SketchyPhysics 3.5.6 (26 January 2015)Moderator: CPhillips Re: SketchyPhysics 3.5.3 (October 16, 2014)Hi Anton,
Sorry I haven't been more involved during your flurry of input - you've done really well. When I get time away from current work I've got some cool projects to build which you have enabled. Thanks again for your input. Also, just checked out MSPhysics - great stuff - if I can help test or something then please keep me in the loop. Just some stuff I do with Sketchup.
Re: SketchyPhysics 3.5.3 (October 16, 2014)
Thanks ashscott, and no need to be sorry. ![]() ![]()
Re: SketchyPhysics 3.5.3 (October 16, 2014)A typical example of problems with transformed objects is this:
Re: SketchyPhysics 3.5.3 (October 16, 2014)
Thats very strange. When I added option readback collision geometry to the vehicle, there were 3 collision shapes below it, which came out from nowhere. That's some strange effect with default shape. Meantime for the fix, set vehicle shape to convexhull2 or compound2 for proper collision generation. Convexhull2 is preferred as it's the fastest. I can't reproduce this in SP3.2, so that's some bug by me, which must be eliminated. I will look into fixing it. Thanks for report.
Re: SketchyPhysics 3.5.3 (October 16, 2014)If You add option readback collision geometry to the wheels You will sea that it happens only with flipped objects/groups ...
Re: SketchyPhysics 3.5.4 (October 22, 2014)Okay, it is fixed now! Please download latest version and see how it goes. Thanks for report, faust07
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Re: SketchyPhysics 3.5.4 (October 22, 2014)It works. Thanks again Anton. The door to the "Physics World" in SketchUp is wide open ...
Re: SketchyPhysics 3.5.4 (October 22, 2014)Si ça peut être utile !?
Re: SketchyPhysics 3.5.4 (October 22, 2014)I think I see what you did there
![]() Just some stuff I do with Sketchup.
Re: SketchyPhysics 3.5.4 (October 22, 2014)Oh no, Anton I don't want to nerve you. I cheered too soon. A model that ran in SPh3.5.3, jolts in SPh3.5.4 a little ... Probably the steering blocks are squeezed out laterally from the body of the truck. I hope the GIF example shows what a little.
Re: SketchyPhysics 3.5.4 (October 22, 2014)
Is the behavior different in SP3.2? Are you assigning same shapes to SP3.2 and SP3.5.4? Meantime, if they are squeezed out, to fix it, set most surrounding parts and the cabin to Not Collidable. Last edited by Anton_S on Fri Oct 24, 2014 10:45 pm, edited 1 time in total.
Re: SketchyPhysics 3.5.4 (October 22, 2014)
Thanks for your documentation, patrick. I placed this in first post, as part of reference.
Re: SketchyPhysics 3.5.4 (October 22, 2014)No, in SP3.2 it did run OK. There were only the other reasons for crashes, you've solved so wonderful! In your SP3.5.3 this truck moved correctly (after resetting some mirrored objects in SPh3.5.3).
Last edited by faust07 on Fri Oct 24, 2014 11:03 pm, edited 1 time in total.
Re: SketchyPhysics 3.5.4 (October 22, 2014)
Can you send me the skp model (private message if you prefer), so I could investigate.
Re: SketchyPhysics 3.5.4 (October 22, 2014)Here it is. It's a model on the base (not to forget to mention) of posts of Mr.K. and other authors for cars following a path (with little modifications I did, to use it universally). I've blown it up with physical walls, doors, roof, seats, driver, wheels, lights for twilight renderer, euro norm ... Hope, you find a solution.
Oh sorry, have caught the wrong file. It was too dark last night and there was too much port wine ... I must go to my other computer to upload the correct file. Last edited by faust07 on Sat Oct 25, 2014 10:58 am, edited 1 time in total.
Re: SketchyPhysics 3.5.4 (October 22, 2014)Where are the physics joints and the wheels? A lot of parts of the model are deleted. Do you mind reuploading? Don't worry about size. You can erase the file from attachments after I download it.
