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    • RE: Something new.

      @camokid11 said:

      so hopefuly not too hard then, ill have to try it when it comes out because ive got mixed feelings about it. One last thing, will it be compatable with sketchyphysics, eg: youcan run old sketchyphysics models on it, or have a bit of both worlds?

      Sorry. Maybe simple models could be converted. But anything that used a controller field or scripted elements wouldnt work.

      posted in SketchyPhysics
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      CPhillips
    • RE: Something new.

      @camokid11 said:

      so will the scripts be like the ones show in the picture, or will they be similar to whats being used in sketchy physics at the moment ❓ ❓ ❓

      The behavior scripts are an evolution of what was in sp3x. ontick{}, ontouch{} etc.

      posted in SketchyPhysics
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      CPhillips
    • RE: Something new.

      @unknownuser said:

      Is it switched to Newton 2.0... or is that not stable enough?

      Yeah, its the latest beta of 2.0.

      posted in SketchyPhysics
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      CPhillips
    • RE: Something new.

      BTW. I had never heard of LazyScript 😲 . I must of missed it somehow. I am looking at it now. But from a glance it looks like an attempt to fix the same problem SketchyBehaviors is. Allowing others to write code that can be easily used by others.

      Excellent work guys!

      posted in SketchyPhysics
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      CPhillips
    • RE: Something new.

      @hobbnob said:

      Kinda confused to be honest, mostly about the behaviour thing and ruby. Is sketchyphysics still usable for people who don't know ruby? A lot of the features mentioned need ruby to make them work, which is kinda worrying. . .

      No, if anything you will need to know less. It will come with all the basic SP features and only new features will require ruby code.

      Regarding the question of changing the physics engine. When I started this I took another look at all the physics engines out there and decided they were unsuitable for one reason or another. I even went so far as to get Physx running only to discover that it does not support cone or cylinder shapes. And convex hulls can only have 256 faces. Ug.

      posted in SketchyPhysics
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      CPhillips
    • RE: Something new.

      @wacov said:

      I'm gonna have fun with this one!!

      So, will all the newtonServer external commands be available for scripting, even if they're not implemented?

      Yes. Thats the way it works.

      posted in SketchyPhysics
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      CPhillips
    • Something new.

      Hi everyone. Sorry I haven't been around much. For most of the time I was just burned out on coding. Now I seem to be getting back in the mood and for the last few weeks I have been working on something new. I didnt want to say anything about it until I was sure it was going to work. Now I am pretty sure and I can start talking about it.

      Its called SketchyBehaviors. And its hard to describe it in a sentence or two. Its kind of like Sketchups Dynamic Components but on steroids. Another way to describe it would be SketchyPhysics without the physics engine. But dont worry, the physics engine will still be there and vastly improved.

      The idea is that any group or component can have one or more behaviors. And a behavior can do pretty much anything. A simple example is a door that opens when you click the doorknob. Or a building where you can adjust the number of floors with a slider. Or a full FPS camera system. All without the complexity of the physics engine.

      The best part is that anyone who can do a little ruby scripting can make a behavior. And they are reusable. For example you could write a behavior script for a car that would look inside the group find all the sub groups named "wheel" and attach them to the group named "body" with hinge joints or whatever. Then reuse that behavior on any "car" type group that fits the naming convention. Or give it to someone who wants to make a car but has no idea how to do the physics connections.

      And a really savy scripter could do amazing things! For example: say the physics engine supports materials (it does) and I haven't got around to exposing it (like I haven't) then someone could probably write (with some coaching) a "Physics Material" behavior that would expose as much of it as he wanted. With a simple seamless interface for a end user to access things like friction with a slider.

      Here is a screen shot from the current version:

      SketchyBehaviors-HelloWorld.jpg

      In the shot Sang has two behaviors attached to him. One makes him a physics body (thats right SketchyPhysics is now just a collection of behaviors). The other behavior doesnt actually do anything but shows off some of the UI elements a behavior can have. Note the "code" in the Behavior editor describes what UI elements are in the behavior in Sangs properties.

