Moderator: CPhillips
by Anton_S » Mon Jan 05, 2015 9:22 pm
icydee wrote:I wiped and re-installed my Mac software, primarily on the basis that I wanted to run Sketchup with this plugin so I was gutted to find it does not work with Sketchup 2015 (I just found the comment hidden away that it does not work with 2015 64bit which I assume is the issue!).
How serious is the problem? Can you give an idea of how big a problem it is (just in case I can help to fix some problems myself) or a timescale if you are planning on fixing it yourself?
Ruby is not my main skill, but I would give it a go if you were to give me some direction as to the problems?
-- icydee
It can't be fixed until the C++ source owner decides to share the source. The Ruby part is already fully made compatible with SU2015. Its just the C++ library that has to be rebuilt under 64bit configuration. Since I don't have the source to C++, it cant be done. The author of SP, Chris Phillips, owns the source, but he haven't shared it yet.
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by PituPhysics » Thu Jan 08, 2015 9:00 am
Feel free to use the 32-bit version on the Mac - Win x64. One drawback is that it does not show thumbnail images on .skp-files. From here you can download: http://www.sketchup.com/download/all
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by Anton_S » Tue Jan 13, 2015 10:27 pm
Hello Pitu,
Your scripted models at 3D Warehouse are awesome!
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by N Lindenthal » Wed Jan 21, 2015 7:21 pm
Anton_S wrote:… Your right, you only had to increase damp of the servo joint.
Dear Anton, here comes my next difficult study: First tool works well: 
Second tool works "wrong": 
The difference is – as I mean – only the block, which connects the two parts. I don’t understand, what I make wrong. - - - The 2 files are Sketchup 8
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by Anton_S » Thu Jan 22, 2015 11:45 am
Your three top-level pieces have a Default shape. Default shape has objects's collision calculated from the bounding box and has all sub-collisions as boxes. So the collision wireframe of the first object would be a 3 rectangular prisms surrounding the each entity's bounding box. To see what was going on, select one of the top level group, apply this menu option to it: (Context Menu)->SketchyPhysics->Debug->Read Back Collision Geometry, and press play. You're expected to see the collision wireframe of the object. You will notice that the collision isn't appearing the same way as it is drawn. This is because as I said, the Default shape calculates collision from its bounding box and has each sub collisions as boxes. I would recommend changing the shape of 3 objects to Compound2. Generally, Compound2 has all sub-collisions as convex hulls and has true centre of mass, not like Default shape, which has its centre of mass at the group's bounds center.
To change groups shape, select an object and apply this menu option: (Context Menu)->SketchyPhysics->Shape->[Your Option].
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by N Lindenthal » Thu Jan 22, 2015 12:55 pm
Anton_S wrote:Compound2
In context menu I find "SketchyPhysics > Shape : Convexhull2", but not Compound2. SketchyPhysics 3.5.5, Mac OS X 10.6.8 with Sketchup 8.0.3161 … and the motion of my parts in Verschraenkt.skp don’t take the axes. I will play a littlebit around …
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by Anton_S » Thu Jan 22, 2015 1:14 pm
You're probably trying to assign shape inside some group. You cant set a sub-group to compound shape. I meant to assign the top level groups to Compound2. All child groups are considered as convex hulls automatically.
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by N Lindenthal » Thu Jan 22, 2015 9:59 pm
Anton_S wrote:… All child groups are considered as convex hulls automatically.
Dear Anton, you are right. It was not possible to correct my file "VerschraenktWrong.skp" by using compound2 for 3 Groups. But – it was possible to take file "VerschraenktDoppelt.skp", which is well, making compound2 to 3 Groups of linkage, then open 1 group and combine two parts with a new third one. Thank you very much, that I can learn this with you. Please have a look here:
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by N Lindenthal » Fri Jan 30, 2015 10:23 pm
How can I get my sketchyphysics file by default?
I quit my Sketchup, but I did not quit sketchyphysics before. And I saved the Sketchup file with shifted sliders. So my model was not in default, but it was in motion.
After I quit and then open the model again, the model is in last position. When I then start the slider, the sketchyphysics parts swing additional, what is wrong.
So my question is: Is there a work around to get my model in default? Or is that only possible in Time Machine?
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by Anton_S » Sat Jan 31, 2015 1:26 am
I don't think there is a workaround. Try resetting SP each time before you save. Also, your SU file creates skp and skb files. The skb file contains the pre-last saved model. Maybe the default model is in there...
