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    MSPhysics tests and questions

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    • F Offline
      faust07
      last edited by

      Hi Robin,
      have tested to find a solution to pause simulation per script, but have nothing found until now.
      I'm a script newbie too. For my purposes I look into scripts of models from the experts at 3D-Warehouse (AntonS & PituPhysics) or ask them in Anton's main MSP post.

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      • robintR Offline
        robint
        last edited by

        Well we are both struggling, blind leading the blind

        FYI this timer thing is fundamental to simulating physical systems (mass speed acceleration)

        The on touch is a good start, just need to time the sequence and display result on reset

        opens up a whole new way of simulating mechanical systems

        as fundamental say as a thermometer is to tell you the temperature - if you see my point

        so I must perservere. If I get a result I will post it you

        Cheers

        Robin

        As one door closes another one slams in your face

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        • robintR Offline
          robint
          last edited by

          A bing moment has occured β˜€

          when I # out the reset line, I just had a ontouch line only and it outputs to screen what might be some sort of final velocity m/s on impact (according to the script info)

          pls see model

          Now I cant yet correlate that to the calc velocity which should be 14m/s on impact from 10m
          it comes out at 58 and varies with the UI sim setting of Newton update rate (currently 10)

          also from dropping from 5m gives 33 (should be 9.9m/s and is 1/sqr2 - .707) whereas 33/58 is ca.57

          maybe some dynamic friction in play?

          Is this a worthwhile line of enquiry?

          Cheers

          Robin

          ps the ball is in anton's examples funny little thing - and something for gamers pool table maybe?


          falling block.skp

          As one door closes another one slams in your face

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          • A Offline
            Anton_S
            last edited by

            Yes, the final velocity should be 14 m/s, and it is 14 m/s.

            Your script in the model you posted, just outputs the frame:

            onTouch { |toucher, position, normal, force, speed|
              simulation.log_line("onTouch #{frame}")
            }
            

            That explains why you get unrelated results.

            To output the final velocity, you should change the code to output the speed:

            onTouch { |toucher, position, normal, force, speed|
              simulation.log_line("onTouch #{speed}")
            }
            

            And besides, setting the linear damping of the falling box to zero will make the final velocity even more right because this will eliminate the dissipative force.

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            • robintR Offline
              robint
              last edited by

              Thank you so much Anton, I was just about to post an apology for a stoopid boy Pike moment (no smilie for Duh 😳 )

              but I read the second line and it outputs frame to screen, what a numpty

              You gave me some other scrip that outputs velocity, strange to note that the cube reaches a terminal velocity ca 2m/s ca halfway down - intriguing. Is there something in there that simulates viscosity?

              onUpdate {

              Get current velocity

              cv = this.get_velocity

              Output it in the note

              note = sprintf("Velocity: (%.3f, %.3f, %.3f)", cv.x, cv.y, cv.z)
              simulation.display_note(note)
              }

              Cheers

              Robin

              As one door closes another one slams in your face

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              • A Offline
                Anton_S
                last edited by

                Yes, the viscosity is simulated by the linear damping. To remove the linear damping, select the desired group, open MSPhysics UI, activate the Properties tab, and set Linear Damping to 0.00. This should alter the height of terminal velocity.

                If you meant something else, like water or buoyancy, you can add a buoyancy plane by navigating to (Menu)Extensions->MSPhysics->Create Buoyancy Plane. Although the liquid is not simulated. It's just the buoyancy force that is applied.

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                • robintR Offline
                  robint
                  last edited by

                  Hi Anton

                  Just when I thought you cracked it with speed, something strange happens

                  When dropping the block from 10m = ok = 14m/s as per calc (see model)

                  Move the block down to 5m => nonesense answer like 0.07... (should be 9.9m/s)

                  Yet move block to other elevations like 8.5m or 2.5m , seems to work ok (but I haven't checked the result against calcs (12.9, 7)

                  So I am completely stumped πŸ˜’

                  BTW sometimes the block appears to penetrate the baseplate and slowly return to zero, could this be the reason?

                  Thats ruined my day

                  Cheers

                  Robin


                  falling block2.skp

                  As one door closes another one slams in your face

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                  • robintR Offline
                    robint
                    last edited by

                    Maybe uncovered a nasty bug? Anton

                    Here's a suggestion from your speed indicator

                    onUpdate {

                    Get current velocity

                    cv = this.get_velocity

                    Output it in the note

                    note = sprintf("Velocity: (%.3f)", cv.z)
                    simulation.display_note(note)
                    }

                    When it runs, on collision it displays 0.00 as expected, the block has stopped but we lost the terminal velocity

                    Could we say put an IF loop in the output velocity to note, only iff velocity <say .5m/s, then it should go to zero when the block stops (assuming no bounce)

                    Just a thought, maybe a simpler approach? from a ruby newby

                    Cheers

                    Robin

                    As one door closes another one slams in your face

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                    • robintR Offline
                      robint
                      last edited by

                      Sorry, Im getting tired

                      I meant it should retain the highest last value in note when the block stops

                      Apologies

                      Robin

                      As one door closes another one slams in your face

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                      • A Offline
                        Anton_S
                        last edited by

                        It's all cool πŸ˜„

                        Here is the code for viewing maximum velocity.

                        onStart {
                          @max_vz = 0
                        }
                        
                        onUpdate {
                          v = this.get_velocity
                          if v.z.abs > @max_vz
                            @max_vz = v.z.abs
                            simulation.display_note(sprintf("Max Speed %.3f m/s", @max_vz))
                          end
                        }
                        

                        And yes, the speed indicator in onTouch may not always work right, which is the problem of the physics engine that my wrapper is using.

