SketchyPhysics3 FAQ.

Moderator: CPhillips

SketchyPhysics3 FAQ.

Postby CPhillips » Fri Mar 27, 2009 9:14 pm

I can't believe I havent done this sooner. Most of the questions on this forum have been asked and answered a dozen times.

I am going to edit this sticky post to keep it up to date based on this thread and questions in other posts.

Right now this is just an outline. And I need your HELP build this FAQ! Post as a follow up either a question or better yet a question AND the answer.

Sections
[*]What is SketchyPhysics
Sketchyphysics is a plugin for Google SketchUp, which runs simulations based on real-world object physics. This means that, during the simulation, Newtonian physics laws are applied to grouped objects, with runtime user interactivity added through an on-screen object dragging stystem, using the mouse to pull objects around. Joysticks, and limited joypad button/keyboard input is supported to control a selection of joints and settings applicable to grouped objects, including self-replicating emitters, thruster settings, magnets, and more. Limited Ruby script use is also supported for more advanced actions; for examples of Sketchyphysics in action, please install Sketchyphysics on your PC/Mac, and search for 'Sketchyphysics' on the Google 3D warehouse.


[*]Where can I get the latest version
The latest version will always be in a sticky post at the top of this forum:
viewforum.php?f=61


[*]What are the different versions
Sketchyphysics is occasionally updated, with new features and bug fixes addded each time. The general version history, and future, are as follows;

Sketchyphysics
Earliest version of Sketchyphysics, with simple joints that did not allow true runtime control. User interaction was limited to just pulling objects around the screen, and the physical size of the simulation was limited, although the physics were accurate.

Sketchyphysics 2.0b1
The popular second release never actually left Beta phase; numerous bug fixes, massive world sizes and joint controllers were added, along with a selection of new joints and joystick support. Simulation-controlled camera was also supported, and a wide variety of games sprung up on the 3D warehouse.

Sketchyphsyics 3
SP3, currently at release candidate one, added an almost unlimited world size. Magnet, thruster and emitter settings were added, along with a corresponding magnetic option, as well as the option to add an infinite bouyancy plane to the model. Joypad button and keyboard support has been added through joystick emulation, and ruby script support (With global variables) for control of the simulation has brought unlimited possibilities for real-time interactivity. A new, breakable fixed joint was also added, for connecting thrusters and emitters to parent objects, and for breakable environments/objects. A recording and exporting option was also added, for rendering the simulation.

Sketchyphysics 3 Experimental (SP3 X)
More advanced scripting, with collision events and triggers, and limited sound effects are all confirmed for this experimental version. Upon release, it should be noted that models made using it will most likely not work with future versions.


SPIV
This highly anticipated, totally re-written future version will make connecting objects and joints a breeze, with complex models that currently take hours to build sped up to mere minutes. A higher degree of interactivity and easier to use interface will allow modellers to easily create a physics environment, without the hassle of a joint connector tool, and with no problems copying and pasting joints.


When will version X be released
Unfortunately, due the authors erratic schedule release dates are seldom hit. Go ahead and ask, but expect vague answers. Currently the next versions planned are SP3.0 and SP3x. Either could be in a few days or weeks.

How to install and start using SketchyPhysics...

To use SketchyPhysics, you first need to install the latest Google SketchUp 3D designer. SketchyPhysics is not a "stand alone" program, it is a plugin for SketchUp, therefore, requiring SketchUp to run. You can download the free or the Pro version of SketchUp. Use the following URL to view the current available version...
http://sketchup.google.com/
Select the version for your OS, run it, and follow the on screen prompts.

Now that you have installed SketchUp, use the following link to view the latest SketchyPhysics downloads...
http://code.google.com/p/sketchyphysics2/downloads/list?can=1&q=&sort=-uploaded&colspec=Filename%20Summary%20Uploaded%20Size%20DownloadCount
Again, run it, and follow the on screen prompts. It will install itself in the SketchUp Plugins folder.

