time that its really changing how I do things for the better.
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For that you can use wheel with flaps that will each do a particular task when touched. Here is an example gif:
I might do a tutorial on it later. But basically, you assign onTouch event to each of the flops with its task, such as setting the arm a particular angle.
The example assembly line model is attached below.
Planned Steps.skp -
wow, a mechanical scripting system! I had not thought of that at all!
I hope one day I can set it up much like I program microcontrollers (eg: at 1000ms, do this, at 1500ms, do this, or when servo1 at 65degrees, move servo2 to 30) but for now this will work great for my purposes. Thank you!
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Burada soru sorabilirbiyim? Yoksa konu mu açmam gerek. Bu site nedir nasıl kullanılır? Özür dilerim.
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Just post your question.
After a few posts you will be recognized as not being a 'bot'.
BUT please post in a language with which users will be familiar.
Your Turkish is not often seen...
I recommend you use Google Translate into English...
Sorunuzu gönderiniz.
Birkaç mesajın ardından 'bot' olmadıklarınızın farkına varacaksınız.
Ancak lütfen kullanıcılarınıza aşina olacakları bir dilde gönderin.
Türkçe çok sık görülmüyor ...
Google Translate'i İngilizce'ye kullanmanızı öneririz ... -
Hi Anton,
The last version of MSPhysics is quite accurate. Simple tests with falling objects show that in comparison with previous versions.
A little issue in "Export Replay To SkIndigo" (MSPhysics 1.0.0.WIP7) - some components of the scene disappear during and after the export process.
They are not deleted, but optically hidden and re-emerge only after the zoom out or the scene change.
What is the progress of the final version 1.0.0 of MSPhysics? -
@kadri_slhn said:
Burada soru sorabilirbiyim? Yoksa konu mu açmam gerek. Bu site nedir nasıl kullanılır? Özür dilerim.
Hello, Kadri,
This site is for posting MSPhysics questions and other stuff. So, if you have a question you can post it here with a sample model.
Bu site MSPhysics sorularını ve diğer şeyler göndermek içindir. Yani, bir sorunuz varsa burada örnek bir modelle gönderebilirsiniz.
Regards,
Anton -
Hi, Faust,
@faust07 said:
A little issue in "Export Replay To SkIndigo" (MSPhysics 1.0.0.WIP7) - some components of the scene disappear during and after the export process.
They are not deleted, but optically hidden and re-emerge only after the zoom out or the scene changeThis is probably due to some groups falling too far away from the camera. There may be an object that falls through the floor into infinity. If you search for a falling object, you may very likely find it.
@faust07 said:
What is the progress of the final version 1.0.0 of MSPhysics?
I'm currently improving the algorithm of CurvySlider joint for a more optimal behavior with looped curves. I also need to figure out why long cylindrical rods go crazy when interacting with buoyancy or simply applied an irregular torque. This could be the issue of the physics engine, but I need to verify it before reporting it there. Then, I can't seem to get around on improving the functionality of geared joints with parent bodies. I need to rethink the approach on utilizing geared joints for making differential and other geared systems. I just need to find time to think on it for a bit so it's simple yet powerful. I might as well lay it of to the post 1.0.0 releases. Either way, I intended to release MSPhysics sometime in the beginning of May. That's the story.
Regards,
Anton -
Hi, Anton.
I work on a machine design. As you can see in the attached file, I want to move the pieces. I used the piston and servo. The piston works the way I want it. But I have not been able to rotate all the parts together with the servo. I need your help and your suggestions. Thank you.
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Hello, Ecati,
To rotate everything with the servo joint, you have to move the two hinges and the piston inside the yellow, main body group. That way the hinges and the piston will have a parent body, which will allow them to move relative to it. Also, convex decomposition is not necessary there. When a joint, with a specific parent, is connected to a child body, the child body is by default set to be non-collideable with the parent body.
Here is how your model should ultimately be:
makine.skpRegards,
Anton -
Hi, Anton,
First of all thank you very much.
I do not want to bother you with such simple questions. But I have not found a tutorial that will answer my questions. If I'm not wrong, you're preparing a tutorial, are not you?
Now, how can I bring the green piston into its original position with a spring after it is pulled out?
Thank you.
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I got the worm gear to do it's work quite nicely (MSPhysics & Sketchy). Just making the collision mesh groups is time consuming. I wonder if there exist possibility for something like in Blender & mesh collision option? The collision frame is not so super exact...
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@ecati said:
Hi, Anton,
First of all thank you very much.
I do not want to bother you with such simple questions. But I have not found a tutorial that will answer my questions. If I'm not wrong, you're preparing a tutorial, are not you?
Now, how can I bring the green piston into its original position with a spring after it is pulled out?
Thank you.Cut the piston from it's context escape the context then paste in place.
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Collision problem.
When the first part is moved, it enters into the second part and the third part escapes from the center. How is this prevented?
To see the animation, clik on the picture please.
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Hi, Ecati,
@ecati said:
I do not want to bother you with such simple questions. But I have not found a tutorial that will answer my questions. If I'm not wrong, you're preparing a tutorial, are not you?
I first need release version 1.0.0. Then I will transition to making tutorials. The tutorials is a bold part on my TODO list.
@ecati said:
Now, how can I bring the green piston into its original position with a spring after it is pulled out?
You can't have the green thing be connected to a piston and the spring at the same time. You can simply tell the piston to move back to its original position by dragging its associated slider controller to its original position. You can as well change the controller of the piston joint to do it with a click of a key, such as
key('f') * 5
, so that it moves 5 preset units (millemeters in your case) when key F is held down and back to initial location when the key is released. You can add a negative sign to 5 or in front of the controller for it to move in the opposite direction.@ecati said:
Collision problem.
When the first part is moved, it enters into the second part and the third part escapes from the center. How is this prevented?There must be something in the way. Here is a few potential causes to this:
- Part2 is connected to multiple joints, such as the hinge and the piston. It must be connected to just the hinge.
- Either part2 is pushed out by part3 (if the hinge is not inside part3 or part3 state is not set to non-collidable). Either move hinge inside part3 and set it static or set part3 non-collidable so it doesn't push out part2.
- Another collision outside the shown view is stopping part2.
There could be many reasons. I won't know until I inspect the actual model myself, but the actual cause may very likely denote one of the provided potential causes above.
Regards,
Anton -
Hello, Martin,
@ballbearing said:
I got the worm gear to do it's work quite nicely (MSPhysics & Sketchy). Just making the collision mesh groups is time consuming. I wonder if there exist possibility for something like in Blender & mesh collision option? The collision frame is not so super exact...
Those images show it in SketchyPhysics, but it will work the same in MSPhysics.
So, another way of doing it (in MSPhysics) is by using geared joints:- Set both gears to non-collidable and remove all original joints connecting the gears.
- Add a Piston joint at the location and in the direction of the wormgear and connect it to the wormgear (using the Joint Connection Tool).
- Add a Hinge joint at the center and in the normal direction of the gear and connect it to the gear.
- Using the Joint Connection Tool, connect Piston joint to the Hinge joint to create a geared joint.
- Adjust the gear ratio of the piston-to-hinge gear using the MSPhysics UI.
Make sure you're using MSPhysics toolbars for doing all that...
Regards,
Anton
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