SketchyPhysics Alpha
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I am having a lot of fun with this script. Playing with the example files mostly; bowling, playing pool, trashing all the things that go round and up and down, tossing the doll about (got his head stuck through a wall once), etc. It's very entertaining! I realize it could be used as a tool as well, but I just want to play.
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I was looking at giantmonster.tv today, and wondered whether one could use SketchyPhysics as an easy rigging tool for SU?
The code already exists to define joints between different objects, along with movement tollerences (max and min) so by turning off gravity a rag-doll becomes a posable-doll.
What do you think?
So I had a look at the SketchyPhysics options… turning off Gravity is easy to do; but I was unclear about what the other options did…
Density: presumably affects the mass of objects when they collide.
Framerate: defines the amount of discrete time that passes during each itteration?
Worldscale: er - no ideaI was trying to recreate space - ie no gravity or friction, but couldn't find a way. My objects always slow down, as if through air resistance. Is this possible?
Ampa
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@ampa said:
I was looking at giantmonster.tv today, and wondered whether one could use SketchyPhysics as an easy rigging tool for SU?
The code already exists to define joints between different objects, along with movement tollerences (max and min) so by turning off gravity a rag-doll becomes a posable-doll.
What do you think?
AmpaPossible in theory. But it would require some fairly big changes to the non-ruby code.
So I had a look at the SketchyPhysics options… turning off Gravity is easy to do; but I was unclear about what the other options did…
Density: presumably affects the mass of objects when they collide.
@ampa said:
Yes. It isnt much use now. It will be important in future versions.
@ampa said:
Framerate: defines the amount of discrete time that passes during each itteration?
AmpaYes. 1 is the minimum. Higher numbers will appear to go faster but wont be as smooth.
@ampa said:
Worldscale: er - no idea
AmpaThis is how big the world is. Use bigger numbers to increase the size of the world.
@ampa said:
I was trying to recreate space - ie no gravity or friction, but couldn't find a way. My objects always slow down, as if through air resistance. Is this possible?
AmpaThere inst any air friction that I know of. I am not sure why your objects would slow down in zero g.
Chris
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@namza said:
ping pong machine
Very nice! It looks as cool as it works.
You should upload to 3d warehouse(use sketchyphysics tag).
Chris
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@cphillips said:
@namza said:
ping pong machine
Very nice! It looks as cool as it works.
You should upload to 3d warehouse(use sketchyphysics tag).
Chris
ok its done
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Hey Chris, where can I download SketchySolids Toolbar and how do I drag objects? I ot a LOT of trouble with that.
Invader ZIM
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@unknownuser said:
Hey Chris, where can I download SketchySolids Toolbar and how do I drag objects? I ot a LOT of trouble with that.
SketchySolids is part of SketchyPhysics.
There are instructions and a tutorial on dragging on the homepage:
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@cphillips said:
@unknownuser said:
Hey Chris, where can I download SketchySolids Toolbar and how do I drag objects? I ot a LOT of trouble with that.
SketchySolids is part of SketchyPhysics.
There are instructions and a tutorial on dragging on the homepage:
I got this really bad error here. Can you help me?
Invader Zim
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That picture is almost unreadable. But I think the problem is you don't have the files in the right place. Follow the instructions here:
http://code.google.com/p/sketchyphysics/wiki/LatestVersion -
If the "staticmesh" creates an object that followed the actual geometry of whatever it is, wouldnt it make sense simply to make all objects mesh objects though not static?
wouldnt that do away with all the work of having to change each item, and fix the problem with making a closed torus into nothing more than a cylinder from the viewpoint of the program?
Im sure there is a reason for it, but wouldnt it be easier to work with if all object were made as "mesh" objects that follow the geometry of the item, then you would only need to assign static, frozen, or ignore values to each item.
Also, as was posted before, pressing "Ctrl-Z" while in a simulation causes objects to "explode" and move around the scene. Its not easy to fix.
AND, sometimes when i make a floor when the "default" scene is acticve, then delete the default floor to play with the four objects, after they go out of the boundary of the default scene floor, they drop through the newly placed floor (yes its a solid object) while items i have made have no trouble with it at all.
All in all, very nice work.
Oh, and by the way:
Hi guys!! Im new here (obviously) and am currently in the process of being miserable with this plugin, and the two videos i have seen on it dont teach me anything more than how to place a hinge and stack up objects during a simulation.
If anyone would like to perhaps give me a hand with this, i would be grateful, as any "tutorials" that i find dont really teach me anything.
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Sorry, I just noticed this post.
The problem with "static mesh" objects is they can't move. That is why all the other shapes exist. The closest to what you suggest is "convex hull". But it isnt perfect and a lot slower.
I fixed the ctrl-z problem in the next version due in the fall. Ill look into the other bug.
As for tutorials: I haven't updated the ones on the website because most people are posting models to 3dwarehouse.
http://sketchup.google.com/3dwarehouse/search?q=sketchyphysics&styp=m&scoring=dYou can also ask for help in the SketchyPhysics forums:
http://groups.google.com/group/sketchyphysics/topicsChris
@masta squidge said:
If the "staticmesh" creates an object that followed the actual geometry of whatever it is, wouldnt it make sense simply to make all objects mesh objects though not static?
wouldnt that do away with all the work of having to change each item, and fix the problem with making a closed torus into nothing more than a cylinder from the viewpoint of the program?
Im sure there is a reason for it, but wouldnt it be easier to work with if all object were made as "mesh" objects that follow the geometry of the item, then you would only need to assign static, frozen, or ignore values to each item.
Also, as was posted before, pressing "Ctrl-Z" while in a simulation causes objects to "explode" and move around the scene. Its not easy to fix.
AND, sometimes when i make a floor when the "default" scene is acticve, then delete the default floor to play with the four objects, after they go out of the boundary of the default scene floor, they drop through the newly placed floor (yes its a solid object) while items i have made have no trouble with it at all.
All in all, very nice work.
Oh, and by the way:
Hi guys!! Im new here (obviously) and am currently in the process of being miserable with this plugin, and the two videos i have seen on it dont teach me anything more than how to place a hinge and stack up objects during a simulation.
If anyone would like to perhaps give me a hand with this, i would be grateful, as any "tutorials" that i find dont really teach me anything.
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Thats why I mentioned the idea of making a "Mesh" option to go along with static mesh. While Static Mesh is, well, static, Mesh would not be static.
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@masta squidge said:
Thats why I mentioned the idea of making a "Mesh" option to go along with static mesh. While Static Mesh is, well, static, Mesh would not be static.
Ah. I didn't write the physics engine (Newton). I just wrote the part that connects it to Sketchup. Newton doesn't support dynamic meshes to keep it fast.
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namza,
WOW. I love that you can rotate the image during play.
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I think i downloaded the wrong one... The only link I found seems to have no mention of any sort of new cool things. This (the one i downloaded) seems to be the same as what I had before.
Can anyone lend a hand?
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@namza said:
look at this one !
http://sketchup.google.com/3dwarehouse/details?mid=3033656328c1e705ca614abb1a17f2c8&prevstart=228Now that is cool.
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