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    MSPhysics tests and questions

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    • Rich O BrienR Offline
      Rich O Brien Moderator
      last edited by

      These are amazing! Well done

      Download the free D'oh Book for SketchUp ๐Ÿ“–

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      • F Offline
        faust07
        last edited by

        Thanks Rich

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        • pilouP Offline
          pilou
          last edited by

          We are listening seagulls! ๐Ÿ˜Ž

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

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          • F Offline
            faust07
            last edited by

            Oh yes! Sound is the next step. No problem with MSPhysics...

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            • A Offline
              Anton_S
              last edited by

              That's a fine piece of rendering, faust!

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              • F Offline
                faust07
                last edited by

                Thanks, Anton! This is a great piece of plugin!

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                • N Offline
                  nlipovac
                  last edited by

                  ๐Ÿ˜ฎ ๐Ÿ˜ฎ ๐Ÿ˜ฎ

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                  • F Offline
                    faust07
                    last edited by

                    I could not resist to render a new desktop background picture for my PC ...
                    MSPhysics, indigo RT (path tracing, 7 minutes), removal of the fire flies with image editor.


                    SketchUp model


                    relevant physics geometry


                    SketchUp materials


                    rendering indigo RT

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                    • pilouP Offline
                      pilou
                      last edited by

                      Happy Feet! ๐Ÿ˜Ž

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

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                      • F Offline
                        faust07
                        last edited by

                        Test model as an example for large replay data stored in the MSPhysics 0.9.2 separate replay file.
                        The data are produced with onTouch and transforming various emitters to the touch points.
                        This principle is useful for other physics applications: tire tracks, landslides etc.
                        The advantage over the Particle effect is, that you can render it.
                        Please let the simulation run till frame 500 or longer, save Replay, exit the model, load it again and test what happens.


                        file without birds and sharks


                        pure SketchUp


                        the target

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                        • F Offline
                          faust07
                          last edited by

                          Anton, here a long time me nagging question:
                          How can I prevent that usually at the beginning of a simulation, transmitted Thruster objects rather accidentally fly into the air at an increased rate?
                          This initial speed exceeds the set Thruster impulse by several times and can lead to problems with the viewport.
                          Properties of the initial object are: non collidable, collision shape: Null, Thruster Controller: 30, Lock to Body Axis, Mass: 0.015
                          Also setting the non-collision per script at the start does not work (onStart { this.collidable=(false) }).
                          What is the reason for and what can I do to avoid this?
                          Thanks in advance!


                          Thruster on start of simulation


                          randomly another start

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                          • M Offline
                            markahon
                            last edited by

                            How can I use joints or some other way to combine two or more groups/components to form a stiff structure so, that each will have different weight/density and the combined object's center of mass is correct?

                            My specific problem is that I'm designing a table that has wooden tabletop and steel legs. I'm testing different kinds of steel structures as the legs. Then I'm placing weights on the edges of the table to get some kind of an idea what weight would cause the table to tip over and modify the legs' positioning if needed.

                            I tried different kinds of joints, but they all seem to make the table to stand no matter what kind of weight I put on the table edge. The only way working so far for me is to use no joints at all, make the whole table a single component and set approximate weight that I calculate myself. But that will cause the center of mass to be incorrect and afaik affects the results of this simulation somwhat.

                            Any help is much appriecated, thanks!

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                            • M Offline
                              markahon
                              last edited by

                              Edit: Duplicate post, see my question in next post.

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                              • F Offline
                                faust07
                                last edited by

                                Please post your model (reduced, without textures, scenes, stiles etc.) and we will find a solution.

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                                • M Offline
                                  markahon
                                  last edited by

                                  Thanks for the reply faust07. Here's one of my designs, reduced, I hope ๐Ÿ˜„ Table design to test what weights cause table to tip over

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                                  • F Offline
                                    faust07
                                    last edited by

                                    In this case it seems to be the right approach to take all the parts into a component.
                                    Joints are possible but not very helpful here. (You could test it with the "Fixed" Joint)
                                    What I've changed:
                                    Table legs and feet broken down into individual subcomponents. Then the collision geometry is more accurate. You can see it if you activate Collision Wireframe in Debug Draw in the MSPhysics UI.
                                    The base plate I have assigned the material Concrete and I have the axis position of the cube weights corrected in order to prevent that the parts sink into the ground.
                                    The axes were far outside the cube. But I do not know whether this significantly affect the behaviour of the body.
                                    The best way to prevent sinking is to increase the value for the material thickness (to 0.10) in the UI. Please test it.


                                    table with little corrections

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                                    • F Offline
                                      faust07
                                      last edited by

                                      Hi Anton, short question: how can I make up for the differences between controller and scripted input? With the same pre-set parameters why arise the differences in the results?
                                      Model slightly reduced to test it.


                                      Pengu-Test_03.gif


                                      Pengu-Test_03.skp

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                                      • F Offline
                                        faust07
                                        last edited by

                                        Here is an approximation of the setting of a servo joint (oscillator) with controller or script.
                                        The oscillation about 180ยฐ in both directions corresponds to the number pi in the script. Seems somehow to be logical ...


                                        Servo-Test_04.jpg


                                        Servo-Test_04.skp

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                                        • A Offline
                                          Anton_S
                                          last edited by

                                          Hello faust,

                                          Nice coding there. So, when you assign value via script, i.e some_servo.controller=, the value is assumed as some angle in radians. Whenever, you assign it via controller, the angle is assumed as the angle in preset angle units, which are by default in degrees.

                                          Now, instead of iterating through all servos to assign their controller, a more reliable way would be to use a variable. Control the variable through script and change servo angle via controller. Here is what I mean:

                                          onStart { @p3_head_osc = 30 set_var('wing', 0) } onUpdate { set_var('wing', oscillator(@p3_head_osc) * 30) }

                                          Paste this in the controller of a desired servo:
                                          get_var('wing')

                                          Other than that, I'm amazed by your improvement in scripting. Keep it up!

                                          Anton

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                                          • F Offline
                                            faust07
                                            last edited by

                                            Thanks Anton! The simple way is the best - I will try it. Here a little pengu fun with my old script solution and "Curvy Piston".


                                            Pengu-Test_11.gif

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