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    Recent Best Controversial
    • RE: Sketchy Physics 3.1 Won't Work.

      Can't help much with just a vague description - Upload a screenshot of the toolbars you have, as well as the model you made.

      posted in SketchyPhysics
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      Wacov
    • RE: [Video] FPS Test

      Testing some enemy animation (that sphere is screwed...)

      [flash=425,344:huv4z694]http://www.youtube.com/v/QjH7xwywxSQ?fs=1&hl=en_GB[/flash:huv4z694]

      The walking animation on the bugs was done frame-by-frame, not using the physics engine. I'm planning on adding sounds, attack animations and some kind of pathfinding / swarm AI to turn these into proper enemies for an FPS game.

      posted in SketchyPhysics
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      Wacov
    • RE: [Video] FPS Test

      Thanks guys πŸ˜„

      Chris, it uses embedded sound.

      Atm, I'm trying to expand the map without losing too much detail. At this stage, it still doesn't lag noticeably:


      FPS Project Map.jpg

      posted in SketchyPhysics
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      Wacov
    • [Video] FPS Test

      A short recording of something I'm working on (with sound!). Lag is from FRAPS, not the model itself - that's why I was happy playing with shadows on πŸ˜„
      [flash=425,344:12q74p4f]http://www.youtube.com/v/_0by7LDNDXw?hl=en&fs=1[/flash:12q74p4f]

      posted in SketchyPhysics
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      Wacov
    • RE: Atmospheric drag

      I'd use those commands in the onstart event. I reckon this code should achieve what you're after:

      onstart{
        setLinearDamping(0.0)
        setAngularDamping([0.0,0.0,0.0])
      }
      

      Edited, didn't try it originally 😳

      posted in SketchyPhysics
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      Wacov
    • RE: Sketchy Physics 3 not working

      @mitcorb said:

      SP forum/blog usually managed by Wacov.

      Well, that's news to me πŸ˜„

      I have the same 'problem', but it's no real issue, and just caused by redundant code (the option shouldn't even be in the context menu). Use the UI, opened from the button on the SP toolbar to change joint settings.

      posted in SketchyPhysics
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      Wacov
    • RE: The new HUD system - Guide

      @thomthom said:

      I ended up making a wrapper that drew a line segment simulating a point. πŸ˜’

      Nice idea, mind if I steal it? πŸ˜‰

      Yup, I'd used draw_points for the 3D side of it, but forgot to change the 2D code, so that can only draw single pixels. I was assuming the line_width setting would affect points too, but apparently not. Transparency would be really helpful, especially for this system (no-one wants a mini map that blocks the screen...), and I'd personally like the ability to load images to the screen - or even just be able to manipulate watermarks. I guess that doesn't fit in with SU's primary role though, right?

      posted in SketchyPhysics
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      Wacov
    • RE: The new HUD system - Guide

      @thomthom said:

      Text is drawn in the same colour as the current edge style. No font options.
      draw_points blocks the next drawing operation (expects other draw_points) and should be the last in the draw stack

      I could never even get text to work πŸ˜•
      I had no idea about that points problem, thanks for the heads-up. Points don't seem to be that useful anyway, in 3D they aren't even covered by model geometry.

      posted in SketchyPhysics
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      Wacov
    • The new HUD system - Guide

      This is a brief outline of what you can do with the new HUD system, included in SP 3.2.

      The commands:

      
      #drawing in 2d, to the screen
      @simulation.draw2D(type, points, color, size, stipple)
      
      #drawing in 3d model space
      @simulation.draw3D(type, points, color, size, stipple)
      

      The different values you can use for 'type' are:

      • "line": Draws a sequence of connected lines at the points specified (n-1 lines are drawn)
      • "loop": Draws a sequence of connected lines at the points specified, looping back to the starting point automatically (n lines are drawn)
      • "point": Draws points at the points specified (n points are drawn)
      • "triangle": Draws filled triangles, one with each triplet of points specified (n/3 triangles are drawn)
      • "quad": Draws filled quadrilaterals, one with each four points specified (n/4 quads are drawn)
      • "polygon": Draws a single filled, convex polygon, using all points specified

      'points' must be an array of points, which can be Geom::Point3d objects for both 3D and 2D operations (Z axis is ignored for 2D), or, in the case of 2D, an array of two values.
      E.g:

      p3d = Geom;;Point3d.new(0,100,50) #3D
      p2d = Geom;;Point3d.new(0,100,0) #2D, last value (Z) is not used in drawing
      p2d2 = [0,100] #2D
      

