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    Urban simulation with MSPhysics

    Scheduled Pinned Locked Moved WIP
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    • F Offline
      faust07
      last edited by

      Improvement of the effect of the wind from the copter rotors on the leaves and branches.
      And improved the particle simulation to reduce the storage volume and rendering effort for the many surfaces.
      The raindrops, splashes and water marks appear only in the field of view of the camera depending on speed and direction of movement.


      F-Town_SUp-Wind_01.gif


      F-Town_SUp-Particles_02.gif

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      • F Offline
        faust07
        last edited by

        Another attempt to add individual moving people.


        F-Town_SUp-Walk3_05.gif

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        • F Offline
          faust07
          last edited by

          Here's another attempt to get a 3D Warehouse model up and running.
          And so I continue to try to simulate upright walking or running with SketchUp and MSPhysics.
          Never thought that would be so complex and all parts have to be adjusted exactly..
          Mass of body parts, speed, position and programming of the MSP joints, damping, frictional resistance of shoes and ground - everything interacts sensitively.
          Running and jumping movements are particularly difficult as the feet tend to break through the ground.
          The MSPhysics joints reach their limits and centrifugal forces or shocks, for example, cause the feet to swing out of their imaginary joints.
          Falls and fidgeting on the ground are not uncommon during the test runs..


          F-Town_SUp-Walk3_13.gif

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          • soloS Offline
            solo
            last edited by

            Holy moly, this is something, here I am trying to get a frigging treadmill to work with no success and you all Topgun.

            I need your skills.

            http://www.solos-art.com

            If you see a toilet in your dreams do not use it.

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            • Bryan KB Offline
              Bryan K
              last edited by

              Walking is hard for any simulation program and even research labs with millions to spend. You are doing great.

              See my portfolio at https://delphiscousin.blogspot.com/

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              • PixeroP Offline
                Pixero
                last edited by

                Very nice.
                I really like the night NPR image. An animation in that style would be awesome.
                The only thing missing is some light from the thrusters and maybe some more lights in some of the building.
                Great job!

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                • Mike AmosM Offline
                  Mike Amos
                  last edited by

                  When it come to motion, you are THE class act. Marvelous.

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                  • HornOxxH Offline
                    HornOxx
                    last edited by

                    ๐Ÿ˜ฎ ๐Ÿ˜ฒ ๐Ÿ‘ Faust, with my mouth open I stand there and marvel and I sincerely bow to this class! I love all this even without ever striving or understanding how all this works ... Great!

                    never trust a skinny cook

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                    • PixeroP Offline
                      Pixero
                      last edited by

                      Could you elaborate on how you did the animated tree branches simulation?

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                      • F Offline
                        faust07
                        last edited by

                        Thanks for the encouraging words!
                        An animation in the NPR style is my goal. The picture in the first post above is a single frame from an early stage.
                        There are still missing animated people, other animated objects, lights, etc ..
                        For the finished one-minute film with a few camera shots, both of my computers each need about 1 week of computation time with an average of 6 minutes of rough rendering per image (1920x1080 pixels, indigo RT).
                        Next, four movie layers are superimposed in the video editing program - SketchUp Lines-and-Colors, pure rendering, and two graphic layers created with FotoSketcher from the rendered images.
                        Several filters are used for the overlay then ..


                        pure rendering with indigoRT

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                        • F Offline
                          faust07
                          last edited by

                          The animated tree branches are components extracted from trees, which in this case can be copied arbitrarily and generate a servo joint with a MSPhysics script, wiggle and react to passing copters.
                          The large blue box in the GIF is the tree dummy with witch all branches self connect.
                          The GIF shows most of the active simple physics geometry. The geometry to be rendered is too complex for the calculation and is therefore physically ignored. Most smaller objects outside the camera's field of view are hidden. The rain simulation is not shown here.


                          F-Town_Branches_MSP_03.PNG


                          F-Town_SUp-MSP_02.gif

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                          • F Offline
                            faust07
                            last edited by

                            Playing with the architecture - from scaffolding character to more organic shapes in the exterior dungeon of the buildings.


                            F-Town_SUp-MSP-C5_01.gif

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                            • Mike AmosM Offline
                              Mike Amos
                              last edited by

                              Very nice, a brilliant demo of your ability.

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                              • F Offline
                                faust07
                                last edited by

                                Here is an attempt to summarize the essential components of the simulation very briefly. In complex MSPhysics simulations, it makes sense to separate the collision geometry from the visual geometry ...


                                F-Town_SU-MSP-C5_06.gif

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                                • Mike AmosM Offline
                                  Mike Amos
                                  last edited by

                                  Thank you, a privilege to see.

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                                  • F Offline
                                    faust07
                                    last edited by

                                    Thanks Mike,
                                    i struggle with details and especially with the light in rendering animations โ€ฆ
                                    Try to understand why certain lights in IndigoRT suddenly turn brighter or darker.


                                    F-Town_IR-MSP-G1_01.gif

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                                    • F Offline
                                      faust07
                                      last edited by

                                      23 joints, 2 beautiful eyes and the movements of the cloned model are halfway liquid .. ๐Ÿ˜‰
                                      Lost in character animation again - endless test series, felt 250 set screws.
                                      Each joint with at least 5 settings, each body part with position, mass, collision and friction properties, a little script, a bit of practice as Frankenstein and some time ..
                                      Sorry for the GIFs with that massive reduce of load time. ๐Ÿ˜Ž


                                      F-Town_SU-MSP-G3_22-60.gif


                                      F-Town_SU-MSP-G3_24-60-T.gif


                                      F-Town_SU-MSP-G3_22-60-R.gif

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                                      • pilouP Offline
                                        pilou
                                        last edited by

                                        How joints are regulated? by cursors ? Times lines ? ...

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

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                                        • Mike AmosM Offline
                                          Mike Amos
                                          last edited by

                                          Amazing job you are doing with animations, thanks for keeping us up to date.

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                                          • F Offline
                                            faust07
                                            last edited by

                                            @ pilou
                                            The connections are controlled via a kind of timeline for each character in a script.
                                            I have predefined several types of movement, which can then be modified and combined as desired.
                                            Since several people are to act in a complex model, a real-time control via mouse or keyboard in SketchUp is not controllable.
                                            For smaller environment models, however, it is possible to control a figure via mouse and keyboard in MSPhysics in real time ..

                                            @ Mike
                                            Thanks Mike.
                                            There is also a bit of enthusiasm for MSPhysics behind it.
                                            I do not want the interest in it breaking off.
                                            Maybe there will eventually be a further development that is even more user-friendly ..


                                            F-Town_SU-MSP-3P_01.gif

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