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by N Lindenthal » Sat Jan 31, 2015 6:35 pm
Dear Anton, now my model is right. Awesome! And … … there is my next question: How can I make a copy of my SP-model, to get it two times in my file? I can not make a SP-component, can I? I can not make a SP-group to drag it with plus sign, can I? If I try to copy the marked selection to put it in my file, then my four hinges are corrupted:  You have a solution?
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by N Lindenthal » Sun Feb 01, 2015 2:49 pm
Dear Anton
one more question:
If I use the sketchyphysics three-circle-arrow and then open the slider, to move the group. How can I make, that the group stays in default and just the slider turns the group to the left or to the right?
Best regards, Norbert
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by WILLHF » Thu Feb 12, 2015 4:41 pm
This plugin is just AWESOME !!! But it's like it doesn't work with SUPRO2015.
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by malbertsen » Thu Feb 26, 2015 8:02 am
Hi  I just love SketchyPhysics though I spend much time getting things right. But I love the posibitity to animate whithin SU big time. How ever I do have a wishing list: 1) It would be nice if you could save severals animations, and run them simultaniously so that you can animate and control several objects. I.e. animate one item, then run the animations and at the same time animate and record another item in relation to the first animation. And then at the end join the animations into one. 2) and then have a timeline so you could rund the animations with the timing and speed that you want. 3) Go back and forth in an animation and see the frame number and time at a given framerate. 4) Go to a spesific frame number or timestamp in an animation. I have some rather large animations, and use Twilight to render. In Twilight I can start the rendring at a given frame rate (and thus I dont have to render an entire animation) but to find the frame where I will start, I have to run the entire animation in SP and that often takes minutes to find the start frame. Again a timeline would be nice 5) Off course upgrade to SU2015 And I would be willing to pay for SP if these features were implemented  Regards Mads 
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by Bas9999 » Tue Mar 24, 2015 11:54 pm
Ahem... Should "SketchyPhysics 3.5.6 (January 26, 2014)" not be "SketchyPhysics 3.5.6 (January 26, 201 5)"? 
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by pilou » Wed Mar 25, 2015 12:06 am
You have a cool free Physics 2D : Algodoo! Take any image of SU objects (on PNG transparent) and transform them in Algodoo 2D objects! (not for sensible person) 
Minute 3.25 for transparent robot! (Phun is the old previous of Algodoo ! )
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by PituPhysics » Sun Mar 29, 2015 8:09 pm
Hello Anton. The next SP update you could write "transition" script? For example: - Code: Select all
this.transition(hidden/visible, frame_interval)
or between numbers, from 26 to 35: - Code: Select all
@num1 = 26 @num2 = 35 @num1 * transition(@num2, frame_interval)
or - Code: Select all
3D point
@original_3Dpoint = [43, 10, 16] @final_3Dpoint = [22, 10, 5].point_transition_to(@original_3Dpoint, frame_interval)
or Vector
@original_3Dvector = [0, 1, 0] @final_3Dvector = [1, 0, 0].vector_transition_to(@original_3Dvector, frame_interval)
This is very facilitates our job. _
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by cotty » Fri Apr 03, 2015 7:08 pm
What's the reason for such a behaviour?
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by Anton_S » Fri Apr 03, 2015 7:38 pm
@PituPhysics Why not simply include such method in your scripted field? And just fyi, I no longer plan to make any updates to this project. Anyone can take over if they want to.
@Cotty Send me the model, and I'll try figure out what's wrong.
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by PituPhysics » Fri Apr 03, 2015 10:13 pm
 I'm sorry ... But will be update to SketchUp 16-17-18...234, right? It does not matter if it is only 32-bit it works, just be good.
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by Anton_S » Sun Apr 05, 2015 9:58 pm
That's a nice FPS there, Pitu. I'm looking forward to play it once it's done. The reason I no longer plan to make update to SP because I don't have the C++ source, which without it its impossible to get it working under 64bit applications, and because SP uses old outdated physics engine. Despite that, I started a new project, MSPhysics, which uses the latest Newton Dynamics physics engine. You can see the MSPhysics thread here if you wish: viewtopic.php?f=323&t=56852 I'm sure creating FPS games in MSPhysics would be a much easier experience. Other than that, keep up the great work.
