SketchyPhysics 3.5.6 (26 January 2015)
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How can I get my sketchyphysics file by default?
I quit my Sketchup, but I did not quit sketchyphysics before. And I saved the Sketchup file with shifted sliders. So my model was not in default, but it was in motion.
After I quit and then open the model again, the model is in last position. When I then start the slider, the sketchyphysics parts swing additional, what is wrong.
So my question is:
Is there a work around to get my model in default?
Or is that only possible in Time Machine? -
I don't think there is a workaround. Try resetting SP each time before you save. Also, your SU file creates skp and skb files. The skb file contains the pre-last saved model. Maybe the default model is in there...
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Dear Anton,
now my model is right. Awesome! And β¦
β¦ there is my next question: How can I make a copy of my SP-model, to get it two times in my file?
I can not make a SP-component, can I?
I can not make a SP-group to drag it with plus sign, can I?If I try to copy the marked selection to put it in my file, then my four hinges are corrupted:
You have a solution?
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Dear Anton
one more question:
If I use the sketchyphysics three-circle-arrow and then open the slider, to move the group. How can I make, that the group stays in default and just the slider turns the group to the left or to the right?
Best regards,
Norbert -
This plugin is just AWESOME !!! But it's like it doesn't work with SUPRO2015.
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Hi I just love SketchyPhysics though I spend much time getting things right. But I love the posibitity to animate whithin SU big time.
How ever I do have a wishing list:
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It would be nice if you could save severals animations, and run them simultaniously so that you can animate and control several objects. I.e. animate one item, then run the animations and at the same time animate and record another item in relation to the first animation. And then at the end join the animations into one.
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and then have a timeline so you could rund the animations with the timing and speed that you want.
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Go back and forth in an animation and see the frame number and time at a given framerate.
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Go to a spesific frame number or timestamp in an animation. I have some rather large animations, and use Twilight to render. In Twilight I can start the rendring at a given frame rate (and thus I dont have to render an entire animation) but to find the frame where I will start, I have to run the entire animation in SP and that often takes minutes to find the start frame. Again a timeline would be nice
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Off course upgrade to SU2015
And I would be willing to pay for SP if these features were implemented
Regards Mads
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Ahem...
Should "SketchyPhysics 3.5.6 (January 26, 2014)"
not be "SketchyPhysics 3.5.6 (January 26, 2015)"? -
You have a cool free Physics 2D : Algodoo!
Take any image of SU objects (on PNG transparent) and transform them in Algodoo 2D objects!
(not for sensible person)http://www.youtube.com/watch?v=OHu5e1gJSC4
Minute 3.25 for transparent robot! (Phun is the old previous of Algodoo ! )
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Hello Anton. The next SP update you could write "transition" script?
For example:this.transition(hidden/visible, frame_interval)
or between numbers, from 26 to 35:
@num1 = 26 @num2 = 35 @num1 * transition(@num2, frame_interval)
or
3D point @original_3Dpoint = [43, 10, 16] @final_3Dpoint = [22, 10, 5].point_transition_to(@original_3Dpoint, frame_interval) or Vector @original_3Dvector = [0, 1, 0] @final_3Dvector = [1, 0, 0].vector_transition_to(@original_3Dvector, frame_interval)
This is very facilitates our job.
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What's the reason for such a behaviour?
[screenr:lw2isazp]1A6N[/screenr:lw2isazp]
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@PituPhysics Why not simply include such method in your scripted field? And just fyi, I no longer plan to make any updates to this project. Anyone can take over if they want to.
@Cotty Send me the model, and I'll try figure out what's wrong.
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I'm sorry ... But will be update to SketchUp 16-17-18...234, right?
