I dont seem to have the problem with the dirty dialog message. Can you give me some steps to reproduce it? Also does it act broken or just display a message?
I'll look into the Mac problem.
I dont seem to have the problem with the dirty dialog message. Can you give me some steps to reproduce it? Also does it act broken or just display a message?
I'll look into the Mac problem.
The 3.2 version of SP is ready. This version should finally work on Mac. Sorry for the delay.
Try it out and if works (or doesn't) please let me know. As soon as it seems it is stable I will turn on the auto update notice.
This is mostly the same as the last 3.2 test. Plus a few bugs fixed.
Old samples in this thread:
http://forums.sketchucation.com/viewtopic.php?f=61&t=32200
I will make some new ones when I get a chance.
Change log:
http://code.google.com/p/sketchyphysics/wiki/SP32Dec2
Chris
I cant really save each frame in a scene. As far as I know that would involve creating new geometry each frame and then hiding it as the frame moved on. Its just too much data.
The best I could do would be give you a script that would save the simulation each frame. Would that do what you need?
Put the code in the Scripted field. Not the ontick field.
Numbers larger than 100.0 will work. Experiment to find out what values work for whatever you are trying to do.
When it works holding shift will allow you to drag objects up and down instead of front/back
It should be:
onstart{
setLinearDamping(0.0)
setAngularDamping([0.0,0.0,0.0])
}
The new street view is actually much cooler that at first it appears. You can use the arrows WSAD and the mouse wheel to fly/drive around. It is much more than the street view in Google Maps. Which is limited to little bubbles of views along a street.
After looking at it for a while they are actually creating elements of a 3d scene from multiple camera views. So if you are going down a street with buildings or trees it is mapping the images on 3d polygons in those positions. It works really well and I imagine it will only get better.
Very cool!
Sorry, I know I am late with the new version. I have been real busy.
I'll work on this week but no promises.
Wow, didnt notice it was broken. Ill fix it.
I am not exactly what you are asking for. Did you know that at any point in the simulation you can pause it then save the model. That will capture that frame in time. Is that what you need?
@unknownuser said:
Chris (or anybody else that might have a clue!), what do you think of some sort of way to snapshot the current state of the simulation - objects, camera, etc - much like you can do with scenes, except aware of where SP thinks everything is at the moment?
I don't mind poking around in the code, but if you've got a suggestion that might move me along in the right direction while reducing code poking, I'd be grateful.
The goal is to be able to make smoother transitions between animation sections. Usually my objects need to undergo pretty complex movements that I have a hard time setting up in a single scene and one set of hinges/rules. So I break the movements into more reasonably code-able sections and then stitch them together later.
The awkward part, then, is remembering where we were at the very end of the previous segment.
Jay
@naththagr8 said:
I tried copying both an emitter and a drum. However, it only fired the very first one at frame 0. And so did everything else. (I should mention that I wanted to use my drum set that I have to do this model. But if that won't work, then I'll have to use yours.)
Hmm, I tried it and it didnt work. Not sure why and I am afraid I dont have time to figure it out right now. Once I get back to doing SP stuff I will make a much nicer demo with all the stuff I learned making this and the piano example.
@unknownuser said:
Is this from the emitter trying to find the delay (What's the purpose for the emitter knowing the delay?)?Could you give me some other reasons for this?
Go back and read some of the other posts in this thread. Now that you know a bit about the model it might make more sense.
@unknownuser said:
Plus, could you give me some tips for working on my model? Would I be able to use my sounds for my drum set? How do you get another midi instrument to play? (Such as a vibraphone) Questions, questions. I really appreciate it.
As I said earlier the drums were the first model I did and its not done "right". The piano is a much better example.
@unknownuser said:
I don't know why I didn't think of that earlier. I never noticed that they're named in order to play their sounds. What 'tells' the cone to emit?
There is code inside the cone and that checks every tick to see if it is time to fire based on the drumScore. Something like if drumScore[frame] is "on" then fire.
@unknownuser said:
I know the drumScore has all of the info, but how does a specific cone receive it's part?
Emitters know what note they play and the delay it takes the ball to arrive at the drum after firing. They know this by firing a ball at frame 0 and then measuring the time and the note played when it first strikes a drum.
@unknownuser said:
Also, what's the point of telling the emitter to stop for the drums? ...[0, "NoteOn", 76], [10, "NoteOn", 0]...
No point, they are not used. But the midi score I converted had them.
@unknownuser said:
Also also, are all the midi files in SP 3.2? (strings, keyboards, guitars, etc.)
Those are midi "instruments" and yes all midi instruments will work. There is a script command that will set the instrument on a given channel. Up to 16 different instruments can be playing at any one time.
It sounds like you are trying to recreate the drums example. Why dont you just modify the one I did. I dont mind.
The names of each of the drums is something like:
"midi:38"
That means when a ball touches me play note 38 (which is one of the drums)
If you copy a drum and a emitter (the cone) and change the name of the drum to "midi:45" that pair will now play note 45.
You can change the aiming and strength of the emitter and you can change the graphics to whatever you want. You should be able to do a set of say, chimes without changing much.
Then just modify the drumScore to be whatever you want. The only other way to time this would be with a HUGE if then statment
@naththagr8 said:
Okay, cool.
But like I said, I have little knowledge on coding. I'm guessing that the drumScore is the emitter times. But the rest is gibberish. Could you possibly explain the process? (I have SP 3.2 (SU8) and SP 3.1 (SU7)) Other than that, I'll wait for you to get farther on your work and see what you accomplish.
The piano example is more like the right way to do it. As I said I was still figuring things out when I did the drums.
@@drumScore={"10:46"=>[[0, "NoteOn", 76], [10, "NoteOn", 0],
This is a converted midi file. It is stored in a hash table. The "10:46" means channel 10 (always drums in midi) note 46. After that is an array of events. At frame 0 turn note (10:46) "on" with a velocity of 76. At frame 10 "on" with velocity 0. In midi "on" with velocity 0 actually means Note Off. and so on...
In the piano example its called midiEvents and the "NoteOn" has been changed to 1.0 for on and 0.0 for off.
@midiEvents={"1:69"=>[[3660, 1.0, 86], [3779, 0.0, 0],
@unknownuser said:
Anyway, 1st question: I need a code to set times (frames) at which an object emits. I plan on having a lot of times set. Would it be possible to put it in the scripted field? Or is that for something else? P.S. I only want it to emit once.
You have to use time rather than frames or it will not work right. I learned that from the drums example. The code to set an emitter to fire at a certian time is in both the piano and drum example.
@unknownuser said:
2nd question: Is there a way to delay when an emitter emits? (Possibly incorporated into the previous question)
You dont delay the emitter. You adjust the music score to handle the delay.
@unknownuser said:
3rd question: Is there a way to find out exactly how many frames an object takes to go from point A to point B?
I do it by firing the emitter at frame 0 and seeing how long it takes to actually produce a sound.
@unknownuser said:
I'm apparently no good with codes. The smartest thing I can probably do is variables.
Your best bet would be to wait until I finish my examples. They you should be able to do almost any music machine with very little coding.
Sorry for the late reply. Mac will be supported in the next version. It was supposed to be out last week but I found some problems and havent had a chance to fix them. It should be in a few days.
Open a web dialog with a url like:
http://sketchup.google.com/3dwarehouse/search?q=Empire+state+building
Only thing is it wont have the back/forward and home buttons. But you could rig that up pretty easy in html.