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    Recent Best Controversial
    • RE: Vibrating object

      If you want your vibrating object to be movable, attach a hidden, noCollision counterweight using a rapidly oscillating slider/piston joint (You can use BTM's code). The counterweight can be inside the object.

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition!

      Okay... that will be useful, but now I'm wondering how you changed the evaluation group to something outside the group it was written in πŸ˜„

      Is that what the first part of the script is for?

      Also, is it possible to change the default SU material of an object using script? Like when you paint a group, any surfaces within with the default paint will change.

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition!

      Chris, how are you managing to hide and unhide components using script? There are parts of the script you made that I understand, and parts I don't, but it seems the crucial thing is the 'ent.hidden'. The 'ent' is a variable, but I can't find the point where it was created, nor where it was assigned to any specific item. So, how can I assign variables to components? (With the purpose of hiding/unhiding them on command)

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition Poll

      I think the new 2 week length is better, SP models need tweaking and testing that there might not have been time for

      posted in SketchyPhysics
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      Wacov
    • RE: Oscillator script

      Ok, works now. That's awesome! Well done

      posted in SketchyPhysics
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      Wacov
    • RE: Oscillator script

      I use semi-colons because it's slightly shorter to write, and it's (I think) good practice to use them at the end of every line. Also means you can take out the line breaks without a problem.

      BTM, your link doesn't work for me? 😞

      posted in SketchyPhysics
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      Wacov
    • Oscillator script

      Seems I'm making one for everything now. This may seemed over-engineered, but the crucial thing is that this is CONTROLLABLE! I've made it as user-friendly as I can, so to change the cycle rate, just change the local variable 'rate' at the top of the script. To make it controllable, which is, ultimately, the point, you can use joystick, slider, button or key entry to change 'rate'. There's also room for expansion, using your own script to control the rate. The output of the script is a variable called "pos", and, if the line breaks are removed, this should work straight from a joint's controller box. Could well be useful in the upcoming SP challenge, so, here it is:

      rate=50;
      
      if frame==0;
      setVar("pos",0.5);
      setVar("direct",1);
      end;
      
      if getVar("pos")>1.0;
      setVar("direct",0);
      elsif getVar("pos")<0.0;
      setVar("direct",1);
      end;
      
      if getVar("direct")==1;
      getSetVar("pos",getVar("pos")+(1.0/rate));
      else;
      getSetVar("pos",getVar("pos")-(1.0/rate));
      end;
      

      This wasn't hard to write, so I don't really want or expect any credit. Use and spread freely!

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition Poll

      Voted

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition!

      You guys are finally catching up with the scripting! πŸ˜† BTM, I look forward to seeing your game.

      Oh, and, off topic, I just thought of a way to make a controllable oscillator. Should be ready soon!

      posted in SketchyPhysics
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      Wacov
    • RE: Custom joints?

      Go back to my example... the joint would be inside a group with the main vehicle body. The wheel would effectively be connected to the 'motor', which would have to rotate on the 'servo', which would have to be sprung on the main body. Without any moving parts except the wheel, will it be possible to create this kind of movement?

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition!

      Wow... I wonder what inspired that?

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition!

      BTM, you should join in the competition. You haven't posted an SP model... indeed, any models, in a whole month. That's less than me, which is saying something πŸ˜„

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition!

      The competitions only last a week. What about us poor souls who don't have pro?

      posted in SketchyPhysics
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      Wacov
    • Custom joints?

      I thought something very useful would be the ability to meld joints together; so, combine a spring, servo and motor, each with their own setings, and affecting the attached object in order, to join a wheel to a vehicle with no complicated hidden geometry. It could either work with a custom joint, which you place, and then add/remove individual joints within it, or just place joints, then select and combine them into a single, custom joint. Similar thing would be acheivable if joints could act on their own, but this might interfere with the gear system. Probably another one of my 'stupid' requests, but it really would be useful.

      posted in SketchyPhysics
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      Wacov
    • RE: You Decide Competition!

      I... uh, Physicsguy, that's the 6th challenge. 5th has started, it's a desert vehicle. I like Chris' idea

      posted in SketchyPhysics
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      Wacov
    • RE: Zero mass?

      That's coming in SPIV

      posted in SketchyPhysics
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      Wacov
    • RE: Zero mass?

      Okay... I just need a way to have an extremely large, noCollision object to have no effect on whatever it's attached to. So, no weight, and no inertia... so, as far as the physics goes, it's not there.

      posted in SketchyPhysics
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      Wacov
    • RE: Timer variable to SPIV?
      if frame==0 then setVar("time",300); setVar("var",0); end;
      #Sets 'time' to 300 frames, and 'var' to 0 on the first frame of the simulation
      
      if key("space")==1 then setVar("time",300); end;
      #Resets 'time' to 300 when space is pressed
      
      setVar("time",getVar("time")-1);
      #reduces 'time' by 1 every frame
      
      if getVar("time")<=0 then setVar("var",1); end;
      #Sets 'var' to 1 when 'time' reaches 0
      

      That's a self-contained script to go in onTick. Time is measured in frames (it's easier), and the timer will start on frame 0. Pressing space will reset the timer. Once the timer reaches 0, a variable called 'var' is set to 1; resetting the timer will NOT change this variable back. If this still isn't right, please detail exactly what you want it to do.

      With regards to your original question, you'll have to ask Chris; but, as we've shown, what you ask is possible already, just slightly longer than your suggested way.

      posted in SketchyPhysics
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      Wacov
    • Zero mass?

      How easy would be to add a noMass, or noGravity state to SP? This would be for things like sensors, which could be hundreds of times larger than any vehicle/mechanism carrying them, ruining them. I've also had problems with emitted ammo, which weighs down the relatively flimsy aiming system. I'm not asking for adjustable weight, just the ability to turn it off on individual objects.

      Note: Sensors that big would tie in to the ability to detect which object is touching; otherwise, it'd just constantly detect the static mesh. I understand the effects of zero mass, I'm sure modellers could come up with interesting ways of using it...

      posted in SketchyPhysics
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      Wacov
    • RE: Sketchyphysics 3rc1 bug

      That's an old link. Link should be on first page of a sticky thread at the top of this forum, or you can find links to RC1 and SP3 X at http://www.sketchyphysics.wikia.com

      posted in SketchyPhysics
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      Wacov
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