MSPhysics 1.0.3 (16 October 2017)

Re: MSPhysics 0.9.8 (13 November 2016)

Postby pilou » Fri Dec 16, 2016 3:24 pm

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Re: MSPhysics 0.9.8 (13 November 2016)

Postby gilles » Sat Dec 17, 2016 1:07 pm

I had issues with MS UI: modifying values, sometimes works sometimes not. :evil:

Then I notice this: typing a value +enter or tab does not work. :o
Typing a value + click outside the input box works… :o

Just for anybody else having the same troubles.

MS-UI.gif


Mac OSX 10.8.5, SU2015.
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Re: MSPhysics 0.9.8 (13 November 2016)

Postby Anton_S » Sat Dec 17, 2016 2:24 pm

Yeah, I'm working on that. Thanks for the report, gilles!
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Re: MSPhysics 0.9.8 (13 November 2016)

Postby robint » Sun Dec 18, 2016 9:23 pm

gilles wrote:I had issues with MS UI: modifying values, sometimes works sometimes not. :evil:

Then I notice this: typing a value +enter or tab does not work. :o
Typing a value + click outside the input box works… :o

Just for anybody else having the same troubles.

MS-UI.gif


Mac OSX 10.8.5, SU2015.

Hi gilles

I don't know if this is related but i noticed that when trying to alter friction, on cursor in window an X appears on the rhs and a new input will only be accepted after mouse over click X which blanks the window for a new entry

kinda convoluted

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby Anton_S » Thu Dec 22, 2016 8:42 pm

Announcing 0.9.9!

This version comes with mainly an improved dialog and joints.

View changelog for details: http://www.rubydoc.info/github/AntonSyn ... ANGELOG.md

Anton
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby SketchyPhysicsNutt » Fri Dec 23, 2016 3:18 am

Thanks Anton for fixing the full-screen issue my animations are back to normal :D
MSPhysics 0.9.9
tested on win 8.1 and sketchup 2015/2016 working fine.

the new plane joint works great on single or two different planes :thumb:

thx again and merry xmas

Tez
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby Anton_S » Fri Dec 23, 2016 9:35 am

Hello, Tez,

Good to hear that it's working now. And merry Christmas to you too!

Best regards,
Anton
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby SketchyPhysicsNutt » Fri Dec 23, 2016 1:50 pm

Sorry Anton forgot to ask u in my last post about simple OnTouch sound scripts

in Sketchyphysics i just tick the OnTouch panel and use
playSound('Sound1')

what's the MSphysics equivalent script for Ontouch sound .....i keep getting an error?
its no bug ..just me don't understand MS scripts yet.

Tez
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Fri Dec 23, 2016 3:40 pm

Hi Anton, installed 0.9.9 and restarted SU
but its screwed up my model?
It falls downwards and I cant get the static floor to work as before, also the script stopped working
Did I do a corrupt installation?

Should I have deleted 0.9.8 first - you didnt say?
I assumed it would overwrite and update itself
Where to go? delete and start fresh installation or go back to 0.9.8?

What to do? :oops:

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby Anton_S » Fri Dec 23, 2016 4:16 pm

Tez,

In the Sound tab of the MSPhysics UI, whenever a sound is added, a piece of code for playing the sounds is displayed below. For your case, after you add the sound to the MSPhysics UI, the code for playing it would be:
Code: Select all
onTouch { |toucher, position, normal, force, speed|
  simulation.play_sound("Sound1")
}

You can also refer to this scripting documentation link for playing 3D sounds: http://www.rubydoc.info/github/AntonSyn ... ic___Sound

Anton
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby Anton_S » Fri Dec 23, 2016 4:25 pm

Robin,

I assume the script you talk about is the controllable sphere thingy. There has been some scripting changes and the documentation for the controllable sphere is updated. For your case, you will have to replace the add_force2 function with the add_force function.

Now, I don't know how the static floor behaved previously. Basing on the model you posted, everything is working fine. I don't see any issues.

If you want to revert to on original version, you may always refer to the instructions on the homepage.

Anton
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Fri Dec 23, 2016 5:21 pm

Very strange Anton, I removed the sphere from the model to avaoid confusion , but on mine Falling block 7 the whole model falls. I must assume I got a corrupt installation, so will start again afresh back to 0.9.8 and fb 6

Cheers

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Fri Dec 23, 2016 6:14 pm

I am pleased to report, that after a tedious uninstall of msp and a clean instal of 0.9.9, everything now seems to work ok

Overwriting existing files looks unwise and it was severely screwed up

I would advise users

Cheers

Robin

PS I made the block and floor out of tungsten carbide, so the block didnt penetrate AKAIK, but bounces as expected
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby faust07 » Sat Dec 24, 2016 6:25 pm

Thanks Anton for making MSPhysics better and better. First impression of running an old model with Curvy Pistons with version 0.9.9 - all moves but some objects move backwards... - I will test in the next days what I must change to get the desired results.
Merry Christmas to all friends of SketchUp, physics and animation.
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Thu Dec 29, 2016 2:42 pm

Hi MSP's

Herewith my mortar gun model, run and tap space bar, adjust azimuth with rotate tool on all the gun. Adjust charge by piston rate

I thought I might add display of distance to first landing (just like a real gun spotter?
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby SketchyPhysicsNutt » Fri Dec 30, 2016 10:04 am

Hi robint your original model falling block8 and script anton
helped u with i found very interesting thx.