Re: SketchyPhysics 3.5.4 (October 22, 2014)Here it is ...
Last edited by faust07 on Tue Oct 28, 2014 5:40 pm, edited 2 times in total.
Re: SketchyPhysics 3.5.4 (October 22, 2014)I see what it is. It has nothing to do with the flipped bodies. The problem is that in SP3.5.3 and below the Default shape did not include all geometry as part of collision generation; however, in SP3.5.4 I made it to include all geometry, which I see breaks some compatibility with the prior models. The wheels are pushed out by the lower black part of the cabin which according to Default shape has a box collision. To fix this, you enter the cabin group one level deep, and set the lower black part to ignore:
In prior versions, the lower black cabin wasn't even part of collision because the default shape method didn't consider calculating collision for it. I see that you set all sub shapes to not-collidable. Here is the thing to keep in mind. Setting all sub collisions to not-collidable will do nothing. The not-collidable can only be applied to the top groups, not subgroups. Set particular subgroups to Ignore if you don't want them to be part of collision. To remove the not-collidable flag from all subgroups at once, simply select all subgroups of the cabin, right-click and select, SketchyPhysics > State > Collidable. Even though the SP3.5.4 method for default shape is more profound, I will still revert this change to remain compatible with prior models. Edit: Despite that, I just found a bad bug in default shape. I will fix it for SP3.5.5
Re: SketchyPhysics 3.5.4 (October 22, 2014)I'll change the model accordingly and report briefly. I'm worried that you want to turn back more profound methods for older models.
Re: SketchyPhysics 3.5.5 (October 25, 2014)Okay, fixed it! Now, the default shape should behave like in prior versions. I just adjusted the new method to act like an old one, instead of replacing with the original method from SP3.2. See how it goes!
Re: SketchyPhysics 3.5.5 (October 25, 2014)Now it works better than ever before. Great! Convexhull2 and compound2 are very usefull shapes too. Thank you again!
Re: SketchyPhysics 3.5.5 (October 25, 2014)Thanks Anton_s for the amazing amount of work you are doing!
A couple of notes:
This bug still exists for me using WinXP-SP3, SU 13.0.4812 and SP 3.5.5
Where do I find the checkbox? Additionally, a "make hole" function in SP would be amazing and time-saving! Re: SketchyPhysics 3.5.5 (October 25, 2014)
Can you upload a sample model?
Open the SketchyPhysics UI, and in the Emitter field, you'll find Emit Continuous Collision Mode checkbox.
Do you mean a hole in an object? Like, um, the bullet holes?
Re: SketchyPhysics 3.5.5 (October 25, 2014)Also can someone tell me what i'm doing wrong with making my track in SP??
Here is the model https://www.dropbox.com/s/lwk5a6cl2k60a ... s.skp?dl=0 Thanks John Re: SketchyPhysics 3.5.5 (October 25, 2014)
Do you mean a hole in an object? Like, um, the bullet holes?[/quote] A hole for a rotating rod. Re: SketchyPhysics 3.5.5 (October 25, 2014)
SketchyPhysics won't work in SU2015 64bit; however, it will work in SU2015 32bit. Its up to Chris Phillips to compile a 64 bit compatible dll and dylib for the the project. I don't have full source to the project.
Re: SketchyPhysics 3.5.5 (October 25, 2014)
Each track piece must be divide into groups for proper collision generation. I don't want to go into details, but here is the fixed model. I hope you can figure out what you done wrong with your tracks by comparing them.
Re: SketchyPhysics 3.5.5 (October 25, 2014)
Thank you again. Yes i saw what i did wrong with the groups and the connection with the hinges Re: SketchyPhysics 3.5.5 (October 25, 2014)Hi
Hope some one can help I have SU 14 pro and just downloaded SketchyPhysics 3.5.5 (October 25 2014) but there does not seem to be any way to install it help anyone please JBgood |