      'color' can be any valid SketchUp color value (see http://code.google.com/apis/sketchup/docs/ourdoc/color.html#introduction), and controls the color used for drawing with that particular draw call. Default value is "Black"

      'size' must be an integer value, and controls the width of lines (when drawing lines), and the size of points (in 3D). Default value is 1

      'stipple' controls the drawing style of lines. Valid strings are: ".", "-", "_", "-.-" and "", which produces a solid line. Default value is ""

      Hope that helps πŸ˜‰ If you want to see this in use (with lines), see: http://sketchup.google.com/3dwarehouse/details?mid=fa89a18ff1258124d595b43ed271a30e&prevstart=0

      If you're familiar with the SketchUp draw methods, you'll know there's plenty of functionality that hasn't been exposed yet (stuff like styling points, and a couple more drawing methods), but all the basic elements are there for you to use. One thing of note is that drawing filled shapes in 3D comes out very wierd, but as far as I know, there's nothing I can do about it 😒

      posted in SketchyPhysics
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      Wacov
    • RE: Old and New

      Cool! The glass on the clock looks kinda wierd though. Maybe you could give it thickness to create refraction? Dunno if that's possible in podium ❓

      posted in Gallery
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      Wacov
    • RE: SketchyPhysics3.1

      @reddoor said:

      Hi,

      Just wondering if there was any news about the updated, "fixed", mac version?

      I was looking around and I didn't see any new files

      Thanks

      Try:
      http://forums.sketchucation.com/viewtopic.php?f=61&t=32200&p=284163#p284163

      posted in SketchyPhysics
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      Wacov
    • [WIP] Bowler Nemesis

      Been working on this on and off for a couple of weeks. The Nemesis is a British-made off-road vehicle, and is actually a heavily modified Land Rover.

      The parts I've been doing recently are high-poly (for me πŸ˜„), so I think I'll go back and re-do the roof and windows to match. There's not much to show, but comments on what's there are appreciated πŸ˜„


      Bowler Nemesis WIP wire.jpg


      Bowler Nemesis WIP.jpg

      posted in Gallery
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      Wacov
    • Computer Suite

      Quick MLT renders on Indigo for a School project. Made the night before the presentation, so not all that polished, but probably the best I've done πŸ˜‰


      Room (Back 2) 550SPP.png


      Room (Front) 400SPP.png

      posted in Gallery
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      Wacov
    • RE: Sliders

      Yeah, it's a combination of W/A/S/D and the left and right arrow keys to control it (needs more than just one set because it can strafe too). The keys control the hidden thruster objects on the underside of the craft, and the cube-shaped hidden boxes are what makes it hover. Try viewing hidden geometry when playing the sim to see how that works πŸ˜„

      posted in SketchyPhysics
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      Wacov
    • RE: Sliders

      If the two boxes are connected together, you'll want to enable 'Connected collide' in the UI. Better yet, change the slider min/max so the box is prevented from moving that far in the first place πŸ˜‰

      posted in SketchyPhysics
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      Wacov
    • RE: Varying weight control for individual objects / primitives.

      The June 27th version of SP3X allows you to set an object's density in the UI, thereby altering its weight πŸ˜„

      Another possible solution is to add 'hidden mass'. This requires a complex object of some kind (e.g two box groups grouped together, with the parent group's shape set to 'default'), so that the physics shape can remain unaffected by the overall size of the group. By setting the state of one of the internal groups to 'ignore', enlarging it beyond the original boundaries of the shape, and hiding it, it is possible to add mass and shift the center of gravity of the overall group.

      posted in SketchyPhysics
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      Wacov
    • RE: Something new.

      You'd think so, but that'd be far too simple - here's some SP framerates whilst moving various things via transforms (no physics):

      1 group - 1 face: 62.1 FPS
      100 groups - 1 face (each): 53 FPS

      1 group - 100 faces: 62.6 FPS
      100 groups - 10 faces (each): 30.6 FPS

      I'm guessing that last one is down to some rendering bottleneck, because it shot to 43.3 FPS when I tried it in wireframe (the others end up basically the same)

      posted in SketchyPhysics
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      Wacov
    • RE: SPIV Release date?

      Patience my friend. See the topic 'something new', SketchyBehaviours will contain the next major version of SP.

      posted in SketchyPhysics
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      Wacov
    • RE: Something new.

      The rigid bodies seem to collide with a plane at ground level - will this be optional? Looking fantastic though, this will have many uses πŸ˜„

      posted in SketchyPhysics
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      Wacov
    • RE: Something new.

      Out of interest, how is the joint data gonna be stored... in other words, is the JCT making a comeback?

      posted in SketchyPhysics
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      Wacov
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