Try:
slider("foo",0)
Ouch. Thats a lot to test. Can you send me a model that fails and I'll take a look.
Yes magnets are effected by the size of an object.
You can attach files to posts. Look at the bottom of the form and there is an "Upload Attachment" tab.
If you send me the file and the extra ruby code I can try it out in a debugger and see if I can figure it out.
That is more or less what gravity is. All other units are not in any sort of real world scale. If 10x works then its "right".
Look under View->Tool Bars->SketchyPhysicsJoints
ontouch{|toucher,s,p|
if key("W")==1
@joint=connect(toucher,"fixed")
end
}
#Then later.
if(@joint!=nil)
@joint.disconnect()
end
@jblively said:
- New script command setFrameRate overrides physics settings framerate.
Hello, trying to implement the set frame rate command to get the model to slow down on faster computers so we can anticipate the results.
Can you let me know the usage and where to put it.
I've tried setFrameRate=5; in the on tick section and it doesn't seem to make any difference.
Thanks,
Joe
Thats not quite how it works. a frame rate of 5 will make the physics simulation step 5 times before updating the sketchup model. To make it go a little slower you could use a frame rate of 1.
I have never seen that error before. Best guess something went wrong with the new Midi sound support. What version of windows are you using? Do you have any thing unusual about your sound setup?
So far SP3.2 has been downloaded 2800 times, 500 of those are Mac. Yet there have been very few posts here about if it is working for you or not?
At least 2 Mac users had problems running at all, probably because they had os 10.5 instead of 10.6 (we are working on a fix). But can anyone confirm that it is running correctly on 10.6?
Also there are some vague reports about stability issues. But no one has posted anything specific. Is it stable? If not can you give me an idea how to reproduce the problem?
Any bugs or feedback would be most welcome.
Chris
I think this is what you want:
slider("foo")+0.5
I just forgot to update the version number in the installer. I will make a note to fix it.
At first glance it looks like it might be a conflict with another plugin. Could you let me know which other ones you have installed.
It is a limitation of the physics engine.
There is a setting in the plugins->Sketchy Physics settings dialog that will allow you to adjust world scale. It is still tricky tho. Best to make models big enough so that they work with the default settings.
It looks like right now SketchyPhysics will only work on Mac's running 10.6. We may be able to make a 10.5 version if there is enough demand. Can a few mac users chime in and let me know if you are still using 10.5. Also is anyone using 10.6 getting this error?
Chris
Cool! Nice touches like the aim reticule gets bigger when you fire.
Embedded sounds or midi?
I am still using SU7 so I cant open that file.
off the top of my head:
body=copy()
body.group.name="name"
I guess the next question would be why do you need emitted objects to have names?
First create a directory called
c;\temp
That is where the exported frames will wind up.
Then put this in the scripted field of ONLY ONE OBJECT.
ontick{
Sketchup.active_model.save("c;/temp/frame_%06d.skp" % frame)
}
Run the simulation and you should have a bunch of skp files in c:\temp
You could just set the name to anything you like.
That helps a little. Now if I could just figure out how to get this to start happening I am sure I could fix it.
@phy said:
@mptak said:
Chris:
There is a work around for the "Webdialog is still dirty" message. After you make a change to your code, click on the sketchyphysics inspector before closing it. If you don't the next time you open the inspector it will give the "Webdialog is still dirty" error.