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by Dxulian » Sun Apr 19, 2015 8:11 pm
Hello! I work on a mac (OS 10.9), and I have problems installing Sketchyphysics. I tried via the Sketchucation plugin from Sketchup 15, and it keeps telling me that it can't load Sketchyphysics on the log : - Code: Select all
Error Loading File /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/main.rb Error: #<Fiddle::DLError: can't load /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/lib/libNewtonServer3.dylib> /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/fiddle/import.rb:85:in `rescue in block in dlload' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/fiddle/import.rb:82:in `block in dlload' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/fiddle/import.rb:73:in `collect' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/fiddle/import.rb:73:in `dlload' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/newton.rb:105:in `<module:NewtonServer>' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/newton.rb:94:in `<top (required)>' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/rubygems/core_ext/kernel_require.rb:45:in `require' /Applications/SketchUp 2015/SketchUp.app/Contents/Frameworks/Ruby.framework/Versions/2.0/lib/ruby/2.0.0/rubygems/core_ext/kernel_require.rb:45:in `require' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics3/main.rb:25:in `<top (required)>' /Applications/SketchUp 2015/SketchUp.app/Contents/Resources/Content/Tools/extensions.rb:197:in `require' /Applications/SketchUp 2015/SketchUp.app/Contents/Resources/Content/Tools/extensions.rb:197:in `load' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics.rb:433:in `register_extension' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics.rb:433:in `<module:MSketchyPhysics3>' /Users/JulienAir/Library/Application Support/SketchUp 2015/SketchUp/Plugins/SketchyPhysics.rb:415:in `<top (required)>'
Does anyone could help me understanding what's happening and how I could fix that ? Thanks in advance
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by Anton_S » Mon Apr 20, 2015 5:10 pm
You get this error because you are running SketchyPhysics on a 64bit SketchUp application. SketchyPhysics only works in 32bit applications. You have to download SU2014 (32bit) and use SketchyPhysics from there.
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by Randy Hutniak » Wed May 27, 2015 4:20 pm
I work in the film industry as a set designer and I loved this plugin back when I was still using SU2013. It helped me show how a prop might work and to animate a stoyrboard sequence for a set but I haven't been able to use it since:{...
I also do Product Design on the side and you can understand how indispensable this plugin is for that.
Please, Please update for SU2015 64bit and onward. Most of us in these types of industries rely on Sketchup over Maya, ACad, Rhino, Solidworks etc. because of how quickly we can show a client a 'working' model.
Randy Hutniak
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by Lumenous1 » Sat Jun 27, 2015 5:16 am
Hi there,
I was wondering if Sketchyphysics would be suitable for measuring the overturning moment of an object? I'm working in a museum and we have done some basic 3d scans of objects which I have imported into SU. I have found a plugin for centre of gravity but would like to know if you could apply ground velocity to an object to see what size earthquake would topple it.
Thanks
Lumens
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by Anton_S » Sun Jun 28, 2015 8:40 pm
Hello dna645. I would be more than willing to update SP to SU2015 64bit, but the problem is that I don't have the C++ source, since the libraries have to be compiled under x64 in order to work under 64 bit. I tried contacting Chris Phillips, the author of this plugin, but I haven't got a reply yet. Maybe Chris Phillips want's to publish SP 64bit himself, but he has been pretty inactive since I joined the forums, so I don't know. I'll just wait for his reply.
Hello Lumenous. SketchyPhysics could be used for earthquake purposes, but I'm not sure if the results would be accurate. I mean more data has to be taken into account, like friction between surfaces. However, if friction isn't that vulnerable, here is a demo: sp_earthquake.skp Some adjustments to the slider properties could be made to suit your purpose. BTW, you don't need a plugin to calc object's center of gravity. Just assign model's shape to Compound2 and the center of gravity will be calculated automatically. To do it, right click desired object(s) and select SketchyPhysics->Shape->Compound2.
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by Lumenous1 » Tue Jun 30, 2015 1:20 am
Thanks Anton_S
Very good proof of concept. I'll have a go at testing settings and models and let you know how I get on. Generally our earthquakes are fault slippage in a north/south direction so one piston is fine as I can change the orientation of the object depending on how it would be exhibited. The tricky bit is modeling for any uplift during a p wave event. Maybe a single pulse piston in the up-down direction?
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by Anton_S » Tue Jun 30, 2015 11:21 pm
Here is an example of earthquake left/right and up/down movement: sp_earthquake.skp You can adjust oscillation speed/length by adjusting slider properties. Do that by opening SP UI, selecting the desired slider joint, and editing properties.
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by PituPhysics » Sat Jul 04, 2015 12:13 pm
SketchyPhysics 3.6 is available this link: viewtopic.php?f=61&t=62453
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