After you have installed both SketchUp and SketchyPhysics, run SketchUp and go to the "View/Toolbars" menu. You will see some new menu items "Sketchy...". If there are no checkmark next to them, click them to add one. This will make the on-screen toolbar visible for easy access. Move the toolbars as you see fit. SketchyPhysics will also be listed in the "Plugins" menu, and in the right click context menu of objects.

To run a SketchyPhysics model, use the following link to search the Google 3D warehouse for SketchyPhysics models...
http://sketchup.google.com/3dwarehouse/search?q=SketchyPhysics&styp=m&scoring=d

Once the model is loaded in your SketchUp, click on the "Play" simulation button. Some model may require you to use your keyboard/mouse/joystick to manipulate the simulation, as in a car game for example. Note that when running a simulation, you can not perform any modifications to the model. Anything that you move while the simulation is running will react as in real life. Click the "Play" button again to Pause the simulation, or the "Reset" button to stop it all together and then you can edit the 3D model and make changes.


What do all the buttons and menus do?

The Inspector (UI)
Your general-purpose config window for Sketchyphysics joints and bodies. When the UI is open, and an object is selected, all primitive shapes within are displayed. Here you can set thruster, magnet and emitter settings for the selected body, including entering formulas and Ruby script... any internal or connected joints are also shown, and you can click on one to configure its parameters and controller, which, again, can be a formula. State properties for any object can also be changed here, which will affect how it behaves... for example, a body set to 'frozen' will be immobile until either it is clicked, or an unfrozen object collides with it. 'Ignore' sets the object to be totally ignored by the simulation, immobile and untouchable, 'No collision' stops an object colliding with other objects, and 'Static' will totally immobilise the object, while still allowing other objects to impact it.

Right-click menus
When you right-click on an object, you will see options for Sketchyphysics. Here, you can change states and shapes (which can applied to a number of objects at once), and 'debug' an object, to make it show its Collision geometry (Its physical shape) when the simulation plays.

The toolbars
The play/pause button, which runs the simulation, the joint connector tool, and the UI button are all located on the Sketchyphysics toolbar. Also included is the shapes toolbar, which you can use to quickly make physics shapes, the joints toolbar, which contains all of the working joints available to place in your model, and the Sketchy replay toolbar, with which you can record your simulation.

Plugins/Sketchyphysics
This contains the windows which you use to govern global settings for the physics in your model, like gravity, density and bouyancy settings. You can also choose to run Sketchyphysics 2 rather than 3, to run models using the depreciated 'magnet joint' and any other SP2 models that won't run properly in SP3.

The Sketchy Replay section under plugins enables you to export your recorded simulations, as either JPG, PNG or .skp files.


[*]How do I make a simple objects
[*]How can I make more complex objects

Use of the joints
Commons
1. You can create joints trought the SketchyPhysicsJoint toolbar. If you can't see it, go to View/Toolbars and click on the corresponding button.
2.To select a joint, right-click on the corresponding button.
3.Click one time in your model to set the joint center. Click a second time to select the joint axe.
4. To link a joint to an object (group) select the "Joint connector" tool, click on the joint, then Ctrl+click the object. To check if the two objects are linked, click any of them. You will see a yellow cage around the joint and a green one around the object.
5. Object can be linked to more than one joint, and vice versa. There is a bug with connecting muliple objects to a "controlled" joint.
6. Joint can be grouped to objects in order to make them movable. Joints grouped with objects became new objects and can be linked to another joint.
7. You can add values to the joint's variables, like maximum and minimum. This is another subject, but remember that angular values are expressed in degrees, and linear values in inches.

Types of joints
1. Hinge: Object linked to this joint can spin around his center.
2. Servo: Basically a controlled hinge, suitable to control arms, doors and similar things.
3. Motor: Another controlled hinge, build to control wheels- only maximum speed is available.
4. Slider: Object linked to this joint can move linearly between the maximum and minimum.
5. Piston: The controlled version of the Slider joint.
6. Gyro (for gyroscope):Object linked to this joint will have the corrispondent axe locked.
7.Fixed: This joint was made to fix an object to another in order to remedy some problems that comes with grouping special objects(emitters, thrusters) to other objects. It is also useful for his "breakingForce" variable- if something hits the object with enough force, the link breaks up.
End part 1

