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    Recent Best Controversial
    • Modeling Simple Friction

      Hey all. I'm embarking on a series of simple "classic" physics problems in order to pull my kids away from their angry birds and am hoping to do them in three media.....the back of the envelope (which becomes a bar napkin depending on the age and venue), algodoo (can you say awesome) and of course sketch-up and sketchy physics (most likely with some ruby embellishments). Any suggestions on how to deal with adjusting friction? My first algodoo sketch is here: The sliding and tipping glass problem.


      Screen Shot 2014-02-09 at 5.16.50 AM.png


      Screen Shot 2014-02-09 at 5.43.13 AM.png


      Screen Shot 2014-02-09 at 5.56.17 AM.png

      posted in SketchyPhysics
      M
      mptak
    • RE: Is it still unresolved? "Requires SP 3.2" Issue

      AlainBo Awesome model and Sphysicsazation! Can I use this to justify a faster machine? Keep Sketchy Physics vibrant.

      posted in SketchyPhysics
      M
      mptak
    • RE: [Plugin] SketchUcation Tools 2.6

      I'm not sure if this is the right place to post but here goes. First off as usual I am truly in awe of the great work of both the Trimble Team and all of the developers contributing at SUcation. Here's my quandary. Sketchup 2013-Make is installed on 2000 laptops at my kid's high school (why not Pro is another story). However, admin permissions are required when trying to add even the most basic of plugins/tools. Any suggestions/ideas if this Sketchucation Tools 2.5 can get around this bureaucratic virtual wall.

      posted in Plugins
      M
      mptak
    • RE: Buoyancy of a to-be-immersed tunnnel element

      You might try using fixed joints (the round ball one) though up to now I have had the most luck in just changing the overall density (specific gravity). I suppose the problem with adding "air groups" is that one then cannot run cars through the tunnel. Overall the buoyant functionality seem a little less than predictable even with the most simple of objects as is evidenced in this attached file.


      buoyant_demo.skp

      posted in SketchyPhysics
      M
      mptak
    • RE: Buoyancy of a to-be-immersed tunnnel element

      When it comes to "complex solids" like pipes or things with holes or voids in them it is best to think how the object can be subdivided into convex hulls (though not always necessary you can use boxes, cones, etc) and then you group the convex hulls together in a group. For instance a hollow ball would be modeled by a set of elements that would almost approximate truncated prisms for each little subelement. Smaller and smaller elements means the "shell" in terms of displacement volume will approach the actual value volume. Looking at this model I think a total of 16 subshapes (some of them repeated) will do the trick.

      While the above paragraph is true for things like interactions between objects, this doesn't seem to solve the buoyancy problem. Perhaps someone else can shed some light in the murky waters.

      posted in SketchyPhysics
      M
      mptak
    • Any Experience with Aurasma

      I stumbled on http://www.aurasma.com and am curious if anyone in the sketchup community has experience interfacing with it or thoughts on other augmented reality products to deliver sketchup models.

      **as a postscript to my post I will add that the collada exporter from sketchup does not provide a file that aurasma can use for a 3d model. They recommend 3dsmax. Blender 2.62 also reportedly works. I guess its back to AR Media my first Augmented Reality love.

      posted in Hardware
      M
      mptak
    • RE: Trying to understand Hinges Sketchyphysics

      Sketchy Physics does not do very well with voids or holes. In this particular case you need to effectively build and group around the slot either with boxes or usually incremental convexhulls (wedges) at the corners. I'll do a quick rebuild and post it up. The other way is to attached things with the fixed joint as was done in the attached file but this is pretty rough. One thing that particularly helps in debugging models, especially ones with holes or slots is to turn on the debug readback collision geometry for assorted geometry.


      wew.skp

      posted in SketchyPhysics
      M
      mptak
    • RE: SketchyPhysics working in SU 2013

      They are correct it is just a typo.

      posted in SketchyPhysics
      M
      mptak
    • RE: SketchyPhysics working in SU 2013

      I hate to state the obvious here but will these improvements also allow Sketchy Physics to work in Sketchup2014? Either way this is very exciting for we Sketchy Physics die hards.

      posted in SketchyPhysics
      M
      mptak
    • RE: Coordinates of a vector-cross-point?

      A bit of a semi-sequiter this one coming from Haine's Udacity Course on 3d Graphics. Traditionally points are stored with a 4 value list/array with the 4th value being 1 while vectors are stored also in a 4 value list/array with the 4th value being 0. Consequently if you subtract two points you get vector, if you add two vectors you get a vector and if you add a point to vector...you get a point. Adding two points gives you a 2 in the last position in an array which would be nonsensical. I am curious if this is the underlying data structure in sketchup as well?
      http://youtu.be/DXwQg9n9gqo

      posted in Developers' Forum
      M
      mptak
    • Hour of Code - in spirit if not formally

      I presume that it is too late to do anything formally but since Sketchup/Ruby is such a great visual
      way to learn some basic coding it might be fun to think about we in the sketch-up community would
      have put up in support of this effort for computer science education week. See the link here:

      http://csedweek.org/

      There are a growing set of eclectic little tutorials for things like Scratch, KA computer science (Processing) and the like that are worth checking out and extending to young coders...along with Ruby of course.

      posted in Ideas Box & Board Issues
      M
      mptak
    • RE: Adding methods.

