Absolutely outstanding work.
Great simulation with no showmanship.
How many man-years are in it?
Posts made by faust07
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RE: HISTORY IN 3D
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RE: MSPhysics - Experiments & Examples
Here are some test results for new water and wave effects with SketchUp 2017 Make and MSPhysics.
Just for fun, entertainment, and a reminder of old skills.
Also to test the limits of the program and the great plugin and to expand them a little ...
I had some time due to a positive C19 test result - despite 2 vaccinations.
Had to stay at home for 1.5 weeks ... But the day after tomorrow I survived the infection and I can stroll out of the house to work again.
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RE: LO Pro 21 not working despite a valid subscription
Thank you very much. Worked. But that is an unusual approach. Does this mean that inaction while using SketchUp is punished?
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LO Pro 21 not working despite a valid subscription
SketchUp Pro 2021 can be opened, but Layout Pro 2021 cannot.
A window pops up with the question: "Ready to start your free 30-day trial period?"
But I'm registered and my subscription runs until March 18, 2023.
Does anyone have similar problems or even better - a solution? -
RE: Cattle Battle
Scary mood ... fresh minced beef for my cat ...
Is a blender animation planned or in progress? -
RE: [Plugin] ClothWorks v1.8.0 - 28 Apr 2024
These examples remind me of experiments with MSPhysics from 2017.
Here I had the sail aninated by means of randomly switched on and off subgroups.
The individual phases of the sail were previously modeled as a group.
A dream would be an integration of ClothWorks in MSPhysics.
A little bit of wind would of course not be bad ...
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RE: Problems with adoption Layout 2016 files in LO 2021
Since my problem seems to be an isolated case, I decided to manually reassign the scenes to the paper windows correctly.
Fortunately, all of the other layout settings such as scale, styles, etc. were still there.
Nevertheless, thanks for the hints. -
RE: Problems with adoption Layout 2016 files in LO 2021
It would be helpful to see the LayOut file.:
Unfortunately the model has 130 MB and the LO file 250 MB ...
With smaller layout files, the manual reassignment of the scenes to the viewports is also easier than with files with 60 viewports.Did you make changes in the file back in 2016 that resulted in the scenes being shown as modified?:
No, Scenes are not shown as changed when opening the 2016 model.If you open the 2016 version of the file in 2021, does the Camera section or other sections of the SketchUp Model panel show with a dark gray background?:
Yes, on some pages the Camera, Effects and Style sections are shown with a gray background, but the assigned scene is correct.
By clicking the "Back" button, I can cancel the deposit.As I said, with the model from 2016, Layout 2021 works flawlessly.
I converted this model from 2016 into a 2021 model with my new SU2021 one-to-one.
The converted model from SU2021 does not work in Layout 2021.
The model scenes are apparently randomly assigned to the layout windows. -
Problems with adoption Layout 2016 files in LO 2021
Problems with the adoption of SketchUp 2016 layout files in SketchUp 2021:
- Opening a LO 2016 file in LO 2021 with the link to the old SU 2016 model works.
- Opening the SU 2016 model in SU 2021 and saving it as an SU 2021 model with unchanged scenes (is no problem).
- Linking the LO 2021 file with the new SU 2021 model leads to the following errors: The model display windows are assigned completely incorrect scenes.
This means that you must manually reassign every corresponding scene individually.
What am I doing wrong?
Thanks in advance for help.
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RE: MSPhysics 1.0.3 (16 October 2017)
Hello Anton,
I hope you are fine and as a programming and physics genius you have a lot to do ...
My questions:
Is it feasible to make the existing (ingenious) MSPhysics compatible with SketchUp 2021 and what effort would that require?
SketchUp and Ruby API have changed a few times in the meantime.
Could outsiders with more or less programming knowledge help you? Possibly also financially.
You're working on a new version. Can someone help you with testing?
Otherwise, porting the last version v1.0.3 to SUp2021 would be very helpful, as you already have to keep 3 SketchUp versions:
SUp2016 32bit for Sketchy Physics, SUp2017Make for MSPhysics and the current SUp version for daily work.
I hope the users' interest in exercises and simulations on a physical basis for SketchUp does not wane.
Since SketchUp is only available in paid versions anyway and since more and more professional plugins are chargeable, this would also be conceivable for MSPhysics.
Well, moaned enough.
Best regards, Andreas -
RE: [Plugin] importDXFtext
I tried all possible variants for the import of text isolated from a plan (isolated, adjusted, older file formats, number of texts reduced to 3) and got in SUpPro2016 and SUpMake2017
a similar result: 2 nested groups with one guide point each.
