Thank you Wacov. I'm a Delphi programmer so I'll have no problem with little functions. What I meant to ask was, where do I find the "keywords" that the blue fields understand. There is the "if,else" but is there any "not,and,or,xor", there is "lefty, leftx" but what about other ones? What about math like sin, cos etc? and of course, things like +-* (/ or \ or both?) what about =, ==, === which is used? bla bla bla. you know! Or maybe I'm looking too hard, is it a ruby script we enter? and all ruby functions will work? Sorry for my ignorance.
Posts
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RE: Using formulas
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RE: SketchyPhysics3 Release Candidate 1
Perhaps not the right place to ask this question (to CPhillips) but, what is the reason for not having a "weight" attribute?
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RE: Can a motor spin around another motor?
Never mind, I figured it out. I had to group the motors with the main object.
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RE: Motor - Different Rotations!
I found a way to do it. You must group the motors from your small rotating objects with the main rotating object. I'll PM you a demo...
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Can a motor spin around another motor?
Is it possible to make an already spinning object spin around another?
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RE: Using formulas
ok thanks again for the help. Do you know where I can find the "codes" we can enter?
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RE: Using formulas
@wacov said:
Whoa, slow down. The blue fields are the ones that can use code...
I got all excited here didn't I
Can you enter more than one line in the Blue field? What's "Code: Select all" I see in both of your examples?
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RE: Using formulas
@unknownuser said:
umm. Put it in any field like strength or rate
oh!! You mean the fields that we put numbers in? Like "maxAccel" for the motor? duh! I thought only numbers were accepted. Now that make sense. But where do I find those code like (key("space")) like your example? Any documentation anywhere?
Thanks for helping.
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RE: Motor - Different Rotations!
The other thing is, if you copy/paste an object that's already join to a motor, so will the copy, and you'll need to de-select it using the Join tool again, use Ctrl to add and Shift to remove when you click the object. Or else it will try to rotate from it's current position to around the motor it's join to, and it may not even move at all. It all get screwy at that point. So make sure you have the right object join to the right motor, and not join to more than one motor.
If you still can't make it work, I can take a look at your project.
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RE: Using formulas
Thanks to clarify, I appreciate it. But I see no "Code" field when I select an object or a joint! I see "Joint", "State", "Properties" and "Shapes". That's where I'm stupid. I can use Sketchyphysics very well, but can't find the "Code" field!!
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RE: Motor - Different Rotations!
The only problem I can think of is that you have group your groups. Motors inside a group will no longer turn.
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Using formulas
I keep seeing posts about using formulas, scripts and stuff. Do they mean to modify a .rb file? because I can't find anywhere to enter formulas or anything in the UI! or am I stupid?
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RE: Motor - Different Rotations!
You need to use the "Join Connector" to connect the motor to your group. Do this for every group that needs to turn. Use a negative number in "MaxAccet" to rotate the other way. use one motor per group.
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RE: Assigning weight to an object.
I hope they have it in someday. What I'm trying to do is a simulation on same size balls of different materials, like solid gold and solid plastic balls. For example, a coin operator that can tell the difference between a fake coin or a valid one, based on it's weight and size. That's not what I'm working on, but something along that line, and I can't find a way to do it.
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RE: Assigning weight to an object.
@wacov said:
You can sort of make stuff heavier be increasing the bounding box's size without increasing the mesh's size.
I suppose so, but that's not very good on making simulations since we have no idea the weight the objects have in relation to each other by simply increasing their bounding box.
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RE: Assigning weight to an object.
oh, I guess I didn't search the board first. But such a simple addition, why not having it?
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Fluid object.
Will there be a Fluid object in future releases? With the ability to set the fluid density, as in water and oil?
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Assigning weight to an object.
Is there a way to assign weight to an object? If not, consider this a request. I think weights is one more important value in simulations, such as 2 balls of different weights colliding together. Right now, we have to rely on size, which is not practical.