I set block material to gold / elasticity to 2.00 and got a
bouncing ball i like the affect max elasticity gives u.

Gif starts on 2nd bounce then breaks free on 3rd and keeps bouncing



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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Fri Dec 30, 2016 11:07 am

Indeed, it becomes quite addictive I found. I wish I knew more about ruby script
I want to xfer the script to my mortar gun, try to get muzzle velocity, distance to target and time of flight

cheers, have fun

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby SketchyPhysicsNutt » Fri Dec 30, 2016 11:37 am

Im no script monkey as well wish i was....but im experimenting connecting two servo's for swivel and tilt with your mortar gun model no luck yet :)

Antons original script has come in handy with my trebuchet/catapult models and projectiles

THX Robin happy new year

Tez
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Fri Dec 30, 2016 12:07 pm

Yes I tried that, but the outer gun barrel has to be made up of 4 flat slabs grouped together and made static which is why it wont move, else the ball just falls through it

only way I found was to use the rotate tool before hitting go

not very elegant

perhaps someone else will pitch in

Cheers

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Sat Dec 31, 2016 11:07 am

Anyone know how to put sound into script eg a sound wav called "cannon" to be played when I press space bar (which also fires the cannon ball

I put the sound byte into the UI sound tab, but nothing happens? WOTODO?


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Re: MSPhysics 0.9.9 (22 December 2016)

Postby PituPhysics » Sun Jan 01, 2017 10:51 am

robint wrote:Anyone know how to put sound into script eg a sound wav called "cannon" to be played when I press space bar (which also fires the cannon ball

I put the sound byte into the UI sound tab, but nothing happens? WOTODO?


Robin


Hello Robin. I wrote a script to display the distance of bullet and target, the time of flight and play the sound. But the "Update Timestep" change it to Normal 1/60 on the Simulation tab.

Try this:

mortar 2.skp
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby SketchyPhysicsNutt » Sun Jan 01, 2017 11:56 am

Great script inside PituPhysics 'Distance and time of flight' perfect for projectiles

thx
Tez
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Mon Jan 02, 2017 5:49 pm

Hi PP

some good stuff there, doesnt make the sound?

take a look at my falling block as it uses the ontouch procedure to capture the distance at the moment of first impact

Another way might be to insert some magnetism into the ball, floor and target so that the missile sticks to its first landing place, as with a real mortar

Have tried to use magnetism in UI but doesnt seem to have any effect? :shock:

What am I doing wrong?

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby PituPhysics » Tue Jan 03, 2017 11:24 pm

I made more models to be more opportunities.

1.) Frozen:
mortar 4.1.skp


2.) Hide:
mortar 4.2.skp


3.) Simulation pause:
mortar 4.3.skp


And magnet test:
magnet.skp
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Wed Jan 04, 2017 10:40 am

Hi PP

tried your magnet and I am baffled as to why its so very slow, <2fps. tried everything to speed it up. Sketchy physic was much faster? I made ther executive balls desktop toy by putting all the balls as pendulums in a frame and colliding. It was fast and realistic?

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Wed Jan 04, 2017 11:12 am

Even stranger, I managed to get my balls to clang together at 30 fps, but unable to simulate repulsion even with negative magnet values? I notice that perhaps magnet is a wrong term as it behave more like gravity between two masses (hence no repulsion effect)

Universal gravitation equation

F = GMm/R2

where

F is the force of attraction between two objects in newtons (N)
G is the Universal Gravitational Constant = 6.674*10−11 N-m2/kg2
M and m are the masses of the two objects in kilograms (kg)
R is the separation in meters (m) between the objects, as measured from their centers of mass
notice how the ball is attracted to the target even though the target has no magnetic force

for example

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Wed Jan 04, 2017 12:38 pm

Hi PP

Got as far as 4.3 and it certainly is the cats whiskers, like the disappering effect in 4.2, all we need is a little pop up explosion (still no sound on mine?)

I dont understand what is affecting the fps so drastically? It goes from 30fps down to 4 or less

Robin
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Wed Jan 04, 2017 1:36 pm

Playing with real shells. Wonder how I can get the nose pointing along the path? hmmm :?: notice the fps is 27, yet on some of the models its very slow 2fps
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby PituPhysics » Wed Jan 04, 2017 8:05 pm

For me 63 fps.

mortar 5.2.skp
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Re: MSPhysics 0.9.9 (22 December 2016)

Postby robint » Wed Jan 04, 2017 8:39 pm

Wow PP that has blown me away, havent looked into detail yet, tomorrow am

Now could this be mounted on a tank? Forward, left, right track

Then we could have two or more, multi players

Tank battle, forests, obstacles, terrain, mines, smoke etc

Pls assume all rights, I'll be your beta tester and write the manual

Robin

Ps I wrote a game like this in BASIC years ago, for four players, it was extemely addictive, hidng under tree cover trying to guess where you opponents were. Each tank had a home base corner and had to return for new ammo and fuel. we spent hours on it

I turned this into a kids game sliding around on mats on a polished wood floor blindfold, getting coded instruction from their base commanders. They fired foam tennis balls at each other and only had three reserve tanks. Couldn't get them out of the classroom, oh and they had to give their instructions in a foreign language, French German, Italian and swedish - a summer uni job - but the kids loved it

Robin
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