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    Recent Best Controversial
    • RE: OnTouch

      If you used the add/remove event thing, then these would be great events to have; please use them! For the onTouching, would you be able to detect it outside of the physics engine, using SketchUp? The engine doesn't detect intersections very well, as I demonstrated...

      posted in SketchyPhysics
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      Wacov
    • RE: Is it my machine or model the problem?!

      I think you've scaled it at some point; convex hulls + scaling = bye bye model.... If you are using gears then you don't need them to be touching at all.

      posted in SketchyPhysics
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      Wacov
    • RE: Quirky Gravity Question

      @tachyon said:

      SketchyPhysics3? Are you referring to the 2Beta version that is in the project wiki page?

      Also, if you guys don't mind, do you know what's going here:
      http://www.sketchucation.com/forums/scf/viewtopic.php?f=61&t=18454

      I got the bottom hinge to work, but the top one is giving me grief.

      No, he means Sketchyphysics 3. I'm not sure which wiki you're talking about, but here's the newest one, organized by the community. http://sketchyphysics.wikia.com/wiki/SketchyPhysicsWiki . It's kinda a WIP but you can find links to download SP3 RC1 on windows and mac, and info on SP3's new features, along with the bigger user projects, a couple of tutorials and notes about the joints.

      posted in SketchyPhysics
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      Wacov
    • RE: Object floats away from hinge!

      Basic mistake; sketchyphysics isn't that clever. The physics shape will normally be different to the actual geometry of the model, and in this example, by leaving their shapes as 'default', the physics shapes are the bounding boxes. When you right-click an object, you can see options for the shape; there are various shapes available for use, and by using groups of grouped, shaped objects like these, with the overall group set to 'default', you can achieve the results you want.

      posted in SketchyPhysics
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      Wacov
    • RE: Quirky Gravity Question

      No problem. BTW, are you using the SP gear system? It's quite alot easier than actually meshing them, but it's kinda picky about what joints can be geared; the each object's joint must be grouped with its object, with the joints connected to something external (this is how it should be done anyway). Then you get the connector tool, and connect the joints together; you can then change the gear ratio using the UI. This supports normal and worm gears.

      posted in SketchyPhysics
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      Wacov
    • RE: OnTouch

      This πŸ˜„


      Keys+space, pretty basic demo

      posted in SketchyPhysics
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      Wacov
    • RE: OnTouch

      What the hey, I'll post my system... excuse the lack of steering wheel, engine, or, indeed, anything to hold the wheels in place... oh and I saw. To be honest, it's nothing like what I was thinking of, but nice!


      Left stick

      posted in SketchyPhysics
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      Wacov
    • RE: OnTouch

      πŸ˜† You keep beating me to this kinda thing

      posted in SketchyPhysics
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      Wacov
    • RE: Quirky Gravity Question

      The only way to fix it is to scale it up. Objects that small are treated as static, no matter what the state, shape or global properties say.

      P.S. In this kind of situation, it normally helps to attach the problematic model to your post.

      posted in SketchyPhysics
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      Wacov
    • RE: OnTouch

      πŸ˜„ I just did a little experiment. I was wrong, the method you use isn't unstable; the problem is, collisions aren't detected while two objects are intersecting each other, it's more about the faces. If onTouch collisions could be detected using intersection, as well as the normal way, then noCollision detectors would work properly. See what I mean here: Sphere will emit while collision is detected.

      I managed to overcome this (somewhat), and I've found a way to create artificial super-grip for my new vehicle, with a thruster; which only has an effect while it's driving over something. When you jump, it's turned off, so you get immense air time, since there's no need for a gravity increase and the grip vastly increases the speed of the car. The thruster is gyro-stabilised (no vertical driving) and set well below the car, stopping roll during cornering. I'll upload it when I get it looking a bit nicer.

      posted in SketchyPhysics
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      Wacov
    • RE: What Does "getSetVar" Do?

      It can be useful for other stuff; I used it alot in the toggle script.

      posted in SketchyPhysics
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      Wacov
    • RE: What Does "getSetVar" Do?