Ruby Konsole:
DXF = '....\WenigTexteASCII.dxf'
UNITS = 'meters'
2 STYLES:
1 LAYERS:
37 TEXT ENTITIES:
0 MTEXT ENTITIES:
0 ATTRIBUTE TEXT ENTITIES:Making 37 TEXT Entities...
undefined local variable or methodbold' for TIG::ImportDXFtext:Module Error: #<NameError: undefined local variable or method
cp' for TIG::ImportDXFtext:Module>
C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:621:inblock in make_text' C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:511:in
each'
C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:511:ineach_with_index' C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:511:in
make_text'
C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:1770:inimport' C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:1795:in
new'
C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:1801:inblock in <module:ImportDXFtext>' SketchUp:1:in
call'
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RE: Some of my artworks!
Only those who are good at drawing, painting, and watercolouring can also model and render well ... You are a very good teacher for this. I did this when I was a college assistant. Unfortunately, I don't have the drive for it today. I take off my hat for you. Thanks for the many high-quality suggestions!
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RE: Animating 3D People with Animator
Smaller topographical bumps can be overcome quite easily with MSPhysics characters. If it gets steeper, new movement sequences have to be programmed. What I've wanted to test with a model for a long time is climbing stairs. When time comes, advice comes ...
The most difficult part of setting walking or running movements is coordinating the lower and upper thighs, as the lower thighs commute with a delay.
The example shows the interaction of physically active geometry, joints and envelope geometry. In addition, many small scripts are still working in the background ...
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RE: Animating 3D People with Animator
To 1.) Yes, they are from MSPhysics. I left the joints in the model to make it easier to find the right pivot points for the body parts. The joints can simply be deleted or the layer can be switched off.
To 2.) What do you mean by normal clothing? Maybe turn off SketchUp transparency? -
RE: Animating 3D People with Animator
Here is the model you want. I've provided the no longer functional MSP joints with axes that you can use as pivot points. It includes essential pivot points for walking and running. In MSPhysics, I use the pistons to lift the legs using a kind of hip movement. This is important for overcoming uneven terrain.
The joints in the neck and hips are important for more natural upper body and shoulder movement or for head and stooping movements.
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RE: Animating 3D People with Animator
For me this is a very understandable learning and knowledge process. Character animation is highly complex and everyone immediately recognizes deviations from the realistic movement of living beings. In the case of simplifications (due to a lack of technical possibilities or a lack of time), the environment should also be kept abstract to the same extent, otherwise it just looks funny. My attempts also fail because the claim and the actual presentation differ widely and self-doubt often prevents a presentation. It is refreshing to see your consistent pursuit of the topic and your progress. Go on! I would like to give specific help, but I don't have the time to deal intensively with Animator. In any case, Animator has the potential for it.
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RE: Animating 3D People with Animator
Very good approach and perhaps for certain animations it is enough for people to slightly move their arms, head, tilt or turn their upper body.
This creates the impression that the scene has not been populated with rigid figures. Technical simulations with people can be a bit more complex, for example when tools are to be guided.
In architecture visualizations I have found that people who are too realistic and moving are extremely distracting from the actual "content".
In urban development simulations, such as the representation of busy street spaces or traffic flows, moving people and vehicles are in turn very useful for the goal.
Today I could remember such a simulation with Animator. Here is the link:
https://sketchucation.com/forums/viewtopic.php?f=401&t=64948&start=30#p599837
Perhaps the author is still active and can give good advice or post animated models. -
RE: Animating 3D People with Animator
@ Nukeman: It should be an easy way to get the CRonoz characters into a T-pose. Usually you can download the figures in a straight basic position and there are small components built in as pivot points for the body parts (only visible in transparent styles).
@ ntxdave: Very good first result and definitely the right approach. Fredo's Animator is very suitable for timeline and K-frame animation. Smooth and pliable skin and clothing on the joints is almost impossible in SketchUp. I tried that with an orca animation with MSPhysics and had to invent profound, elaborate tricks: http://sketchucation.com/forums/viewtopic.php?f=323&t=68498#p626651
In order to achieve smooth movements and transitions, Fredo's Animator provides curves for the process.
Walking, sitting, getting up and moving on is actually a complicated process. It took me a long time to do this ...To let animated characters from other programs act in SketchUp, I consider the current state of the SketchUp functions to be impossible. It would be conceivable that Fredo could program an exchange of animation data between Blender and SketchUp, since the K-frame animation in Blender comes very close to the animator.
I render my MSPhysics animations with IndigoRT because AntonS programmed an export for it. Meanwhile, the Denoise function works very well, so that the rendering times for smooth single images are acceptably short (in daylight ...).@ pilou: that looks fantastic! I can't get enough of it. This is the ultimate professional way. Unfortunately difficult to combine with the SketchUp universe. SketchUp -> Cascadeur yes, back no ...