Extremely extensive and diligent work. Super Soft Camera flight. What techniques you have used this time?
Posts
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RE: HISTORY IN 3D
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RE: MSPhysics 1.0.3 (16 October 2017)
OK, have just read your very long TODO list ... "path follow joint", "advanced explosion function" ... and much more. I wish you 48 hours a day.
First I thought, MSP is more focused on scientific simulation (), what can be seen at the many metal materials and the many possible fine adjustments. But it is refreshing to experiment with it.
Now I also read in the FAQ that: "The major aim of MSPhysics is to improve gaming in SketchUp" - Other interesting feelds are physical based simulations and animations of every kind. Nevertheless, I have two more questions: Is there a comparison of differences in script commands between MSP and SP, or is something like that planned for the future? Is there somewhere another forum where MSPhysics issues are discussed?
It seems that there is a relatively small interest in this forum. -
RE: [Preview] Wrap-R Video #2
that's the right way for us SU users!
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RE: MSPhysics 1.0.3 (16 October 2017)
Please help:
how can I reach the "self splitting" Method in MSPhysics? The simulation stops with the following error:
"MSPhysics Simulation has been aborted due to an error!
MSPhysics::ScriptException: A NoMethodError has occurred while evaluating entity script, line 1:
undefined methodontouch' for #<MSPhysics::Body:0x11916240> Trace: MSPhysics Script:1:in
add_group'
..."This script works in SketchyPhysics:
ontouch{
split(self,2)
}And the next thing is: how do I define paths in MSP analogous to the SP-curve method in the context menu?
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RE: MSPhysics 1.0.3 (16 October 2017)
Anton, you have nailed it...
I have started with a simple model to learn - emitted nails and two magnetic balls (birdy
is to heavy for beginner ...).
I tried to create a visually comprehensible animation. Not necessarily physically
correct.cool:
- materials and their properties,
- emitted objects stay in Record, Replay und Export,
- transforming hard camera change in simulation into soft camera movement during Replay,
- simulation as a wireframe, export with scene settings (stiles, shadows etc.) is
timesaving - and much more
problems and wishes:
- setting the material in MSP-UI Body Properties is a little tricky. The list scrolls
sometimes very quickly to their end (better to do it in context menu). - remember export animation options for next export in one SUp session (start-, endframe,
resolution ...).
Dreams:
- Twilight Renderer combatibility - but that is more the question of Twilight whether MSPhysics is supported as SketchyPhysics, for direct rendering in SketchUp.
- an algorithm to automatically convert models from Sketchy- to MSPhysics...
If someone wants to test magnetic nails ...
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RE: MSPhysics 1.0.3 (16 October 2017)
Very good news. Will try today to rebuild a model from SketchyPhysics in a model for MSPhysics (birdy).
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RE: SketchyPhysics 3.7.4
Oh sorry, I have my question not properly formulated. It relates to the direct animation output in SketchUp. My thought is, like in the animation editor of Twilight, to start the Physics simulation from a specific frame or time and stop after a specified margin. That would be very helpful for complex simulations, large models ore extravagant stiles do not have to be fully passed through to a required point or frame. Similar to Twilight renderer, the routine could internal count through, for example, to the frame 1200 and then begins with the complete image output for the Physics model situation at that point.
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RE: SketchyPhysics 3.7.4
A small question or idea to improve the handling of Physics Simulations after crash and bug splat. Would it be feasible to incorporate a function to start the simulation with a freely selected physics frame number, so how one can do it with Twilight Renderer in the animation presets?
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RE: Bird back to start
Thanks again for the kind words guys. Here a little more bird action ... Everything is normal SketchUp output. The possibilities for designing camera movements with SketchyPhysics are unlimited. Thats great! The bird is flying in Antons loop. The camera is controlled by the SUp scenes.
Hi Chri. Telepathy ... Unfortunately, I can only animate one bird. To copy Physics objects is very time consuming. But nothing is perfect...
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RE: Skatter is out !
Just an other idea: 3D tree maker ... http://sketchucation.com/forums/viewtopic.php?f=323%26amp;t=52540%26amp;hilit=tree+maker
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RE: Bird back to start
Thank you very much, Anton! Works like a charme:
And the script supplement looks so easy. Nevertheless, I still need some time to understand it.
Endless flying birds in the sky are no longer a problem...
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RE: Bird back to start
Thanks, Solo & ntxdave! I'm trying to evolve existing SP models and scripts and to use them for animation. There are a lot of insanely good examples in the Forum and in the warehouse such as path following scripts. Since SketchyPhysics is running very stable for a while (thanks to Anton_S and PituPhysics), it makes fun to experiment with it again. A small intermediate goal is, to send objects such as vehicles, walking people, birds, airplanes, ships etc into short continuous loops ... Unfortunately, my Ruby programming skills are still rudimentary.
@ Pilou: Yes, closed curves and small gaps would be good too. In the script a program loop should be built in with the meaning of - "if objekt is at the end of the path, start again at the beginning". Sounds simple, but I'm not able to write this ...
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Bird back to start
I need help to bring the bird back to the beginning of the curve, and then to let him fly in an infinite loop. The script is in the body of the bird. Thanks in advance!
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RE: [Plugin]T2H_EXPORT_WEBGL(Simple Viewer on Web Browser)
I suspect that models with 5 to 6 Mb represent the upper limit to navigate sensibly in WebGL. In my case this results in html files with around 8 Mb. A good way to reduce the file size is to check the file size of the textures in the folder gl_image, and possibly to reduce them, for example with the mentioned ae_TextureResizer. I think that section cuts, dimensions and scene texts are too difficult for WebGL. For cuts the client can use the Clip Plane functions.
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RE: [Plugin]T2H_EXPORT_WEBGL(Simple Viewer on Web Browser)
Tested it again and can say that "Orbit View" in "Scene Select" is a good solution to bring the model back and to navigate around without problems.
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RE: [Plugin] SectionCutFace
Same problem for me in SU8-Pro and Windows. Tested all variants of installation...
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RE: [Plugin] Texture Resizer (1.5.6) β updated 15.05.2013
Plugin works great in SU 2016 - a handy time and file size saver. Thanks!
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RE: [Plugin]T2H_EXPORT_WEBGL(Simple Viewer on Web Browser)
You are right - real potential! Look Around works like the same function in SketchUp. Pan you can do if you have a wheel mouse. Yes - the IE 11 question. Thanks for testing and thanks again to Tak2hata.