Use of the joints 2
Other types of joints
These types of joints are not used as often as the others. They are considered "legacy" joints by the physics engine. The are less full featured than some of the other joints and have fewer options.
1. Corkscrew: Object linked to this joint can spin around his axe and move between maximum and minimum.
2. Spring: Object linked to this joint can move linearly along his axe. The spring joint will try to bring back them to the first position.
3. Ball: Object linked to this joint can rotate freely around the joint. The object axe points to the joint.
4. Universal: Object linked to this joint can rotate almost freely around the joint. Unlike the Ball one, the Universal joint won't allow the object to rotate around his axe. See those images to understand the concept:


Universal Joint



Ball Joint


How do thrusters, magnets and emitters work?

Thrusters, magnets and emitters are all settings you can apply to any physics body in your model, using the UI; the thruster option will propel the object with a constant force along its Y (Blue) axis (However, this can be changed using the formula box). The power is user defined, and is dynamic, able to accept formulas and Ruby Script; a setting of 0 is off, so you can use something like joybutton("a")*1000 for runtime control.

Magnets affect any 'magnetic' objects nearby, with a force that can be defined much like that of the thruster. In this case, a negative value will push magnetic objects away, and, again, 0 is off. The setting for 'magnetic' can also be found in the UI; note that it's possible to turn both settings on for a single object.

Emitters create copies of themselves, which can be created with momentum along their Y axis. The lifetime setting dictates how many frames the emitted objects will remain; in this case, a setting of 0 will cause them to remain for the duration of the simulation. Strength is the momentum of the object when it is created, and rate is the number of frames between emissions; a setting of 0 for either of these will turn it off. These are dynamic, so you can turn emitters on and off, change their power and the rate of fire all during the simulation, using a formula or script. Note that complex 'objects' like a vehicle made up of many jointed groups cannot be emitted. Emitted items also lose a variety of settings applied to the parent object, such as whether it's hidden, any state changes, and any Thruster, Magnet or Emitter settings.

[*]How do formulas work
[*]Trouble shooting
[*]Known bugs
[*]??
1

CPhillips 
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Re: SketchyPhysics3 FAQ.

Postby CPhillips » Sat Mar 28, 2009 12:11 am

Is it ok with everyone if I erase the original post when something is accepted into the FAQ?

I want to try to keep this thread as clear as possible.
-1

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Re: SketchyPhysics3 FAQ.

Postby =Physicsguy= » Sun Mar 29, 2009 8:55 pm

Sgal wrote:5. Object can be linked to more than one joint, and vice versa.

Actually, Connecting two objects to a single controlled joint will not work correctly. Either object will take on a static position once the simulation is commenced.
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Re: SketchyPhysics3 FAQ.

Postby CPhillips » Mon Mar 30, 2009 2:17 am

Thanks Everyone!! Its coming together great.

I am going to leave some posts in place for a while in case the author wants to update it. I will move any changes to main faq.

Don't forget you can embed images and even youtube videos. :)

Thanks!
Chris
0

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Re: SketchyPhysics3 FAQ.

Postby Wacov » Mon Mar 30, 2009 9:15 pm

How do thrusters, magnets and emitters work?

Thrusters, magnets and emitters are all settings you can apply to any physics body in your model, using the UI; the thruster option will propel the object with a constant force along its Y (Blue) axis (However, this can be changed using the formula box). The power is user defined, and is dynamic, able to accept formulas and Ruby Script; a setting of 0 is off, so you can use something like joybutton("a")*1000 for runtime control.

Magnets affect any 'magnetic' objects nearby, with a force that can be defined much like that of the thruster. In this case, a negative value will push magnetic objects away, and, again, 0 is off. The setting for 'magnetic' can also be found in the UI; note that it's possible to turn both settings on for a single object.

