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I missed Wile E. Coyote the first couple of times watching this because I was so focused on the destruction.:tup:
Elegant design.:tup:
Many of the clamped objects are lacking textures. You may see them on your PC but we can't see them on ours. The textures need to be showing at the time the scene is saved in order to show in the scene. Save a copy of the textured objects off to the side before saving the scene. The objects do not need to be full size.
Thanks.
Nice work.:tup:
Search scenes and forum for the word "texturematrix".
I hate to be the guy to tell you this, but the images are good but sometimes multiple parts are spawned for the vise and the mechanism breaks.
Very impressive._o_ :tup:
OK, this is awesome. _o_ :tup: I almost missed it but it won't happen again because now I'm subscribed.
Q: Is that other bar supposed to be there?
A: Yes, that bar represents the helix angle of the internal threads.
Thanks for the reminder how cool this linkage is. I just removed one motor which doubled it's travel and made it more accurate (apparently the two motors were fighting each other).
I added more detail to the scene. The screw has friction under the head and in the thread. The head friction and thread friction are at different radii. Greater friction deceases the efficiency and tension of the screw.
This can be made analog with the image going faster the further it is from zero. I'm not sure what the function of the long vertical appendage is.
Looking good.:tup:
Nice scene but 200 seconds is too long to wait for an explosion in Algodo.
Nice improvement. I didn't know gifs supported transparency. That makes it easy. Just find a transparent animated gif and extract the images. My only recommendation would be to use a higher resolution animated gif next time.

P.S. If you ever need to convert a png to a transparent png, I find that Windows Paint 3D works well when you use the Magic Select tool.
Thanks.Fixed.
I suspect that the smaller screws have a similar load distribution since their nuts are proportionally smaller. I'm not sure how well this scene "works" for screws, since the load distribution does not match the image. It could be that Algodoo is exact and the image is all wrong;).
Thanks. My initial intention was to create a hull generator that would create a hull out of any number or type of objects by using the Quick Hull method. I couldn't get it to work, so I did this scene instead. Your scene started the whole hull quest.
Last edited at 2022/05/25 12:57:52 by s_noonan
I initially had to look it up also. My understanding is that a bolt passes through something, acts like a pin, and uses a nut. A screw screws into something that's not a nut. I'm not sure that's exactly it, but most likely close enough. Maybe the scene should have be labeled Bolt and Nut Thread Force, but I think Screw Thread is the general term.
Regarding "I replaced all instances if i5 with i50", the lowest row (pos(1) = -2.5) of (9) boxes each have "scene.my.i5 = (2 * colorHSVA(2)) - 1" in postStep. Those (9) boxes set scene.my.i5 = 0.2 since colorHSVA = [174.62317, 0.0, 0.6, 1.0].
Nicely done.:tup: I like that you were able to grasp the concept and create your own improved design.
I had tried, but I don't know how to get Normal forces from script.

P.S. I could do it mathematically by using the thruster force as an input. Maybe I will do that.
Last edited at 2022/06/09 21:15:35 by s_noonan
I noticed that the hour and minute hand speeds are off 102% and 2%. Is that intentional?
Last edited at 2022/06/10 23:32:06 by s_noonan
Xray,

No, I won't be modifying this scene. It's much easier to just complain. I don't know how you sleep at night knowing that your clock is that far off.
Here's the exact speeds in radians/second:
second hand: 2*math.pi/60
minute hand: 2*math.pi/3600
hour hand: 2*math.pi/(12*3600)
The tricky thing about clocks is to get each hand directly over each other while still being connected to the face plate. I propose that you stack the hands on top of each other so it's face plate|hour|minute|second hand order. In that case the speeds (rad/sec) would be:
second hand: 2*math.pi/60 - 2*math.pi/3600 - 2*math.pi/(12*3600)
minute hand: 2*math.pi/3600 - 2*math.pi/(12*3600)
hour hand: 2*math.pi/(12*3600)
Last edited at 2022/06/10 22:11:34 by s_noonan
Thanks.
Well done.:tup:
It looks like bounce is the biggest factor, followed by sim.frequency, and then friction. Since you solved the puzzle, I will rate the scene of your choice a 10. Thanks.
Nice work.:tup:

Link to ReBox's video:
Box vs MIKAN - Fireworks battle in Algodoo
Good work. I had a tough time with items 10 and 11. :tup:
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