What to do if controllers disappear from runtime control panel? Restarted simulation a dozen of times, no luck. Removed and replaced controller and restarted, nope. They're gone.
And, by the way, how to remove/tune transparency of runtime control panel?
Posts made by jumpjack
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RE: MSPhysics 1.0.3 (16 October 2017)
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RE: Physics simulator
@rich o brien said:
@jumpjack said:
could chatgpt automatically turn a 32 bit .rb source into 64 bit?
I asked it how to lose weight and it beat me up and took my shoes
I asked it because I often use chatGPT for coding, amd it's quite good. If it can convert from one language to another(example, python to javascript), maybe it can also convert from one language to same language but 64bit.
But I've just noticed that MSPhysics is made of multiple .rb files, so this could be harder than I thougth.
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RE: Physics simulator
could chatgpt automatically turn a 32 bit .rb source into 64 bit?
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RE: [Plugin] SPGears
@dave r said:
@robertwan said:
There are a lot of parameters here, but 2D
It's trivial to make them 3D in SketchUp from there, though.
[attachment=0:6to2ga5o]<!-- ia0 -->Screenshot - 5_30_2023 , 1_15_04 PM.png<!-- ia0 -->[/attachment:6to2ga5o]How?
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Physics simulator
Are still SketchyPhysics and MSPhysics the only available plugins for physics simulation? They don't work on 64 bit versions of SU.
Any alternative solution for free? -
RE: [Plugin] SPGears
Yes, man ually creating the axis is easy.... but it's boring if you are building a mechanism with many gears.
I am still using SU2013, sometimes SU2014... but sometimes also SU8 because it's the only one authorize to run on my office PC, who knows why...The keypoint is I need to use MSPhysics, which does not work in 64 bit versions.
But maybe the situation changed? Does it exist a physics simulator plugin (and a gear generator plugin) for 64 bit versions? -
RE: [Plugin] SPGears
In case this amazing plugin is still maintained, I'd have a couple of suggestions to improve it, in order of implementation difficulty:
- add an option to add a line representing the axis of the gear: it makes it easier to align them (easy?)
- add an option to keep the teeth size constant while changing the teeth number, else gears with different number of teeth will not match; for example, if I create a 200t gear and a 20t gear, I then must manually reduce size of 20t to 1/10 to make teeth match (complex)
- add worm+gear support (hard)
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How to convert a working physics model into printable model
To get accurate simulations of moving parts, you must split each part in parts as small as possible, as the algorithm has to process each one of them looking for collisions.
But, once you eventually get a working model, it is no more printable, due to multiple overlapping faces.
Does it exist a plugin which completely deletes all overlapping faces?Example:
https://3dwarehouse.sketchup.com/warehouse/v1.0/publiccontent/1efa93bb-f318-4ee3-8e71-04ea058dbe1e -
RE: MSPhysics 1.0.3 (16 October 2017)
Does it exist a library of mechanisms for MSP? I can find only a dozen models on warehouse.
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Ungrouping/exploding with progress status
The "explode/ungroup" function can take hours to complete, and there is no indication of progress, so you can't know how long it's going to take, or if it's even frozen.
Same happens for "Bomb" plugin.
Does it exist an "exploder plugin" which clearly shows what's going on and attempts and estimate of completion time? -
RE: Animation SUalive extension. May you test beta version?
@whydi said:
ā¦ generate a Sketchup Scene per each animationā¦
Older version had but we got rid of as SketchUp would probably not support dozen or hundreds of scenes. As instance 30fps * 60sec = 1800 scenes. How to deal with 1800 tabs inside SketchUp?ā¦associate a renderer pluginā¦
If you want any renderer to work, please ask the extension maker for contacting us. We will be all our best to please you.Thanks for your effort.
I had an idea for making SUalive communicating with Twilight render: creating a temporary new scene per each frame, deleted immediately after Twilight plugin has processed it.
But I don't know how two different plugins could work at same time...
Maybe SUalive could save scenes data into an "interchange file", which is then read by Twilight to generate needed scenes one by one?Anyway here is where you can contact the developers:
https://extensions.sketchup.com/en/content/twilight-render-v2#comment-84241 -
RE: Animation SUalive extension. May you test beta version?
Could an option be added to generate a Sketchup Scene per each animation frame created by the plugin?