Emitters create copies of themselves, which can be created with momentum along their Y axis. The lifetime setting dictates how many frames the emitted objects will remain; in this case, a setting of 0 will cause them to remain for the duration of the simulation. Strength is the momentum of the object when it is created, and rate is the number of frames between emissions; a setting of 0 for either of these will turn it off. These are dynamic, so you can turn emitters on and off, change their power and the rate of fire all during the simulation, using a formula or script. Note that complex 'objects' like a vehicle made up of many jointed groups cannot be emitted. Emitted items also lose a variety of settings applied to the parent object, such as whether it's hidden, any state changes, and any Thruster, Magnet or Emitter settings.
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Re: SketchyPhysics3 FAQ.

Postby NewOne » Tue Mar 31, 2009 2:34 pm

Is there a User Manual for SketchyPhysics3 or not (yet)? I remember that for SP2 was a website http://sketchyphysicstutorial.googlepages.com/, but I don't know if is something for SP3.
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Re: SketchyPhysics3 FAQ.

Postby Sgal » Tue Mar 31, 2009 2:54 pm

Use of the joints 2
Other thpes of joints
1. Corkscrew: Object linked to this joint can spin around his axe and move between maximum and minimum.
2. Spring: Object linked to this joint can move linearily along his axe. The spring joint will try to bring back them to the first position.
3. Ball: Object linked to this joint can rotate freely around the joint. The object axe points to the joint.
4. Universal: Object linked to this joint can rotate almost freely around the joint. Unlike the Ball one, the Universal joint won't allow the object to rotate around his axe. See those images (I found them in an old post of CPhillips) to understand the concept:
http://www10.atwiki.jp/bambooflow/?plugin=ref&serial=19
http://www.impulse-based.de/manual_images/balljoint.jpg
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Re: SketchyPhysics3 FAQ.

Postby Sgal » Tue Mar 31, 2009 3:02 pm

Thanks to =Physicsguy= for the correction.
I think that an "official" SP manual is a primary need. This plug-in is growing too complex for an immediate comprension for a new user. Maybe a Wiki...
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Re: SketchyPhysics3 FAQ.

Postby CPhillips » Thu Apr 02, 2009 3:26 am

Cleaned up the thread a bit. Yeah the faq is getting sort of long. Maybe it should be moved to the new Wiki. :)
0

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Re: SketchyPhysics3 FAQ.

Postby darkPhysics » Tue Apr 07, 2009 6:34 pm

[*]How do I make a simple objects

You can make simple objects using the SketchySolids toolbar as you will se in Flash file.

Link: http://rapidshare.de/files/46603991/untitled_demo.swf.html
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Trusters

Postby Mitchieboy » Wed Aug 26, 2009 6:57 pm

I still don't know how to activate trusters.. I want to make my jetski work.... please anyone HELP!
0

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Re: SketchyPhysics3 FAQ.

Postby rfresa » Sun Dec 13, 2009 9:25 pm

CPhillips wrote:Now that you have installed SketchUp, use the following link to view the latest SketchyPhysics downloads...
http://code.google.com/p/sketchyphysics ... nloadCount
Again, run it, and follow the on screen prompts. It will install itself in the SketchUp Plugins folder.


This is just for windows, right? Because SketchyPhysics never installed itself on my mac. I finally figured it out, but some more info on how to install would be appreciated. For mac users that are reading this: Put the downloaded, extracted files in this folder: username/Library/Application Support/Google Sketchup 7/Sketchup/plugins.

I had to create the plugins folder because it wasn't there. Then I got another bug, "Error Loading File SketchyPhysics.rb
undefined method `file_loaded?' for main:Object"

I found many references to this bug, but no answers, until I found this tip from fernandogalin on the issues page (http://code.google.com/p/sketchyphysics/issues/detail?id=9):

* copy sketchup.rb from Tools folder to Plugins folder
* edit sketchyphysics.rb from Plugins folder and add this line at the begining of the
file: load "sketchup.rb"

This solved my problem and now I can use SketchyPhysics, which I love! This is the awesomest plugin ever. Hopefully this info will save some others from going through the same confusion that I did, so they can get to the good part.
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Re: SketchyPhysics3 FAQ.

