Maybe you could give us an example model if what you have in mind and we can add on a few tricks to simulate an explosion.
Posts made by Mr.K.1
-
RE: Sketchyphysics Explosion
-
RE: Problems with Joints
I haven't heard of that one before, what SketchPhysics version are you running?
Try deleting the SketchPhysics files from your Sketchup/Plugins folder and try installig it again, preferably version 3.2
http://code.google.com/p/sketchyphysics/downloads/list -
RE: Slider controlers missing
Well I had a quick look on google and found these:
http://answers.microsoft.com/en-us/ie/forum/ie8-windows_xp/unable-to-enable-javascript-in-ie8/0aba6b02-5783-49ca-a27b-6636e43ed1dcI can't tell if this will work but it's worth a shot.
-
RE: Slider controlers missing
I'm not sure if Windows will allow it but try installing versions 8 or 7, I got 7 and it works... fairly well.
But before that make sure your browser isn't blocking scripts, because I heard IE9 is locked down pretty tight by default.
-
RE: Attaching surfaces without actually attaching them
The error is unknown to me, usually things like this are fixed by copy/pasting all the elements into a new model so it gets a clean slate.
As for movable geometry, yes it can be done but SU has a pretty severe bottle neck on drawing geometry so it will cause alot of extra lag.
Wacov's cloth example -
RE: Slider controlers missing
Well SP adds in elements via Javascript so the most likely culprit for the UI to stay empty are your browser settings, it needs to have javascript enabled.
Or maybe it's an issue with the IE version, I hear some of them cause problems when combined with Sketchup. -
RE: Requiring Socket on Mac crashes SU
Well the crudest but still working solution I had was to just copy paste the socket.so file to the Sketchup/Plugins folder.
I'm sure doing that is all sorts of sacrilege, but it works.
-
RE: Slider controlers missing
Well yes IE is essential to all Sketchup UI stuff, but without it the Webdialogs wouldn't turn up at all.
What if you try File -> 3D warehouse -> Get models, does that work?
-
RE: Question over data input/output
Turns out it wasn't that big of a deal getting files to work, so here is one simple example.
If you got any questions just ask away.
-
RE: Slider controlers missing
Well then I'm quite lost.
If you open up the Ruby Console and then try using the UI or running SketchyPhysics does it report any errors? -
RE: Learn SketchyPhysics
Well I think I added all the important links under the Tutorial section on the wiki, but surely there are some remaining uncovered areas.
So don't be shy just post what you need to know, if nothing else we then know where to direct you.
-
RE: Slider controlers missing
@ziggystardust said:
hi it doesn't work for me, help!!!!!!!! spent a whole day on it
Well what version are you running?
With version 3.2 all those problems should be long gone, and this thread is actually 3 years old. -
RE: Question over data input/output
Added a small example of how to quickly get/display data.
Don't count the kids out too quickly, if you show them something interesting they will be digging in like crazy, tho these energy calculations aren't quite the right lure.
Velocity and all other data/scripts are updated on visible frames, so the calculations should be fairly accurate.
In the physics engine frame anyways, correlation to reality may be questionable.Need some more time on those files tho, CPhillips added a small security measure with the new SP versions so we can't mess up peoples files with our models, so I need to think of a workaround.
-
RE: Sketchy Physics Machine
Complex shapes need to be built with basic ones or use staticmesh, but that as the name reveals always stays static.
When you get stuck on something it's best to upload the model so we can see how things are put together.
-
RE: PLS HELP!!!!
Here is the simple way to do it, if however you want a fully physics based screw you will need to construct it by grouping together simple shapes (like boxes)
-
RE: NURBS plugin version 0.1
Well I should probably explain that I am not all that knowledgeable in the Spline area, and have no idea if the code I have is real surfacic Nurbs, or what the differences are.
All I really did was shoehorn a C++ NURBS example into a DLL example and made a Ruby interface for it.
And it really shows as I was fruitlessly trying to fix the density error(the surface vertices stretch out at the start and bunches up at the end), suppose to be controllable in the U,V knot vectors but they are built as specified by formulas and any attempt at correction makes it worse.Maybe you have some more insight on this?
-
RE: Question over data input/output
Well I guess we should dissect this:
-
motors operate on an abstract of acceleration and dampening and aren't really connectable to the real world, if you want proper energy figures you need to get physics formulas and then work out how to apply them to the model (actual size, weight, speed, accelerations,...)
-
getVelocity returns a movement vector, in what direction the object is moving and how fast
-
writing to files is doable as Sketchyphysics is based on Ruby script, and it can do a whole whole number of things.
But I'm not sure about Excell files as MS likes to keep their data standards hidden. -
framerate setting in Physics Settings actually determines howmany physics iterations will be done before the visible frames update, this does not control the visible frames.
So the default 3 setting means it will compute the physics states 3 times and then update the model. -
FPS is best determined by opening the Ruby Console, starting the simulation and then ending it after 500-1000 frames, to get fairly accurate average FPS figures.
-
-
RE: NURBS plugin version 0.1
Exactly, I don't want other users stumbling upon my poor attempts at reinventing water when there are so many well done plugins available.
If I ever get back to finishing this I'll post a new thread, but right now this thread is of no value and should be deleted.
-
RE: NURBS plugin version 0.1
YES! Curviloft is exactly what I wanted, thank you.
Now I can move on to other projects, and it makes this thread/topic obsolete, could someone please remove it?