It does not matter if it is only 32-bit it works, just be good. -
Making a FPS game is not finished yet. I started two weeks ago. Look at on youtube or on Warehouse.
https://www.youtube.com/watch?v=YQUxRYTHovA
https://3dwarehouse.sketchup.com/model.html?id=u2d7afa4c-e8e0-491c-b2b3-e47325f9bfb6
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That's a nice FPS there, Pitu. I'm looking forward to play it once it's done. The reason I no longer plan to make update to SP because I don't have the C++ source, which without it its impossible to get it working under 64bit applications, and because SP uses old outdated physics engine. Despite that, I started a new project, MSPhysics, which uses the latest Newton Dynamics physics engine. You can see the MSPhysics thread here if you wish: http://sketchucation.com/forums/viewtopic.php?f=323%26amp;t=56852 I'm sure creating FPS games in MSPhysics would be a much easier experience. Other than that, keep up the great work.
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Hello! I work on a mac (OS 10.9), and I have problems installing Sketchyphysics. I tried via the Sketchucation plugin from Sketchup 15, and it keeps telling me that it can't load Sketchyphysics on the log :
Error Loading File /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/main.rb Error; #<Fiddle;;DLError; can't load /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/lib/libNewtonServer3.dylib> /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/fiddle/import.rb;85;in `rescue in block in dlload' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/fiddle/import.rb;82;in `block in dlload' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/fiddle/import.rb;73;in `collect' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/fiddle/import.rb;73;in `dlload' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/newton.rb;105;in `<module;NewtonServer>' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/newton.rb;94;in `<top (required)>' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/rubygems/core_ext/kernel_require.rb;45;in `require' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/rubygems/core_ext/kernel_require.rb;45;in `require' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/main.rb;25;in `<top (required)>' /Applications/SketchUp 2015/SketchUp.app/Contents/Resources/Content/Tools/extensions.rb;197;in `require' /Applications/SketchUp 2015/SketchUp.app/Contents/Resources/Content/Tools/extensions.rb;197;in `load' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics.rb;433;in `register_extension' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics.rb;433;in `<module;MSketchyPhysics3>' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics.rb;415;in `<top (required)>'
Does anyone could help me understanding what's happening and how I could fix that ?
Thanks in advance
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You get this error because you are running SketchyPhysics on a 64bit SketchUp application. SketchyPhysics only works in 32bit applications. You have to download SU2014 (32bit) and use SketchyPhysics from there.
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I work in the film industry as a set designer and I loved this plugin back when I was still using SU2013. It helped me show how a prop might work and to animate a stoyrboard sequence for a set but I haven't been able to use it since:{...
I also do Product Design on the side and you can understand how indispensable this plugin is for that.
Please, Please update for SU2015 64bit and onward. Most of us in these types of industries rely on Sketchup over Maya, ACad, Rhino, Solidworks etc. because of how quickly we can show a client a 'working' model.
Randy Hutniak
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Hi there,
I was wondering if Sketchyphysics would be suitable for measuring the overturning moment of an object? I'm working in a museum and we have done some basic 3d scans of objects which I have imported into SU. I have found a plugin for centre of gravity but would like to know if you could apply ground velocity to an object to see what size earthquake would topple it.
Thanks
Lumens
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Hello dna645. I would be more than willing to update SP to SU2015 64bit, but the problem is that I don't have the C++ source, since the libraries have to be compiled under x64 in order to work under 64 bit. I tried contacting Chris Phillips, the author of this plugin, but I haven't got a reply yet. Maybe Chris Phillips want's to publish SP 64bit himself, but he has been pretty inactive since I joined the forums, so I don't know. I'll just wait for his reply.
Hello Lumenous. SketchyPhysics could be used for earthquake purposes, but I'm not sure if the results would be accurate. I mean more data has to be taken into account, like friction between surfaces. However, if friction isn't that vulnerable, here is a demo:sp_earthquake.skp Some adjustments to the slider properties could be made to suit your purpose.
BTW, you don't need a plugin to calc object's center of gravity. Just assign model's shape to Compound2 and the center of gravity will be calculated automatically. To do it, right click desired object(s) and select SketchyPhysics->Shape->Compound2.
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Thanks Anton_S
Very good proof of concept. I'll have a go at testing settings and models and let you know how I get on. Generally our earthquakes are fault slippage in a north/south direction so one piston is fine as I can change the orientation of the object depending on how it would be exhibited. The tricky bit is modeling for any uplift during a p wave event. Maybe a single pulse piston in the up-down direction?
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