Posts
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RE: Blox
Technically you can, but physics simulators don't blend too well with arcade games.
I made a quick example and in SketchyPhysics the block accelerates, decelerates, bounces, slides and turns, it is no where near the direct stiff movement of that game.
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RE: Simple clutch in SketchyPhysics?
The static parameters are a little iffy as you would need to rewrite some basic SP functions, so I made a more roundabout example where the script simply adjusts the controller input, the clutch wont free run but the gradual power is pretty accurate.
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RE: Start animation on frame
dir.length/=5 simply divides the pulling vector length/strength by 5, that way the pull is more gentle and the starts are smoother( a more car like movement), greater the number gentler the pull.
But going too far with speed and smoothing can cause rubber banding. -
RE: Start animation on frame
Think I got what you needed.
I was going to explain the script line by line but this forum is exceptionally horrible for posting code, so if there is anything specifically you won't understand just ask me later.
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RE: 2 questions.....
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SP uses flat earth calculations, but the matrix range isn't really big enough that it would matter
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You can only roughly simulate ropes/pulleys via sliders, pistons and hinges, but that will all be very rigid
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RE: Start animation on frame
It is possible yes, you probably just have some errors in the code/model.
Best if you attach your model, or paste the code so we can have a look at it.
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RE: Please help me with this sketchy replay problem
Simply put, emitted objects are not included in the Sketchy Replay.
Because it's tricky business, normally all objects store animation data in their attributes, but because the emitted objects are only temporary the data doesn't exist once they are deleted, so you would need to store data elsewhere, and then keep track of howmany copies are at any time, and which copy gets the right position data,...
Bottom line is it would take a complete overhaul of the current SketchyReplay, this may be a future feature but for now it's not in the works.
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RE: How to make objects fly
Really depends on the type of thing you want to do, but the 3D warehouse is always a good start to look for such things.
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RE: Confusion on Version Number
You have the right version(3.2 that is), it's just a couple of miss-typed numbers along the way.
And the "Requires SketchyPhysics 3.2" watermark is only an indication with which version the model was made(your current version), so others know what they need. -
RE: Scenes and Physics Simultaneously?
Well the best thing to do is just copy the box into your model, then you always know where you have the script and it's always as it was.
And by unchecking the OnTick field you can disable the scene transitions when not needed.I tested scene updating many times and didn't run into problems, could be a freak thing.
The script always gets scene information from SU so if it's showing the old scene then it wasn't yet updated, maybe it was still updating it and crashed because of that... -
RE: Scenes and Physics Simultaneously?
I think I got the basic thing down, seems to work pretty close to the default SU scene animation just a little smoother, but this only does camera/view transitions (hidden objects, layers and styles wont change).
Anyway script is in the yellow box, copy that to your model and it should work on it's own, and you can set transition time in the script on line @transition_time=100, howmany SketchyPhysics frames it should take between scenes.
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RE: Scenes and Physics Simultaneously?
It's a tricky one, it seems they can't work at the same time, but that would be fixable if you could access scene transition control through Ruby, but I didn't find any of that either.
So the last resort would be to implement your own transition script that will run in SP, a simple interpolation should be a good start, probably won't be as good as SU transitions tho.
Haven't got much time today but maybe I'll have time to cook something up tomorrow.As for the SP documentation, well it's fairly scarce, apart from the basic knowledge on SketchyPhysics Wiki the only sure fire way to work something out is by going through the files.
If you're looking for something in particular maybe I can help you out. -
RE: SketchyReplay with scenes (pages)
Attached the files, but here are a couple of things to know:
- the files are from SketchyPhysics 3.2, if you don't have that version get it first
- this modification will always record the camera, so if you want to go back you need the old files
- backup your SketchyPhysics3 folder, so if things don't work you can go back
If you got all that then extract this into your Sketchup/Plugins/SketchyPhysics3/ folder.
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RE: How to animate my trebuchet?
Added a catapult next to it, should provide a good starting point.
If it works that is.
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RE: How to animate my trebuchet?
Well it wouldn't hurt if you made a more detailed model, with groups and everything.
Anyway there is no shortage of examples on the 3D warehouse, just need to use the search feature.
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RE: SketchyReplay with scenes (pages)
If I understand this correctly you want the camera/view to move with the recorded animation?
So the page transition is not strictly necessary?I did make a small modification to SketchyReplay that records the camera along with the model, and you can then go to Plugins -> SketchyReplay -> Export animation, to export frames as models or images.
I'll upload it if that is the sort of thing you are looking for. -
RE: Mess in model after SketchyPhysics usage.
Oh man, don't save while you run the simulation!
I guess you could try undo if you still have it open, but I'm guessing not...Ok, I can give you a small code that will reset everything to the default positions, but this means all objects will be moved to the center.
Just click SELECT ALL, then copy it into Ruby Console and hit Enter:
t=Geom;;Transformation.new();Sketchup.active_model.entities.each{|ent|if(ent.class==Sketchup;;Group or ent.class==Sketchup;;ComponentInstance);ent.transformation=t;end}
And if you are unhappy with the results you can still undo it.
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RE: Mess in model after SketchyPhysics usage.
Oh sorry I left a minor mistake in the code, try it now, should work.