Postby togethearth » Mon Dec 28, 2009 4:12 pm

Mmmh, not sure if this thread is still active.
BTW, I'd like to share my 2 cents work with the community, I "updated" the Quick Reference Card (mostly for togethearth MAC users at first):
http://togethearth.com/files/SketchyPhysics_QuickReference_Card_MAC.pdf

If other Mac users find it useful let me know.
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Re: SketchyPhysics3 FAQ.

Postby jonesey429 » Mon Feb 08, 2010 4:49 pm

Is there a plugin for SketchUp that computes electrical systems voltage, current, resistance? Or maybe a more complex plugin that accepts more variables?
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Re: SketchyPhysics3 FAQ.

Postby sf741852963 » Tue Feb 09, 2010 5:30 pm

why does my SketchyPhysics 3x freeze when I press play? :?
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Re: SketchyPhysics3 FAQ.

Postby arjunmax09 » Sat Nov 20, 2010 1:29 pm

where can i get tutorial for sketchyphysics 3...maybe a pdf file...??
0
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Re: SketchyPhysics3 FAQ.

Postby CPhillips » Sun Nov 28, 2010 5:53 am

0

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Re: SketchyPhysics3 FAQ.

Postby ahnvtk » Fri Dec 03, 2010 10:53 pm

Sgal wrote:can move linearily along his axe.. The object axe points to the joint.. the Universal joint won't allow the object to rotate around his axe.


I believe you mean "axle", not "axe"? ;)
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Last edited by ahnvtk on Fri Jul 08, 2011 10:08 pm, edited 1 time in total.

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Re: SketchyPhysics3 FAQ.

Postby jaysax » Mon Dec 06, 2010 5:08 pm

Mission accomplished!

Jay
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Last edited by jaysax on Fri Oct 21, 2011 5:40 pm, edited 1 time in total.

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Re: SketchyPhysics3 FAQ.

Postby robint » Wed Jan 05, 2011 11:08 am

Hi all

great stuff pls keep it up. I will try to add my 2 cents as i progress
I cant post any links or skp models to demo my points, this is very limiting
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Re: SketchyPhysics3 FAQ.

Postby MikeR » Tue Mar 22, 2011 3:49 am

i got a SketchUp v6 and want to try and learn sketchy physics. what version should i download? thanks :?
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Re: SketchyPhysics3 FAQ.

Postby demigamer » Thu Apr 07, 2011 10:40 pm

hey guys
he says where emitters are; its such as ''hidden''

why? i want to make a twilight render
but even sketchyreplay doesn't see my emitters :(

can someone help me? its for a project :) so i need it

thanks anyway
greetz,demi
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Re: SketchyPhysics3 FAQ.

Postby jaysax » Thu Apr 28, 2011 6:59 pm

MikeR wrote:i got a SketchUp v6 and want to try and learn sketchy physics. what version should i download? thanks :?


Take the latest version - 3.2 - that'd be my advice.
Why not use the latest sketchup?
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SketchyPhysics3 not working on PowerPC Mac.

Postby KSJ100 » Sat May 07, 2011 6:37 pm

Only SketchySolids works for me!! I have a mac PowerPC 10.5.8 mac!!!!!
the ruby consle says this [img]Picture%201.png[/img]
Code: Select all
First click
potentialParent #<Sketchup::Drawingelement:0xc9d77c0>
Error: #<NoMethodError: undefined method `getKeyState' for #<MSketchyPhysics3::CreateJointTool:0xc9d8b70>>
/Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb:432:in `onLButtonDown'
/Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb:432
First click
potentialParent #<Sketchup::Drawingelement:0xc9d77c0>
Error: #<NoMethodError: undefined method `getKeyState' for #<MSketchyPhysics3::CreateJointTool:0xc9c26f4>>
/Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb:432:in `onLButtonDown'
/Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb:432
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SketchyPhysics3 not working on PowerPC Mac.

