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    MSPhysics 1.0.3 (16 October 2017)

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    • TIGT Offline
      TIG Moderator
      last edited by

      @ecati said:

      Where do we download MSPhysics 1.0.0?
      You could wait [joke 😉 ] ?
      The current version is 0.9.9 - and it's latest version is always available from the SketchUcation PluginStore:
      http://sketchucation.com/pluginstore?pln=MSPhysics
      Like most Plugins/Extensions...

      TIG

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      • F Offline
        faust07
        last edited by

        Hi, ecati,
        Sorry, I used a test version for the connect example file.
        Anton is working on release version 1.0.0 - which soon comes out.

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        • S Offline
          SynSuka3D
          last edited by

          Bonjour,
          Je voudrais lire la vitesse D'un corps sur l'axe Y interne,no axe Y mondiale !!!
          J'ai essayé get_velocity...
          set_var("speed_Y",????)

          Hello,
          I would like to read the speed of a body on the internal Y-axis, no Y-axis world!
          I tried: get_velocity...
          set_var("speed_Y",????)

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          • A Offline
            Anton_S
            last edited by

            Hello, Nicolas,

            To get local velocity, along the body's Y-axis, you got to transform the global velocity relative to the body first, then get the Y component:

            loc_vel = this.get_velocity.transform(this.get_normal_matrix.inverse)
            vy = loc_vel.y
            

            Regards,
            Anton

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            • A Offline
              Anton_S
              last edited by

              Faust, I will ckeck out that cloth thingy soon.

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              • F Offline
                faust07
                last edited by

                Hi, Anton,
                first test of a (cloth-) mesh with your MSPhysics API self connect script.
                Unfortunately, each node joins only one rod. What am I doing wrong?


                Connect_test_01.skp


                Self_Connect_02.gif

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                • A Offline
                  Anton_S
                  last edited by

                  Okay, faust.

                  Your script for connecting bodies attempts to connnect multiple bodies to the same joint. That's how it is in the user interface of MSPhysics, but behind the scenes a new joint instance is added for each constraint. So here is the script to have:

                  onTick {
                    if frame == 1
                      this.touching_bodies(true).each { |body|
                        next if body.group.name != 'capsule'
                        joint = MSPhysics;;BallAndSocket.new(this.world, this, this.get_matrix, this.group)
                        joint.connect(body)
                      }
                    end
                  }
                  

                  Paste it into one knot, and assign it to all knots, using the Assign Script to All With Name button.

                  That said, this is a very inefficient way of creating cloth, not to mention that you also have to create faces and then reposition vertices and map the UVs of textures (if any).

                  I already got my own, more efficient, version of cloth working, like 3 years ago. But it's not perfect. Here is the demo updated and refined for the current version of MSPhysics:

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                  • C Offline
                    cristyan
                    last edited by

                    Hello ! There is a script or another way that maintains the same distance between objects attached on CurvySlider , as a rollercoaster ? Thank you !

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                    • F Offline
                      faust07
                      last edited by

                      Thanks, Anton,
                      Your code works perfectly. For genuine cloth simulation this is, of course, too cumbersome. For me, it is a good practice to learn a little bit of good script again. In addition, the example shows the almost unlimited possibilities of MSPhysics.


                      Self_Connect_03.gif


                      and this happens after 1.800 frames

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                      • A Offline
                        Anton_S
                        last edited by

                        Oops, the get_normal_matrix should be normal_matrix

                        Also, to quote other people, use the double-quote button or put them in quote tags surrounded with square brackets. And posting the whole video on the error isn't necessary either. Just post a message that is reported.

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                        • S Offline
                          SynSuka3D
                          last edited by

                          ==============================

                          To get local velocity, along the body's Y-axis, you got to transform the global velocity relative to the body first, then get the Y component:
                          CODE: SELECT ALL
                          loc_vel = this.get_velocity.transform(this.get_normal_matrix.inverse)
                          vy = loc_vel.y

                          Regards,
                          Anton

                          ===================
                          problem!!!!!!

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                          • ecatiE Offline
                            ecati
                            last edited by

                            This gears is not spinning properly. What would be the reason?


                            dişli.jpg


                            dişli.skp

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                            • ecatiE Offline
                              ecati
                              last edited by

                              Hi, Anton
                              Will you take a look at this file at a time when you are not busy?


                              makine.skp

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                              • A Offline
                                Anton_S
                                last edited by

                                Hello, Ecati,

                                For the first one, try setting material thickness of simulation tab, in the MSPhysics UI, to zero. It will improve the behavior by a bit. But because the gears are too small, the collision intersections aren't quite proper. You could increase world scale, say to 40, which should result in an improved behavior, but it will unfortunately result in a crash. I will try to fix that scaling bug before releasing 1.0.0.

                                For the second one, you can increase update rate, to say 4, and/or reduce update timestep, to say 1/120. The smaller the update timestep is, the more accurate the simulation is. The smaller update timestep should prevent collisions from deteriorating. Both of the settings can be adjusted through the Simulation tab of the MSPhysics UI dialog. After you do these, increasing the motor speed should have things running properly.

                                Nice examples by the way. I'm stunned with your improved MSPhysics skills.

                                Regards,
                                Anton

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                                • ecatiE Offline
                                  ecati
                                  last edited by

                                  Is it possible to do servo controls via the msphysics API without writing a script?

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                                  • A Offline
                                    Anton_S
                                    last edited by

                                    It depends on how complex you want the controller to be. The simplest one is the slider controller. You can generate it by pressing the generate slider button in joint UI. Others are controlling with key, like key('f') as noted in some prior post. You can also write a function of time dirctly into the cpntroller, like: t = world.time; cos(t)*5 There are many controllers you can write without relying on the MSPhysics scripting API.

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                                    • W Offline
                                      Wolfy_71
                                      last edited by

                                      I'm really enjoying MSPhysics plug-in and have been following Sam Ketner's very insightful tutorials on Youtube. I'm wondering if there is a manual easily available, so I can bone up on some more stuff. More pressingly, I'm wondering how to attach one hinge with a bar (which appears to be in a fixed point) on a bar attached to another hinge... so that it is freely movable. I'm trying to draw an umbrella-like hinge at the moment and I'm stuck.

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                                      • ecatiE Offline
                                        ecati
                                        last edited by

                                        Hi, Anton,
                                        I made this file by taking advantage of the Planned Steps.skp file you have prepared. I want the movement to begin when the space key is pressed and continue and stop until the space key is pressed again.


                                        makine_servo.skp

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                                        • A Offline
                                          Anton_S
                                          last edited by

                                          @ecati said:

                                          I made this file by taking advantage of the Planned Steps.skp file you have prepared. I want the movement to begin when the space key is pressed and continue and stop until the space key is pressed again.

                                          This command will be available in MSPhysics 1.0.0. Basically you will utilize the toggle_key('space') command. It will be released soon.

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                                          • A Offline
                                            Anton_S
                                            last edited by

                                            @wolfy_71 said:

                                            I'm really enjoying MSPhysics plug-in and have been following Sam Ketner's very insightful tutorials on Youtube. I'm wondering if there is a manual easily available, so I can bone up on some more stuff. More pressingly, I'm wondering how to attach one hinge with a bar (which appears to be in a fixed point) on a bar attached to another hinge... so that it is freely movable. I'm trying to draw an umbrella-like hinge at the moment and I'm stuck.

                                            To create movable hinges, you have to create them within the context of a desired parent group/component. Then connect it to the desired child group/component (using the MSPhysics Joint Connection Tool). That way the parent group will move and the connected child group will move relative to the parent group, while rotating around the hinge axis, which will also be relative to the parent group.

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