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                        • robintR Offline
                          robint
                          last edited by

                          Hi Anton

                          Installed your script, works a treat and pretty accurate 😎

                          However I have meddled and got stuck, I cant find a way to print another result on a new line, tried everything, puts, print (can't find sprintf in docs either)

                          As you see I want to print elapsed time as well and it works but overwrite the Max Speed result on the same line

                          I feel really dumb getting stuck on this trivial matter, pls help 😒

                          BTW would I be right in saying that MSP script is a subset of official Ruby 2.0 and some elements like puts and print (they dont do anything on screen or riase an error)are left out?

                          Cheers

                          Robin


                          falling block3.skp

                          As one door closes another one slams in your face

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                          • A Offline
                            Anton_S
                            last edited by

                            Here:

                            onStart {
                              @max_vz = 0
                            }
                            
                            onUpdate {
                              v = this.get_velocity
                              if v.z.abs > @max_vz
                                @max_vz = v.z.abs
                                simulation.display_note(sprintf("Max Speed %.3f m/s\nElapsed Time; %.2f s", @max_vz, world.time))
                              end
                            }
                            
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                            • robintR Offline
                              robint
                              last edited by

                              Anton, ooh that is nice

                              from little acorns, great oaks grow

                              So now we have a timer as well

                              Maybe add

                              add the x.y.z distance travelled

                              and then I can perhaps simulate a cannon firing a cannon ball at a target

                              and with a bit of wind and air friction, elementary gunnery for the Napoleonic War

                              I will of course present my models to you for the consideration of others in the interest of MSP

                              Cheers, many thanks
                              Robin


                              falling block4.skp

                              As one door closes another one slams in your face

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                              • robintR Offline
                                robint
                                last edited by

                                Hi Anton

                                Just seen your Turret thingy, blown away by it
                                30 pages of code - I might as well try and become a brain surgeon!

                                Link Preview Image
                                3D Warehouse

                                3D Warehouse is a website of searchable, pre-made 3D models that works seamlessly with SketchUp.

                                favicon

                                (3dwarehouse.sketchup.com)

                                Very skilful

                                Robin

                                As one door closes another one slams in your face

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                                • gillesG Offline
                                  gilles
                                  last edited by

                                  Just playing with basics,
                                  Screw-MSP.gif
                                  brought me to some questions:

                                  When you at the screws,
                                  -one is static mesh and is collision shape fits perfectly.

                                  • to achieve the same collision shape for the mobil oneI had to it with several components.

                                  Any reason the soft isn't able to calculate the same collision shape but not static?

                                  To make those movements running well I used a workaround.

                                  For rotation we have hinge, motor, servo.
                                  For translation we have slider, piston, why not a linear motor?
                                  For translation + rotation we have corkscrew, why not motor + linear motor , servo + piston, servo + linear motor , linear motor + piston?
                                  For curve we have curvy slider and curvy piston, why not a curvy motor and curvy piston?

                                  Nota bene: just curiosity here, no request.


                                  Vis MSPhysic.skp

                                  " c'est curieux chez les marins ce besoin de faire des phrases "

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                                  • robintR Offline
                                    robint
                                    last edited by

                                    At last

                                    Terminal velocity
                                    Time
                                    Distance

                                    Now the basis of my cannon project

                                    Anton has made a sophisticated urret thingy available on 3D warehouse/msphysics

                                    but I want to make a simpler model for a gunner with inputs for
                                    horiz angle
                                    Azimuth
                                    muzzle velocity
                                    Range (from a range finder measurement of a distant target placed at random)
                                    Air density (from Bar pres, RH and temp)
                                    Air friction ?

                                    output > distance landed from target (eg a forward spotter)

                                    Simplistic stuff for a Napoleonic gunnery officer

                                    Maybe a moving target next (eg tank)

                                    On the 7th day god made Robin


                                    falling block6.skp

                                    As one door closes another one slams in your face

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                                    • F Offline
                                      faust07
                                      last edited by

                                      Hi Anton, after extensive tests with the fairly complex ice stage model, I can report that everything works very well.
                                      I just had to reverse some curves and exchange the programmed Curvy Piston Joint for the Orca. The calculation of the transformed emitter objects seems to work more precisely.
                                      This costs a little more time for the simulation, but the viewport problems no longer occur.
                                      That's great! Thank you very much!
                                      I have extended the simulation around a rain with middle large hailstones and it works.
                                      And for the future the integration of the good old SketchyPhysics fracture/split function and a kind of soft or flexible surfaces would be great...
                                      πŸ‘


                                      NewYear-Test_07.gif


                                      frame_000196.jpg

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                                      • A Offline
                                        Anton_S
                                        last edited by

                                        Thanks for testing and verifying, Faust. Next feature would be to improve performance of export to Skindigo and Kerkythea. I think there is a way to reduce export redundancy. The fracture thingy would be implemented too.

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                                        • F Offline
                                          faust07
                                          last edited by

                                          Sounds good!

                                          1 Reply Last reply Reply Quote 0
                                          • F Offline
                                            faust07
                                            last edited by

                                            Testing MSPhysics in SketchUp 2017.
                                            In a direct comparison between SketchUp Make 2016 and 2017, this incomplete image is created in 2017 when using the following script:

                                            Sketchup.active_model.active_view.write_image("e;/MSPh_Temp/frame_%06d.png" % frame,1600,900,true,1.0)
                                            

                                            How should it be right for SUp 2017?


                                            result in SUp 2016


                                            result in SUp 2017

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