      Thanks heaps. I am trying to finally make the leap to thinking in an object oriented way and guess from
      your excellent code that there are times when doing so (adding methods to a class) will break the rules and conventions of the sketch-up community. So I am guessing that besides my marginal code, adding methods to core classes is pretty much verbotten (or however you say that in Portuguese.).

      In general Ruby (or Python as well) it seems that you use subclasses but this seems problematic. I'll dissect your as always succinct code and see how I can apply its themes to make my ruby creations less hacky.

      posted in Developers' Forum
      M
      mptak
    • Adding methods.

      I presume that by adding methods to the Sketchup::ComponentInstance class I am breaking
      all the rules(too much Sketchy Physics for me I guess). With this small code snippet can someone advise a more correct way. In this example I am just doing a rotation of 1/24th of a revolution about each axis

      require 'sketchup.rb'
      
      class Sketchup;;ComponentInstance
          ##adding methods which allow for 15 degree (PI/12) incremental rotations to components
      		
      	def check
      		#only updates position when this is called as opposed to the component transformation
      		@gname = self.name
      		@xpos=self.transformation.to_a[-4]
      		@ypos=self.transformation.to_a[-3]
      		@zpos=self.transformation.to_a[-2]
      		@pos=self.transformation.to_a[12..14]
      		@zaxis=self.transformation.to_a[8..10]
      		@xaxis=self.transformation.to_a[0..2]
      		@yaxis=self.transformation.to_a[4..6]
      		puts "updated the position"
      	end
      		 
      	def rotx
      		self.check
      		t=Geom;;Transformation.new(@pos,@xaxis,(Math;;PI)/12.0)
      		self.transform!(t)
      	end
      			 
      	def roty
      		self.check
      		t=Geom;;Transformation.new(@pos,@yaxis,(Math;;PI)/12.0)
      		self.transform!(t)
      	end
      		 
      	def rotz
      		self.check
      		t=Geom;;Transformation.new(@pos,@zaxis,(Math;;PI)/12.0)
      		self.transform!(t)
      	end
      end		
      
      posted in Developers' Forum
      M
      mptak
    • Hiding Code in a Sketchy Physics Drawing

      I have been plowing ahead both with Ruby Coding in Sketchup proper as well as its misbehavin' (flaunts the namespace rules) stepcousin Sketchy Physics. This now of course requires continuing to work in Sketchup 8 or 7. Besides using Sketchy Physics to do what it does I also have been using it to keep regular ruby code imbedded in a drawing so it travels right inside the sketchup file. This requires a little bit of postprocessing to clean up the whitespacing (done with Notepad++ convert to ASCII) but it does nicely keep the ruby code inside the drawing. Is there another way to do this without using sketchy physics?
      http://sketchup.google.com/3dwarehouse/details?mid=4989150b6903ff4ccffb97dc6773d210

      posted in SketchyPhysics
      M
      mptak
    • RE: Trying to understand Hinges Sketchyphysics

      This really is an exceptional explanation on how to make the joints work well. For all its kinks Sketchy Physics has incredible power.

      posted in SketchyPhysics
      M
      mptak
    • RE: Learning Ruby by Writing a Working Shell?

      Pick Axe book...you mean the Ruby Newbie's Guide....?

      posted in Developers' Forum
      M
      mptak
    • Jiji the Penguin mind research dot net

      I'd be curious to hear from those in the sketchucation community who have kids using the ST Math software available at http://www.mindresearch.net based partly on the work of Matthew Peterson? My kids are aged out of where this software targets but is is quite, almost uniquely visual.

      posted in Ideas Box & Board Issues
      M
      mptak
    • RE: 2013 Unconference

      any table scraps for the rest of us? (blogs...tweets...the like)

      posted in Developers' Forum
      M
      mptak
    • RE: Trying to understand Hinges Sketchyphysics

      The key is to attach and then "group" the joints as I have done on the bottom two hinges. When you connect a joint to an object SP essentially attaches it to "the world" at the point the joint is located. Nailing if you will the joint to a point in 3d space. If you first attach the joint to a specific object (group or component) and then "group" the object to the joint you will get what you desire. If you follow along in some tutorials on this forum you should get the hang of if. To summarize.....attach.....then group....then attach.


      Sketchy Demo.skp

      posted in SketchyPhysics
      M
      mptak
    • KA Lite and Learning Equality.org

      The folks at http://www.learningequality.org have issued a major update to their Khan Academy Lite software which brings a good part of Sal Khan's learning library off-web. It is now being used around the world in countries as diverse as Bhutan and the Republic of South Africa. Here in the US it is being piloted in the Idaho Correction System. It is build on Python and can "run on almost anything". Check it out and spread the word if for nothing else the excellent Linear Algebra section.

      posted in Hardware
      M
      mptak
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