@cphillips said:
Its ok.
Nothing major is going to change between now and 3.0 which should be soon.
wait. didn't you say the SP3 Alpha models wouldn't work with the beta version?
@cphillips said:
Its ok.
Nothing major is going to change between now and 3.0 which should be soon.
wait. didn't you say the SP3 Alpha models wouldn't work with the beta version?
Let's see....how do I say this?
Chris, I know we weren't supposed to start uploading models, but.....
I and a few other modelers simply could not wait and posted a few.
I KNOW we aren't supposed to do it, as they will not work with the beta, and all the blame rests on us.
Ya....
@cphillips said:
I think I understand but I don't know why. As far as I know that stuff should work the same. Post the model and I will take a look.
Sorry I did not get back to you earlier. Here is a good example of what I am talking about. The flywheel that is on "ignore" will not influence the cube it is attacthed too. It should because of the mass, but it doesn't. However, the flywheel that is NOT ignored has a significant effect on its cube.
actually, I still find magnet thrusters somewhat easier to calibrate. You see, the premade thrusters only create thrust from the bottom of the object. However, the magnet thrusters can be made to face any direction you want.
@cphillips said:
@platypus5 said:
I found a glitch
You can no longer type formulas into the controller for a motor
Can anyone confirm this? It seems to work fine for me.
mabye I wasn't doing it right. Oh well.
Another question: In sketchyphysics2, we could increase the mass of an object by grouping it with a bigger version of itself, setting the bigger copy to "ignore" and then hiding it. Now, SP3 sometimes fails to register this hidden mass. I noticed this when I tried to steer a tank using a flywheel; while the bullets (which have this "hidden mass" technique in them) are the same, the cylander in the flywheel group (motor and the cylander) which is set to ignore, spins but doesn't turn the vehicle. What is this inconsistancy? and finally, did what i said make any sense?
I found a glitch
You can no longer type formulas into the controller for a motor
@cphillips said:
@platypus5 said:
Also, would it be possible to assign your own keys to the controllers?for example, have "space" trigger the piston behind a piston-gun?
The motorboat example uses keyboard for servo and magnet control.
I decided not to support arbitrary keyboard access because there would be all kinds of configuration problems with non-english keyboards. But I will map the spacebar to one of the buttons.
true....oh well. it would make tank style steering much easier.
Also, would it be possible to assign your own keys to the controllers?for example, have "space" trigger the piston behind a piston-gun?
Sometimes, if you don't fill in the inspector values exactly right, an error message will pop up every time you try to access the joint in question. This effect can occur both before, during, and after a simulation.
@cphillips said:
@platypus5 said:
I have found a bug: In this model, the thing is supposed to "explode" like a bomb. It works in sketchyphysics 2, but in the SP3 Alpha, not only does it fail to detonate, but a blank control bar appears. If you touch the control bar, you get an error message.
Link to model: http://sketchup.google.com/3dwarehouse/details?mid=920ecad0ac545b53266076a1a3bfa166Also, could you give us instructions on how to use the rubyscript duplicate objects?
As I said in the Magnets thread, the Sp2 style magnets dont work in this version. The dup option is broken at the moment.
It does not use magnets. It uses spazzed out hinges.
I am having a hard time getting it to work. Can you show me exactly what I should put if I want a motor to be controllable by the keyboard?
Is there a way the animation could be automatically made into a separate file?
I have found a bug: In this model, the thing is supposed to "explode" like a bomb. It works in sketchyphysics 2, but in the SP3 Alpha, not only does it fail to detonate, but a blank control bar appears. If you touch the control bar, you get an error message.
Link to model: http://sketchup.google.com/3dwarehouse/details?mid=920ecad0ac545b53266076a1a3bfa166
Also, could you give us instructions on how to use the rubyscript duplicate objects?
You are a hero. And by the way, the video music was EPIC
You are asking the wrong crowd. This subset of Sketchup does not always contain the most realistic modelers. We mostly focus on a self-built physics engine for the program. I would recomend asking on another forum here.
@click draw said:
I can get the ball to drop but not the noodle...LOL. I wanna fill a bowl full of noodles.
Jeff
It is hard for us to help you without more information. Could you please discribe your situation in more detail?
Chris, as you may know, there are a few "broken" joint files lying around in the joints folder for sketchyphysics. Some of us modelers have started to use these, flaws and all, in their models. Most famously the magnet joint but also a weird "oscillator" joint. While they seem like a whole new set of oportunities to us, I am a bit worried that using them may wind up damaging something serious.
As you are the designer of the program, what do you think? And if you do think it isn't such a bad idea, could you leave your failed joint ideas in the sketchyphysics joints folder and just mark them as "glitchy?"
@wacov said:
Hi Chris,
There's a bunch of stuff I'd like to ask, so here's a list...Would emitters/spawners be possible in SPIV? I don't know if you've ever heard of LittleBigPlanet, but something like the emitter in that would be useful; with a named physics component being the object that is created. That would mean things like projectile weapons would be easier to make.
With keyboard/gamepad button controls, it could be helpful to have a toggle option; press once for on, again for off.
What's going to become of bouyancy in SPIV? Will the bugs be fixed? In the Newton playground, you could spawn bouyancy fields; will we be able to make these?
And finally, this is probably crazy, but do you think a sort of "explosives" joint would be possible? For example, something that, when triggered, creates a powerful force in all directions around it for a fraction of a second, something like the magnet joint as it exists now.
I hope at least some of this is possible... thanks!
While I am not Chris, I think I can answer some of your questions. Some of your things are set to be in SP3, others in SPIV, and others are not sure yet. At least Chris hasn't told us.
Cphillips has stated specifically that it will be possible to create objects using one of the controlers, and not in SPIV, but in SP3. However, it will require some coding so that the object knows when to clone itself, should it send it in a certain direction, at what velocity, etc.
And yes, I know that there will be keyboard input in SP3. While he hasn't said specifically how this will work, he has also said that oscillators will be able to work using a formula rather than a set number. (i.e. it goes down fast, rises slowly, goes down fast again)
Finally, breakable joints are schedueled for SPIV.
CPhillips, tell me if I got any of this wrong. I