This would allow us to associate a renderer plugin like "Twilight Render V2" to this plugin, to create rendered animations in "batch mode". -
RE: Animation SUalive extension. May you test beta version?
Maybe Sketchup development team didn't decide it... they just didn't think about it.
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RE: Animation SUalive extension. May you test beta version?
some further notes:
- .ydprj files are not automatically associated to anything, so currently I must:
- start sketchup
- start plugin
- specify project path
- click "reload model"
A double click on a .ydprj file would be much more comfortable.
- There is no memory of "recent files" in the plugin
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RE: Animation SUalive extension. May you test beta version?
Question: can free version also animate camera orientation?
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RE: Animation SUalive extension. May you test beta version?
I think there is a bug in handling face-me objects, they do strange things my animatioms.
Additionally: could the animation start and stop be "smoothed" by accelerating/decelerating the objects?
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RE: ARmedia Plugin extends support to SketchUp 2014
For the records:
if a plugin is compatible with SU2014, possibly it's not compatible with any previous release due to heavy change to Ruby, which passed from 1.8 to 2.0, with many "breaking changes" which can prevent old script from working.
Same happens when passing from SU2016 to SU 2017.This is the sequence of updates which may impact plugins compatibility:
- 17/12/2008: Armedia Plugin 1.0
- 22/sep/2009: Sketchup 7.1 released
- 1/sep/2010: Sketchup 8.0 released (8.0.3117 on Windows, 8.0.3161 on Mac); Updated Ruby Version to 1.8.6 on PC; lLast "x.y" version. Next versions get year-based numbering.
Armedia plugin: from 1.0 to 2.2 - 28/apr/2011: Armedia plugin 2.1 released
- 15/dec/2011: Armedia plugin 2.2 released
- Introduced support for zipped extensions (.rbz) in SU8.1
- 21/may/2013:** Sketchup 2013 **released, passing from Google to Trimble
Armedia plugin: from 1.0 to 2.2 . Last update of Android player. - 24/mar/2014: Armedia plugin 2.3 released (this thread)
- 27/feb/2014: **Sketchup 2014 **released (14.0.4900 on Windows, 14.0.4899 on Mac); Ruby update to 2.0; plugins broken. Added encription capability for scripts (.rbs). Heavy changes to plugin default folder (*)
ARMedia plugin version: 2.3 - 3/nov/2015: **Sketchup 2015 **released (15.0.9350 on Windows 64-bit, 15.0.9351 on Windows 32-bit, 15.0.9349 on Mac 64-bit); added 64 bit version
ARMedia plugin version: 2.3 (only for SU 32 bit?) - SU2017 M0 = 17.0.18899 on Windows 64-bit, 17.0.18898 on Mac 64-bit:
Ruby update to 2.2; plugins broken; Added encryption capability 2.0 for scripts (.rbe)
Armedia plugin: not compatible?
Ancient versions of Sketchup can be found here:
http://win98.altervista.org/sketchup/
(*)
Plugins on Windows have now been moved outside the SU Installation folder.
On Vista, Win 7, 8:
C:\Users<username>\AppData\Roaming\SketchUp\SketchUp2014\SketchUp\PluginsOn Win XP:
C:\Documents and Settings<username>\Application Data\Roaming\SketchUp\SketchUp 2014\SketchUp\PluginsOn Windows, we also load plugins from a user-independent support directory.
On Win Vista, 7, 8:
C:\ProgramData\SketchUp\SketchUp 2014\SketchUp\PluginsOn Win XP:
C:\Documents and Settings\All Users\Application Data\SketchUp\SketchUp 2014\SketchUp\Plugins -
RE: Animator: Parametric Animation plugin - Discussion
I just read that this plugin is an expireware...
So it's just a beta test for a commercial application? -
RE: Animator: Parametric Animation plugin - Discussion
I was asking about Animator plugin: does it export also just animation parameters, or only model+animation?
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RE: Animator: Parametric Animation plugin - Discussion
@fredo6 said:
At the moment, Animator is more handling animation based on its own creation of parametric movements (as opposed to 'free' movements), but this could be an interesting idea.
This brings to mind another question (but for users rather than developer): does it already exist an archive of animation parameters?
It would be for example interesting to have an animation for a generic "human figure", which users could than apply to any two-legged figure... human or not.
But I don't know if it is even possible to export just parameters of an animation... is it?