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    MarcioAB

    @MarcioAB

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    Latest posts made by MarcioAB

    • RE: [Plugin] JointSU 1.0

      Ok. For example, assuming already 2 components created and it's axis origin positioned at the center of the cilinders, this is the Workflow as they appear in the video:

      1. Drop 2 JointSU into the model
      2. Make each JointSU child of each Component
      3. Name both JointSUs
      4. Using "Zero" function, position each JointSU at the Components origin.
      5. Make Component#2 child of Component#1 (create of a product structure)
      6. Using "Set" function, establish the connection of the joints.
      7. Using "Panel" function, reverse the direction of the joint (Flip=true).
      8. Using "Set Anime" function, make this joint able to be part of the animation.
      9. Using "Anime Start", animate the whole model.
      10. Using "Anime Stop", stop model animation.
      11. Using "Panel", re-align the joint to it's original position.

      [flash=425,344:tbflk7u5]http://www.youtube.com/v/xe6SCnkbyjo[/flash:tbflk7u5]

      If interested I have the WMV video in much better quality, but it's 1.3 MB. (do not recall if there is a place to upload such files here).

      Regards
      Marcio

      posted in Plugins
      M
      MarcioAB
    • RE: Posting plugins...

      Starting from Jim's SketchUp-Ruby Resources, what about tag plugins by classes ?
      For example: Mechanical tools, Architecture tools, Kinematics tools, Geometry creation tools, Geometry Modification tools, Measurement tools, (running out of imagination), but I'm sure there could be a nice group of classes out there.
      Having plugins organized by classes, maybe we can extract more conclusions about wants and needs.

      Regards
      Marcio

      posted in Developers' Forum
      M
      MarcioAB
    • RE: JoinstSU tutorial ?

      Well, I found something strange in your model: The axis of the JointSU component was not in the center of the component. I do not think you can precisely control things with that, despite the result in your model was interesting. To propose a planet system model, I changed the axis of your jointSU back on center.


      EDIT: The JointSU component in fact is just its axis (and the name). The geometry we create around this axis is just anything to make easy to position this axis in it's parent component. I just created new geometry around the axis of your JointSU and deleted the old one that was far away from the axis. See how your joints were working.
      atom1.skp

      Obs: I prefer to name joints with numbers instead letters. But its just preference.

      Each Planet_System (child of Sun) will have one joint(1) to be aligned with the Sun joint(A).
      This Planet_System joint(1) will control the rotation speed around the Sun (year rotation). So, you need to animate this Planet_System joint(1).

      Each Planet_Ball (child of Planet_System) will have one joint(1) to be aligned with the Planet_System joint(2).
      This Planet_Ball joint(1) will control the rotation of the Planet arount it's axis (day rotation). So, you need to animate this Planet_Ball joint(1).

      And so on ...

      I let the model very incomplete so you can have fun modeling the solar system, by the way an interesting training. You can also model the Moon around Earth, etc ... nice.

      We can not animate the translation of the joint for now, but that is not difficult at this point. With that it's possible to establish a elliptical orbit instead a circular one ... as soon I find some more time.

      I put some stuff on hide in order to make a nicer animation. Just start animation ...

      atom2.skp

      Regards
      Marcio

      how many Joint-children can be allocated to a parent?
      No limitation, but there is no check for an hiper-static condition, for example:
      Parent has joint(1) and joint(2).
      Child has joint(1) and joint(2).
      Establish joint connections (1)-(1) and (2)-(2). This is an hiper-static condition and I do not know what will happen if we ask (1)-(1) to rotate in one direction and (2)-(2) in another ... but the idea is not complicate too much. It's already enough complicated.

      PS: Found more errors on the code, so ... new update.
      JointSU.rb
      JointSU_GUI.rb

      posted in Developers' Forum
      M
      MarcioAB
    • RE: JoinstSU tutorial ?

      Hum ... because the line numbers for JointSU.rb (this time the main classes file) in your side do not match with the ones I have here, maybe you have a previous version. This is part of what I call "software hell".

