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    SketchyPhysics 3.5.6 (26 January 2015)

    Scheduled Pinned Locked Moved SketchyPhysics
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    • V Offline
      vlkster
      last edited by

      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

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      • A Offline
        Anton_S
        last edited by

        @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") or slider('or').

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        • V Offline
          vlkster
          last edited by

          @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") or slider('or').

          No i did the way that you have shown.
          slider("or") or slider('or')

          so i don't know

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          • A Offline
            Anton_S
            last edited by

            @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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            • A Offline
              Anton_S
              last edited by

              @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, or nil if grp 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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              • V Offline
                vlkster
                last edited by

                [/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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                • F Offline
                  faust07
                  last edited by

                  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! πŸ‘

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                  • A Offline
                    Anton_S
                    last edited by

                    @vlkster said:

                    Don't make to much fun of my model, just messing around to get a feel for SketchyPhysics.

                    Nice rail car! πŸ‘ There are few things need to be done though.

                    • Your controllers are set to hinge in the rear wheels. The command hinge 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. Replace hinge in both controllers with slider("hinge"). There you will have some sort of a vehicle πŸ˜„
                    • 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.

                    fun.skp

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                    • A Offline
                      Anton_S
                      last edited by

                      @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! πŸ‘

                      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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                      • pilouP Offline
                        pilou
                        last edited by

                        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 ?

                        Frenchy Pilou
                        Is beautiful that please without concept!
                        My Little site :)

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                        • V Offline
                          vlkster
                          last edited by

                          @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! πŸ‘ There are few things need to be done though.

                          • Your controllers are set to hinge in the rear wheels. The command hinge 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. Replace hinge in both controllers with slider("hinge"). There you will have some sort of a vehicle πŸ˜„
                          • 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

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                          • A Offline
                            Anton_S
                            last edited by

                            Ok, here is split to pieces plugin.

                            Usage: Select group/component to split and apply the menu option.
                            Access: (Menu) Plugins > Split to Pieces

                            Place into Plugins folder!

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                            • pilouP Offline
                              pilou
                              last edited by

                              The plugin works fine! 😎
                              I will now study your very detailed explanation! πŸ˜‰

                              http://s6.postimg.org/c9i6n6afl/blocks.jpg

                              Frenchy Pilou
                              Is beautiful that please without concept!
                              My Little site :)

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                              • pilouP Offline
                                pilou
                                last edited by

                                Alas again! 😲

                                drama.jpg

                                Frenchy Pilou
                                Is beautiful that please without concept!
                                My Little site :)

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                                • A Offline
                                  Anton_S
                                  last edited by

                                  @unknownuser said:

                                  The plugin works fine! 😎
                                  I will now study your very detailed explanation! πŸ˜‰

                                  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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                                  • A Offline
                                    Anton_S
                                    last edited by

                                    @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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                                    • A Offline
                                      Anton_S
                                      last edited by

                                      @unknownuser said:

                                      @unknownuser said:

                                      ...right ?

                                      Exactly! πŸ˜„

                                      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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                                      • pilouP Offline
                                        pilou
                                        last edited by

                                        @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! πŸ˜„

                                        Frenchy Pilou
                                        Is beautiful that please without concept!
                                        My Little site :)

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                                        • pilouP Offline
                                          pilou
                                          last edited by

                                          Yes Windows 8.0 + SU 2014 0. 49 000 - I don't want 8.1
                                          and SketchyPhysics 3.5.2 πŸ˜„

                                          I will install 3.5.3 but I am confiant in the result! πŸ˜‰

                                          Frenchy Pilou
                                          Is beautiful that please without concept!
                                          My Little site :)

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                                          • A Offline
                                            Anton_S
                                            last edited by

                                            Before I try it on my Win8, I would like you to clarify. So you pressed play, paused at desired time, saved as, reset simulation, close the model without saving it again, opening the saved model, and you have your rocks at current locations.

                                            If you did save after the 'save as' then here is your problem... Saving after the 'save as' will overwrite the 'saved as' model.

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