I can imagine some ways to do it, but they are too complex to follow manually. I can only suggest to try and retry until you get the right balance.
Posts
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RE: Center Of Gravity
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RE: SketchyPhysics + SketchUp API = fun
Thanks Wacov- I forgot that the simulation can be undone.
To •BTM: My poor english sometimes makes my sentences unclear- specially when I'm in hurry. -
RE: SketchyPhysics + SketchUp API = fun
A stupid suggestion... The cars'objects could be locked to make easier to cancel the previous track until automatic reset is available.
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RE: Camera question
Suggestions:
- make the follow object as little as you can.
- download the latest version of SP(27 june) wich support individual object density and set the object's to 0. DO that if you want only to try- you can't upload models made with this version.
- create a line between the object's and the rocket's COGs. Then create another object identical to the 'follow' one (without the same name) and put it on the line. The COG of the new object must be at the same distance of the follow's, but at the other side in comparison to the rocket. Then link the new object to the same servo of the Follow. This should balance the model.
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RE: Two scripting questions
If you need square root, this is my suggestion:
x**0.5 -
RE: UPDATE:poor mans joystick
I hate to seach and rewrite code. I am very intrested in this. thanks in advance
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RE: Working on new scripting system.
@wacov said:
With the teleportation, will the camera be moved if it's following a teleported object? And could you have a breakable object, which, when broken, teleports back to the starting position with all its joints intact?
To fix the camera problems I think the best would be a "camera" joint. I know that In other 3D programs they are commonly used. It would be more user-frendly,too.
This is what I mean:
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RE: Working on new scripting system.
It's possible to set the joints' variables with connectTo?
Ad also, this innovations will need a lot of documentations. -
RE: An Help manual for Sketchyphysics
I think BTM intended a screenshot of a SP simulation...
-It's possible to make an icon which will be showed on the browser's tab. Is a 16x16 pixels icon, and if there isn't something better I will use the main image and resize it.
-About images... I think that some pictures can improve our wiki. But unfortunately I can't upload images for something like a bug, so it's up to you. -
RE: An Help manual for Sketchyphysics
I could make the first link (http://sketchyphysics.wikia.com) work. It means that we have a complete wiki for SP. So, add the new pages here. I am transferring the old pages to the new wiki. I am sorry if I made some trouble, but is better do it now than in the future.
P.S. In the new wiki we can show a SP LOGO. I don't know if there is already one. If not, is a good chance to start creating one. -
RE: An Help manual for Sketchyphysics
Our SP manual is ready- almost empty. Being too little to became a "true" wiki, is now a sub-wiki in The Wikia Scratchpad. His URL is http://scratchpad.wikia.com/wiki/SketchyPhysics_manual.
I added one article, about joints, and some index. The rest will be developed in future. -
RE: An Help manual for Sketchyphysics
The link isn't working yet. I will notice to you when my request will be approved by Wikia.
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RE: An Help manual for Sketchyphysics
OK so the it's official. I created the wiki. I called it "SketchyPhysicWiki" to make simple link the plug-in to the wiki. The URL will be http://sketchyphysics.wikia.com. I added this forum as base for the project- I don't think is wrong to place the link.
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RE: Is Sketchyphysics Easy To Understand As A Newbie?
I am doing it. See the "An Help manual for Sketchyphysics" thread for more informations.
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RE: An Help manual for Sketchyphysics
@wacov said:
It's a good idea, but Chris is very occupied with the actual making of SP; that's why there isn't one already. This'd basically be up to us.
Well, I intended exactly this: If enough people support this idea, I will start to work on it, together with all the users who want to help and without concerning Chris.
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An Help manual for Sketchyphysics
Editing my last post in the SP FAQ I ralized that an Help manual can't be placed in a forum. Here we can get answers to our doubts, but if we want to make an organised handbook,is better to create a blog or wiki. I suggest to make an official manual as a wiki. For official I mean complete, simple and up-to-date. I am not trying to create another forum or to force the developers to work on it - I am simply trying to make SP easier and open to all.
Pros: New users know where they can get information. No multiple posts about the same things. Less confusion.
Cons: Work to do, obviously. Some good manual projects will became meaningless, but they can be integrated.
What do you think about this idea? -
RE: SketchyPhysics3 FAQ.
Thanks to =Physicsguy= for the correction.
I think that an "official" SP manual is a primary need. This plug-in is growing too complex for an immediate comprension for a new user. Maybe a Wiki... -
RE: SketchyPhysics3 FAQ.
Use of the joints 2
Other thpes of joints- Corkscrew: Object linked to this joint can spin around his axe and move between maximum and minimum.
- Spring: Object linked to this joint can move linearily along his axe. The spring joint will try to bring back them to the first position.
- Ball: Object linked to this joint can rotate freely around the joint. The object axe points to the joint.
- Universal: Object linked to this joint can rotate almost freely around the joint. Unlike the Ball one, the Universal joint won't allow the object to rotate around his axe. See those images (I found them in an old post of CPhillips) to understand the concept:
http://www10.atwiki.jp/bambooflow/?plugin=ref&serial=19
http://www.impulse-based.de/manual_images/balljoint.jpg
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RE: SP3x. The Plan.
@hobbnob said:
i can't see anything in the script that makes it make a noise! how do you do it???
open the UI and click on the baseball bat. You will see the code in On Touch.
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SP 3 RC1 bug
Find a bug in RC 1. It isn't tremendous, but can be annoying, see the attachment for demonstration.
To correct it in your model, open the UI, select the gyro and try to change the Controller to [0,1,0].