      Most of the major features are now working and I am staring on making various behaviors to see how it well it works and what needs changing.

      Sorry, No idea when it will be ready for a release.

      Chris

      posted in SketchyPhysics
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      CPhillips
    • RE: WEBSITE...?

      I let it lapse since I never did anything with it.

      posted in SketchyPhysics
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      CPhillips
    • RE: 4 Levels of Grouping

      I thought I had it fixed but apparently not... I need to setup a bug database so these things dont fall through the cracks.

      posted in SketchyPhysics
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      CPhillips
    • RE: [WebDialog writer's tool] JavaScript Console

      Again, I have to recommend Firebug Lite. It has a full featured Javascript console plus HTML DOM and CSS browsers. It works on IE, Safari, Firefox and Chrome and you can add it to any HTML doc with only one (long) line:

      <a href="javascript&#058;var firebug=document.createElement('script');firebug.setAttribute('src','http://getfirebug.com/releases/lite/1.2/firebug-lite-compressed.js');document.body.appendChild(firebug);(function(){if(window.firebug.version){firebug.init();}else{setTimeout(arguments.callee);}})();void(firebug);">Firebug Lite</a>
      

      http://getfirebug.com/lite.html

      posted in Developers' Forum
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      CPhillips
    • RE: Classes and Subs in SP?

      Yeah. Think of each object in the simulation as a class and the onTick, onTouch, etc are the event "subs".

      posted in SketchyPhysics
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      CPhillips
    • I'm back!

      Hi everyone! Sorry I haven't been around much the last month or so. Its been kinda hectic. But I am starting to think about what is next for SP.

      Short term there should be a new version of SP3x. It will have full Mac support (thanks to Kevin!) and a few other minor script commands.

      Then I am going to spend the next few weeks doing some research and planning before starting work on what will be SP4. It will formalize and expand on the ideas from SP3x, but I also want to fix and finish a number of features like sound and animation playback. And of course work through the list of user suggestions.

      If history is any guide SP4 will probably be out sometime early to mid next year. But this time I plan to do more beta versions.

      If I missed any PM or posts resend or bump them and Ill take a look.

      Chris

      posted in SketchyPhysics
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      CPhillips
    • RE: WebDialog Sub Forum? (Poll added)

      I vote no. I dont like too many subforums.

      posted in Developers' Forum
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      CPhillips
    • RE: Sketchy physics3 rc1 bug

      Not enough information to figure out the problem. Can you be more specific.

      posted in SketchyPhysics
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      CPhillips
    • RE: [Plugin] SketchyFFD (Classic)

      Sorry, I wasnt keeping up on this thread.

      There is a problem with the script under 7.1 or just 7.0? Can you give me some idea how to reproduce the bug? If it starts misbehaving open up the ruby console and see if it is printing any errors.

      posted in Plugins
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      CPhillips
    • RE: .execute_script on Mac SU6

      I think that example shows that a script with quotes in it now works. That was one of many problems with execute_script on Mac.

      posted in Developers' Forum
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      CPhillips
    • RE: How to launch a ruby script with OnClick?

      I think you want to use a SelectionObserver

      http://code.google.com/apis/sketchup/docs/ourdoc/selectionobserver.html

      Whenever a new object is added to the selection you can run some code.

      posted in Developers' Forum
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      CPhillips
    • RE: Transformations

      I tried out what I suggested and it totally didnt work. I think it is because of the way scaling is being used. Flip Y and Z and you also need to flip ScaleY and ScaleZ. That is surely possible, but I dont know how to do it.

      posted in Developers' Forum
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      CPhillips
    • RE: Transformations

      Looks like LDraw uses Y is up instead of Z. You could just swap the Y and Z elements when you build the points for the faces. And also swap Y and Z in the translate part of the transform. That will change the axis.

      posted in Developers' Forum
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      CPhillips
    • RE: Transformations

      Jim, what is the problem with the brick? The axis look ok to me. Is it that the brick isn't upright?

      posted in Developers' Forum
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      CPhillips
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