      Just to remove this doubt, can you replace your JointSU.rb by this one:

      JointSU.rb

      Regards
      Marcio

      posted in Developers' Forum
      M
      MarcioAB
    • RE: JoinstSU tutorial ?

      I got your file and I see you are working with GROUPs instead COMPONENTs.
      Well, JointSU is not ready to GROUPs yet, (because they are very different types of objects from programming point of view).
      By the way, I do not use Groups (yet) and I wonder where they are better than components ...

      So, I transformed you file from Groups to Components (follow the file)
      JointSU premiers pas2.skp

      ... and played a little around. Follow the YouTube movie (need improve resolution):

      Obs: After established the joint (with Joint/Set) I just did not made any transformation (like flip, rotate or translate) on the joint and jumped directly to animate the joint. During animation I made the transformations: First flip (HOME key) to make both box front-front, then translations (ARROWS keys). To make large translations I used the "turbo" (SHIFT key). See on the bottom of the screen the values.
      [flash=425,344:2z85ina3]http://www.youtube.com/v/8iyTy0wiNl4[/flash:2z85ina3]

      By the way, I found an error in the GUI plugin (in the animation part). Follow the new one.
      JointSU_GUI.rb

      Regards
      Marcio

      posted in Developers' Forum
      M
      MarcioAB
    • RE: JoinstSU tutorial ?

      Yes, sure ( as soon as finish to reinstall all stuff in the new upgraded computer - I blew up my Windows and all installations 😞 during this upgrade).

      In the mean time, the idea is the following:

      1. Make sure you have the component called JointSU. You can use COMPONENTS panel (on SketchUP Windows menu) to double-check if JointSU is there. The plugin has a menu item to create it. It has a special shape to make easy to position it.

      2. Make your first BOX1

      3. Using the COMPONENT panel bring one JointSU into the view.

      4. Using OUTLINE (on SketchUp Windows menu) make this JointSU component child of your BOX1.

      5. Using the several plugin features position the JointSU exactly where you want a joint.

      6. Repeat steps 2-5 for BOX2. (That means at the end you will have 2 BOX and 2 JointSU.)

      7. Using OUTLINE make BOX2 as a child of BOX1. This is the biggest difference from the initial version of this plugin. We can discuss later why this was necessary.

      8. Using the several plugin features, establish a joint/connection between these 2 JointSUs.

      9. Using the other plugin features, control this joint (explode, animate, assemble, etc).

      Give a try and post here what steps do I need to provide further explanations.

      I need to finish the installation of this machine and them will create a YouTube video and manual with pictures.

      Regards
      Marcio

      posted in Developers' Forum
      M
      MarcioAB
    • RE: [Plugin] Camera OrbitOnTarget v1

      Great. Let me know if we can improve the interface or anything else.

      Regards
      Marcio

      posted in Plugins
      M
      MarcioAB
    • RE: New Ruby Idea

      Great.

      In parallel, for precise usage (that was my original intention), I think it is better to orbit around a selected point then the center of the bounding box (of a component), but it is not difficult to add.

      Regards
      Marcio

      posted in Developers' Forum
      M
      MarcioAB
    • RE: [Plugin] Camera OrbitOnTarget v1

      @xrok1 said:

      please explain the purpose of your plugin?

      Make a simple cube. Center it (using the double-click you mention) targeting any specific point over the cube and Orbit.

      You will find it will not always orbit around that expected point.

      The OrbitOnTarget plugin makes it orbit on the selected point (and by the way, the selection is made using the Inference Engine).

      Regards
      Marcio

      posted in Plugins
      M
      MarcioAB
    • RE: New Ruby Idea

      @daniel s said:

      Not exactly, but something similar that can help you:
      Camera OrbitOnTarget v1

      Daniel S

      πŸ˜‰ ... and what I found great regard the SketchUP is the natural SU inference engine that I used with this tool. You just move the mouse around the model and the inference engine jumps to nice points to Orbit.

      Regards
      Marcio

      posted in Developers' Forum
      M
      MarcioAB