Postby KSJ100 » Sat May 07, 2011 6:38 pm

Only SketchySolids works for me!! I have a mac PowerPC 10.5.8 mac!!!!!
the ruby consle says this
Code: Select all
First click
potentialParent #<Sketchup::Drawingelement:0xc9d77c0>
Error: #<NoMethodError: undefined method `getKeyState' for #<MSketchyPhysics3::CreateJointTool:0xc9d8b70>>
/Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb:432:in `onLButtonDown'
/Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb:432
First click
potentialParent #<Sketchup::Drawingelement:0xc9d77c0>
Error: #<NoMethodError: undefined method `getKeyState' for #<MSketchyPhysics3::CreateJointTool:0xc9c26f4>>
/Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb:432:in `onLButtonDown'
/Users/justin/Library/Application Support/Google SketchUp 7/SketchUp/Plugins/SketchyPhysics3/JointTool.rb:432
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KSJ100 
 

Re: SketchyPhysics3 FAQ.

Postby jgb » Sat Jun 25, 2011 7:08 pm

Hi Chris. I need to get back into SP again.
I "left" only because I found the learning curve got too steep too soon, but now I am determined to get it to work.

BUT.....

"Now that you have installed SketchUp, use the following link to view the latest SketchyPhysics downloads...
http://code.google.com/p/sketchyphysics2/downloads/list?can=1&q=&sort=-uploaded&colspec=Filename%20Summary%20Uploaded%20Size%20DownloadCount
"

And which file(s) would that be????? I would have expected the latest file(s) to be, and remain, at the top of the list, but it is buried down and I am confused as to which one(s) I need (Win XP) to get going. :bounce:
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Re: SketchyPhysics3 FAQ.

Postby ahnvtk » Fri Jul 08, 2011 10:16 pm

Even with these helps I'm still having a very hard time identifying the newest SketchyPhysics download. Is it SetupSketchyPhysics3x-Apr2.exe @ this page?

Dying for SketchyPhysics IV. Seeing small SketchyPhysics solids fall through the floor in the version I have installed now :(
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Last edited by ahnvtk on Fri Oct 21, 2011 7:53 pm, edited 1 time in total.

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Re: SketchyPhysics3 FAQ.

Postby jgb » Sun Jul 10, 2011 6:51 pm

Still no answer on which file(s) is the latest release.
I went to the Download page and noticed a few things that make no sense; to me, anyhow.

What is a Deprecated file?? :?: :?:

Why is the release level not fully defined in the file name?
3.x is meaningless. :thumbd: :thumbd:

Why is the "Release Date" column blank? :o :?: :?:

Why are the file descriptions/summaries so terse and literally non-informative? :roll:

I sorta expected better than this based on the quality of SP in general and the high level of user support Chris and users deliver.
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Re: SketchyPhysics3 FAQ.

Postby jaysax » Fri Oct 21, 2011 5:45 pm

jgb wrote:Still no answer on which file(s) is the latest release.

What is a Deprecated file?

Why are the file descriptions/summaries so terse and literally non-informative?


I'll help in the ways that I can:

Deprecated means that something may still work now, but won't work later, so it's best not to rely on it.

I believe that the version of December, 2010 is the latest. I found a copy here -http://code.google.com/p/sketchyphysics/downloads/detail?name=SetupSketchyPhysics3.2-Dec2.exe&can=2&q=

I find that, in general, asking 'why' doesn't often produce much in the way of useful information.

CPhillips has given us some nice goodies on the coding end of things. If his documentation/taxonomy/naming isn't quite at the same level, that's no great surprise either. He's said that he's not much of a writer/documenter anyhow.

-- Jay
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Re: SketchyPhysics3 FAQ.

Postby openhatch » Fri Oct 21, 2011 8:15 pm

Really confused . . .

At the moment the project home page lists a release date of Sept 27 2010, the download page it links to says Dec 10 2010, and the newest Windows release in the list of all downloads without a "deprecated" tag says Apr 2009, and the post starting this thread says the newest will always be listed at the top of a page it links to, but it only links a search page that links back to the same post . . . three different dates on three different pages, and one red herring on another. . .

To compound this, if you search the plugins index for SketchyPhysics it lists several posts for several different versions, and I'm not sorting out which one is newest . . .

HALP!
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Last edited by openhatch on Thu Jun 21, 2012 12:42 am, edited 1 time in total.

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