FANDOM


BasicsEdit

Depending on how your model's been made, it could be very easy to make it SketchyPhysics compatible. If you build using lots of components and groups, you may only be a few clicks away, but if your model is mostly loose geometry, it may take some time; that's why most models that use SketchyPhysics are specifically designed for it. Before moving onto more advanced aspects, you should run through this checklist:

  • GROUPS:
    • First, the 'staticmesh'. This will be the base of your simulation, and can have a very complex shape. Anything that will never move during the simulation, like terrain, buildings, and scenery, that you want to be part of the simulation, can go in this group. Make sure all faces are the right way round, as the physics will not recognize the backside of a face. Remember to set the shape to staticmesh in the right click menu.
    • Individually moving objects should be individually grouped. Say you've got a pile of boxes. To act independently of each other, they must each be in their own group.
    • Objects you want to be jointed must not be in the same group. They must, again, be grouped independently.
    • Editing Objects after Grouping
      • You've made your "functioning machine", but need to edit the objects; you do NOT have to "disconnect" the joint connector tool from the Parent Object, then "Explode" the grouped objects, and then edit them.
Simply left-click the group with the "target object" to be edited. Repeat, only until the target object is selected. Now edit the object. eg. rotate, scale, move, make a hole, etc. To make it "accept" the edits, just left-click outside the original grouped object. Each subsequent click will revert back to the orginal grouping.
You can edit as far back as the original oject shape, with no bounding box.
  • Anything that you don't want to be recognized by the simulation should be either left ungrouped, or have its state set to 'ignore'. Nothing will collide with it, and it cannot be moved.
  • SETTING SHAPES:
    • We've already set the staticmesh; this is the only shape where the physics geometry will be the same as the actual geometry, but it will always be static.
    • The shapes are explained in more detail in Objects. Choose the ones that are appropriate to each object, and use complex groups if you need an indentation or hole.

In some cases, this is enough. Objects will now be movable during the simulation, and will collide with each other and the staticmesh. It should also be noted that whatever you move will be only on a "plane," to move up and down or "lift" hold SHIFT or CTRL while dragging. However, you may want to add more advanced features, like joints between objects and object properties and control using Rubies [keyboard keys and sliders].

AdvancedEdit

(Coming soon)

teaser: joining and connecting joint...

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.