      It retrieves and sets a var at the same time. It retrieves the value that you set, so:

      getSetVar("foo",1) = 1
      
      posted in SketchyPhysics
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      Wacov
    • OnTouch

      My only real problem with the way this works is there's no way to do something different if it's not touching anything. At the moment, I can set a variable when it's colliding with something, but I can't set it back to something else when the collision stops (using the setVar/getSetVar method is very unstable). I think there should be two script boxes, one for true, and one for false. Then I can do:

      TRUE:
      setVar("foo",1)

      FALSE:
      setVar("foo",0)

      To achieve the results I want. This'd also let me detect individual hits using script, which, combined with the features in the upcoming version, could let me reduce var "health" every time the player is hit by weapons fire, with the damage calculated by which round he was hit with.

      posted in SketchyPhysics
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      Wacov
    • RE: Another Massive Textured Game

      Super-compressing the textures generally works. Motorsketch used to be 16MB, with only 1/2 of the map built! Find the picture, resize it smaller and save it, then update the material that uses it in SU.

      posted in SketchyPhysics
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      Wacov
    • RE: SP3x Apr3 version.

      WooHoo! With the new variables, will @foo be usable by only one script, or every script within an object? Oh and could you let the simulation know more about what an object is doing; like, 'sphere.speed' to find an object's speed?

      posted in SketchyPhysics
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      Wacov
    • RE: Look At Function Problem

      Yay! Thanks for bringing my attention to this... I worked out that if you use lookAt("object",number), then you can adjust how fast it turns. The higher the number, the faster the turn!

      lookAt("object",1000000) will have effectively no delay

      posted in SketchyPhysics
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      Wacov
    • RE: MotorSketch

      It's called seamless texture generator. It's really easy to use, but I had to pay Β£45! I know about free ones, but they're way too complicated; this one blends the edges nicely, can remove highlights, and can do perspective correction and cropping. You can make textures any resolution you like, but the filesize gets pretty huge; which is bad for uploads. Again, it's Β£45, so not spectacular value; kinda depends on how much you're gona use it. Try the demo, it sticks a logo over the image you make, but you can see it working.

      posted in SketchyPhysics
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      Wacov
    • RE: Formulae Question
      if frame>1;push(getVar("foo"));elsif rand<=0.4;setVar("foo",15);else;setVar("foo",5);end
      

      Not totally sure if that works...

      if frame>1;0;elsif rand<=0.4;push(15);else;push(5);end
      

      That does what I think you're trying to do.

      posted in SketchyPhysics
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      Wacov
    • RE: Toggle script (working)

      Thanks Chris.

      Everyone, here's a slight addition to the script; it's for weapon switching, or for cycling through values. The output changes from 0, to 1, 2, then 3, then cycles back to 0, every time the y button is pressed. This is really for placement in the onTick field, but you can use it as a controller. I know for a fact that it doesn't have to be this complex, but this was the easiest modification to make; I'll refine it soon, make it easier to change the number of values to cycle.

      if frame==1;
      setVar("repeat",0);
      setVar("weapon",0);
      end;
      
      if joybutton("y")==0;
      setVar("repeat",1);
      getVar("weapon");
      elsif getVar("repeat")==0;
      getVar("weapon");
      elsif getVar("weapon")==0;
      setVar("repeat",0);
      getSetVar("weapon",1);
      elsif getVar("weapon")==1;
      setVar("repeat",0);
      getSetVar("weapon",2);
      elsif getVar("weapon")==2;
      setVar("repeat",0);
      getSetVar("weapon",3);
      elsif getVar("weapon")==3;
      setVar("repeat",0);
      getSetVar("weapon",0);
      end
      

      Ok, I've released a partially finished demo of this; see http://sketchup.google.com/3dwarehouse/details?mid=2089b6db29e339096cd8ad826e9017b8

      posted in SketchyPhysics
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      Wacov
    • RE: SP3x Apr3 version.

      Look in the UI; when you have an object selected, if 'onTouch' and 'onTick' are shown as options near the bottom, then don't worry. If they aren't, you'll have to ask C Phillips what to do next.

      If they are there, then don't be concerned about the version display, mine still says RC1.

      posted in SketchyPhysics
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      Wacov
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