SketchyPhysics 3.5.6 (26 January 2015)
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Pilou, I re uploaded the cut2 file.
One thing to remember is that after you save as, unhide all bodies and delete all the temporary hidden split bodies that were part of the original body. I already did this in the new cut2 file.
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Ok, i'm having a problem with the control panel/sp inspector. when i name a hinge, using " or ' i don't get a slider bar in the control panel. If i leave off the " or ' than i get a error"script error: undefined local variable or method..."
any help?
thanks
john -
@vlkster, are you saying that you wrote
slider("or')
in the controller?
If so, then you got it wrong! The quotation marks surrounding the string must be the same!
You may eigher use a double quote (") or a single quote ('), but you cant use a combination of both.
This is what it should look like,slider("or")
orslider('or')
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@anton_s said:
@vlkster, are you saying that you wrote
slider("or')
in the controller?
If so, then you got it wrong! The quotation marks surrounding the string must be the same!
You may eigher use a double quote (") or a single quote ('), but you cant use a combination of both.
This is what it should look like,slider("or")
orslider('or')
.No i did the way that you have shown.
slider("or")
orslider('or')
so i don't know
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@vlkster said:
so i don't know
Is your hinge connected to the object ? Can you upload the model so I could investigate?
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@trobius said:
Oh, actually I did think of something else that I would like to see:
Could you create a function which would allow you to retrieve the "parent" of an emitted object? (eg, toucher.getEmitter?)
I added
$sketchyPhysicsToolInstnace.getEmitter(grp)
. This will return the group from which the body group was emitted, ornil
ifgrp
wasn't emitted.Once I post an update, use this technique to get body emitter:
onTouch { |toucher, speed, pos| emit_grp = sp_tool_instance.getEmitter(toucher.group) emit_body = simulation.findBody(emit_grp) }
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[/quote][quote="Anton_S":1owgtx3w]
Is your hinge connected to the object ? Can you upload the model so I could investigate?[/quote:1owgtx3w]
https://drive.google.com/file/d/0B3sm21-D2kf1VnJkUnFqZGFjaDQ/view?usp=sharing
Don't make to much fun of my model, just messing around to get a feel for SketchyPhysics.john
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Hi Anton, thanks for resolving the significant errors in Sketchy Physics! A dream has come true. I tested an older large Model (was running but regularly crashed in version 3.2) with animated vehicles and animated camera and it runs almost flawlessly. To change I had only connected mirrored groups or components, whose collision geometry the new Physics (3.5) misinterpreted. The import of Replay Data into Twilight 1.5 and 2.0 seems to be working very well too. My goal is to simulate a futuristic urban space (WIP) with animated vehicles, aircraft, ships, people and cameras, which seems possible now. There is only the problem of time (leisure and rendering speed) ... Once again Thank you!
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@vlkster said:
Don't make to much fun of my model, just messing around to get a feel for SketchyPhysics.
Nice rail car! There are few things need to be done though.
- Your controllers are set to
hinge
in the rear wheels. The commandhinge
doesn't exist. In the controller section, you don't write the name of of the joint, but rather the command -- what joint is supposed to do, when is the wheel supposed to spin. In the controller section, the basic command is slider. Replacehinge
in both controllers withslider("hinge")
. There you will have some sort of a vehicle - Hinges are not good for motor purposes. I'd suggest using motor joints.
- Your rail needs to be covered with faces on both sides, and set to staticmesh, and needs to be smoother.
- Your car needs to be set to convexhull or convexhull2 collision.
I uploaded your model with such improvements! FYI, I purged unused definitions and materials. The model size is much smaller now.
- Your controllers are set to
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@faust07 said:
Hi Anton, thanks for resolving the significant errors in Sketchy Physics! A dream has come true. I tested an older large Model (was running but regularly crashed in version 3.2) with animated vehicles and animated camera and it runs almost flawlessly. To change I had only connected mirrored groups or components, whose collision geometry the new Physics (3.5) misinterpreted. The import of Replay Data into Twilight 1.5 and 2.0 seems to be working very well too. My goal is to simulate a futuristic urban space (WIP) with animated vehicles, aircraft, ships, people and cameras, which seems possible now. There is only the problem of time (leisure and rendering speed) ... Once again Thank you!
Thanks for feedback faust07! Since SP3.5, mirrored bodies no longer unflip when simulation starts. I tested this improvement in quite a few cases, but never found where collision was improper. Could you share a piece of model where the collision geometry is misinterpreted? I will see what I could do to fix it.
And GL with urban space
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Except the case of the "save as" that is not yet resolved for me for mysterious reason
how works the "explode volume" ?
It's just scripting or there is a Menu / Button for apply this function to a selection of Groups / Components ? -
@anton_s said:
@vlkster said:
Don't make to much fun of my model, just messing around to get a feel for SketchyPhysics.
Nice rail car! There are few things need to be done though.
- Your controllers are set to
hinge
in the rear wheels. The commandhinge
doesn't exist. In the controller section, you don't write the name of of the joint, but rather the command -- what joint is supposed to do, when is the wheel supposed to spin. In the controller section, the basic command is slider. Replacehinge
in both controllers withslider("hinge")
. There you will have some sort of a vehicle - Hinges are not good for motor purposes. I'd suggest using motor joints.
- Your rail needs to be covered with faces on both sides, and set to staticmesh, and needs to be smoother.
- Your car needs to be set to convexhull or convexhull2 collision.
I uploaded your model with such improvements! FYI, I purged unused definitions and materials. The model size is much smaller now.
Thats awesome!!! thank you for your help!! that solves the mystery for me.
thanks again
John
- Your controllers are set to
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Ok, here is split to pieces plugin.
Usage: Select group/component to split and apply the menu option.
Access: (Menu) Plugins > Split to Pieces -
The plugin works fine!
I will now study your very detailed explanation! -
Alas again!
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@unknownuser said:
The plugin works fine!
I will now study your very detailed explanation!Very well. No need to study the detailed explanation if you plan to use the plugin. One thing to remember, when you use the plugin, set all pieces to convexhull2 for proper collision generation. By default, all collisions are boxes, derived from the groups' bounding box.
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@unknownuser said:
Alas again!
[attachment=0:2rsm73ts]<!-- ia0 -->drama.jpg<!-- ia0 -->[/attachment:2rsm73ts]
So you are saying that whenever you 'save as' the model with original positions is saved, but not with the current positions, right?
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@unknownuser said:
@unknownuser said:
...right ?
Exactly!
I can't seem to reproduce this. It works on myne, Win7, SU2014.
What SU version are you using? I can see you're using Win8.
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@unknownuser said:
...right ?
I save like you said before when i had press again the Toggle Play Button so the blocks on the ground exploded visible!
Exactly!
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