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    Posts

    Recent Best Controversial
    • RE: SketchUp 7.1?

      I really noticed the speed increase, especially with textures on. Seems strange they didn't do this before πŸ˜•

      posted in SketchUp Discussions
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      Wacov
    • RE: SketchyPhysics 3x June 27 version.

      @cphillips said:

      @wacov said:

      It works for me, just not in any events.

      Not sure I understand. Can you post a model that fails and I will take a look.

      In Jun 27, putting your code inside a normal event (ontick{...}) crashes. It seems to work in the SVN version, though πŸ˜•

      posted in SketchyPhysics
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      Wacov
    • RE: WIP: FPS

      Thanks πŸ˜„

      Another update! I've had to .zip this one, it's just a weeny bit above 4MB. Bigger map, with targets to shoot.


      FPS Rig 1.5.zip

      posted in SketchyPhysics
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      Wacov
    • RE: New TwilightRender can render Sketchyphysics animations.

      Awesome results 😲

      posted in SketchyPhysics
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      Wacov
    • RE: WIP: FPS

      Update:

      Revamped map (starting the final version). Fixed stuck recoil problem, and the turning when against walls. Still no lag!


      FPS rig1.4.skp

      posted in SketchyPhysics
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      Wacov
    • RE: SketchyPhysics 3x June 27 version.

      It works for me, just not in any events.

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

      My method is quite complicated, but it revolves around a thruster pinning the car to the ground. Try putting -5000 in the thruster setting for the car's body (you might get some odd results, though)

      posted in SketchyPhysics
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      Wacov
    • RE: Rogue's W.I.P's!

      Looks awesome! πŸ‘ But I don't understand why you don't smooth as you go, I find it easier to be able to select panels quickly, and it gives me a better idea how the finished model will look...

      posted in Gallery
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      Wacov
    • RE: WIP: FPS

      Okay, should be all fixed. Now with keyboard controls, switchable weapons (added a Semi-automatic pistol), and accel scripts controlling the movement. The recoil and muzzle flash may get stuck on, just fire again to stop it. Have fun!


      FPS rig1.3.skp

      posted in SketchyPhysics
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      Wacov
    • RE: WIP: FPS

      I had a version with keyboard support, but now I'm working out the kinks in stuff I've added... i.e, it's broken πŸ˜„

      posted in SketchyPhysics
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      Wacov
    • RE: SketchyPhysics3 Release Candidate 1

      @mistert said:

      ...but cannot get a Joint settings panel to appear from either a right click properties selection or from the pull down menues. Any ideas please?

      Adrian

      Click the UI button, next to play/reset πŸ˜„

      @unknownuser said:

      Removed all plugins and ran sketchup with only Sketchy Physics, and the same error comes up...

      I'm pretty clueless about Macs, so I don't really think I can help... sorry 😞

      posted in SketchyPhysics
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      Wacov
    • RE: Mega glitch...

      I was wondering if it's not being in an event that did it... still, pretty wierd...

      posted in SketchyPhysics
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      Wacov
    • Mega glitch...

      Okay, I made a largeish box, and set it to split (Without putting it in an event, thanks Phy). This is the result:
      Funky bounding box
      Flickering axes, showing through model
      That's not the worst bit. The objects created jump randomly around, glitch into each other, and often can't be selected to drag at all.
      View at frame 542
      View at frame 839
      View at frame 914

      The flickering axes stopped when I saved, but here's the file:


      glitchtasia.skp

      posted in SketchyPhysics
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      Wacov
    • RE: My .SKP Works

      I LIKE!! (!)_(!)

      posted in Gallery
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      Wacov
    • RE: 13 - G

      Stunning!

      posted in Gallery
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      Wacov
    • RE: SketchyPhysics3 Release Candidate 1

      Did you empty out the folders? The internal folders in the .zip need to remain intact. Extracting to the plugins folder is the easiest way to go

      posted in SketchyPhysics
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      Wacov
    • WIP: FPS

      Finally picked this one up again... and it's going pretty well 😍

      Sticks=Move/aim
      A button=Jump
      RT=Fire
      LT=Zoom

      (C&C welcome)

      FPS rig1.2.skp

      Technical stuff:
      -Movement through setVelocity, and push for jump; this makes it ultra-responsive to controls
      -Weapons fire uses SU's raytest, so 'bullets' instantly reach the target. There's also some randomization to the aim, which is reduced when zoomed
      -Round impact effects are created through use of a slightly modified version of the stable particleFX system. Rounds will pass through the FX created. Objects move when hit, using setVelocity.
      -Not counting the gun and muzzle flash, there purely for show, the rig is only 4 objects, but, really, it should be just 3! This is partly thanks to the single-object camera system.
      -I know I'm probably annoying people by not including keyboard support, but it's low on my priorities. Check out Phy's system at http://forums.sketchucation.com/viewtopic.php?f=61&t=19332 if you're feeling impatient πŸ˜„

      posted in SketchyPhysics
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      Wacov
    • RE: SketchyPhysics 3x June 27 version.

      I mean ontick/touch as in:

      ontick{
      ...
      }
      

      Try it, see what you get.

      posted in SketchyPhysics
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      Wacov
    • RE: SketchyPhysics 3x June 27 version.

      @norviewsveteran said:

      1. You guys are blowing my mind. Wacov, when I opened your cloth file my jaw dropped for so long I almost drooled on my cat.

      🀣

      @cphillips said:

      I think it is possible to set events externally with this version. I know the the syntax is a bit weird and I plan to clean it up.

      Create a good sized cone and put this in its scripted field.

      b=copy
      > b._setEvent("ontick",
      > <<CODE
      >    push([0,0,1])#go forward
      >    if(frame>50)
      >       destroy #die after 50.
      >    end
      > CODE
      > )
      

      The cone will copy itself and then set the "ontick" event in the copy.

      I tried to make an example that uses "ontouch" but it didnt work for some reason. I will have to debug it.

      It totally crashes my SU when I try it in ontouch, and freezes the sim in ontick... also, I can't drag the original object. It highlights, and the drag line appears, but no movement πŸ˜•

      posted in SketchyPhysics
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      Wacov
    • RE: SP3 feature: Joystick and Keyboard.

      @sgt.a.johnson said:

      Is there any support for the individual triggers on an xbox controller. IM trying to make a car using them for accelerator and brake but i dont want to use joyRY for various reasons.

      I think I see what you want to do... you only want the input from one trigger or the other, not both? If you stil want it to be analog, try:

      if joyRY>0.5
      joyRY
      else
      0.5
      end
      

      (Reverse to < for the other trigger)

      Or, if you just want it to act as on/off:

      if joyRY>0.5
      1
      end
      

      Overall, pretty simple stuff. It can be further shortened with:

      joyRY>0.5? joyRY;0.5
      

      or:

      joyRY>0.5? 1;0
      

      Hope this helps!

      I suppose something of note is my trigger input seems to be reversed... my left trigger gives a positive value, and vise versa.

      posted in SketchyPhysics
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      Wacov
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