Rube Goldberg scenario

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Rube Goldberg scenario // The Garage

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Post by 3dvisuals dude // Jul 5, 2007, 4:11pm

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First off, it's good to see you ProfessorKhaos, welcome aboard! :D

Secondly, hi everybody else... I didn't forget you all in here, I've just been way too busy with RL (real life) scheduling hassles to get much done at all. I did however slap together a rather nice complete track for our little marble efforts, and I put it on a table for use in Thursday Night Chat or whatever.

I'm putting the zipped scene up here now, and the images which follow show you various angles of what it will look like when it is eventually finished by one of you scriptors who can get the 10wheeled acceleration device rigged in physics (that ain't gonna be me folks).

The scene file is actually depicted as is in the second image you are about to see, the one without any acceleration devices in it. I removed all 14 of them for the scene file since you all already have access to the acceleration device in a formerly uploaded scene here, it is #10 in that scene.

The other images all show the devices included in the scene, and the acceleration device previously uploaded will pop right into the vacant 14 slots in this scene file right where they belong - once someone has a working version of it to share.

I had very little time to do this and it took several hours, so someone else can name all these track parts in the LE if you like, I'm too tired now to even think about doing it.

In any case, I hope all this work was worth it, but without a working 10-wheeler this will be useless for sure.

As always, the zipfile is after the images, in this case in my second post.

- 3dvisuals dude

Post by 3dvisuals dude // Jul 5, 2007, 4:14pm

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Here's the last 3 images followed by the zipped scene file in TS7.41 Rsscn format, with no physics applied yet.

Post by 3dvisuals dude // Jul 5, 2007, 4:18pm

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Oh yeah...

The logic in placing the 10wheelers where they are is based on counterclockwise marble direction and gravity or the lack therof as well as loss of acceleration after climbs.

Post by frootee // Jul 6, 2007, 7:21am

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Ah Yess... View # 1000! :jumpy:


Here is something else to play with. Some falling dominoes. They are not yet textured and of course could be better positioned but that's the point of this thread. Use these at your convenience. Place them as you wish, add more, etc.

Post by frootee // Jul 10, 2007, 5:33am

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Anybody else have some working physics parts they want to add to this? If so please feel free to post your scene file.


I was experimenting with bones and physics last night. I will be posting some stuff here shortly, based on my experiments and reading the manual (chapters 8, 9, and 10).


Frootee

Post by ProfessorKhaos // Jul 10, 2007, 5:07pm

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I was trying to make some sort of ball elevator using a screw-like device but I've been having a few troubles working it in with scripted animation. Maybe I'll find another way soon.

Post by frootee // Jul 10, 2007, 5:34pm

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Norm was trying to do this as well. He was working on an auger.

I think he had some trouble with that too.


Could you add a rotational and upward velocity components to help the ball spiral upwards?


Frootee

Post by frootee // Jul 11, 2007, 4:12am

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Another suggestion PK:

Could you contain this in a local environment, and set the local environment gravity to be -Z (upwards)?


Frootee

Post by Norm // Jul 11, 2007, 11:18am

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I agree. Keeping things more simple is better. Next version of ts should have better scenario in this regard. Using local env is easier to implement than auger or screw scenario.

Post by frootee // Jul 11, 2007, 12:13pm

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Cool.


I think by doing this, with some careful planning, you can fake the effect:


1. use a timer to rotate the auger

2. Use the same timer to rotate the sphere

2. create a path based on the auger design for the sphere to spiral upwards on, as a reference for testing the sphere motion

3. adjust upward velocity to allow sphere to closely follow the path


I do not think, on second thought, that using gravity will be necessary, since then the sphere will accelerate upwards, but we want a constant velocity only.


How about it?


Frootee

Post by ProfessorKhaos // Jul 12, 2007, 3:59am

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Well, an alternative idea I had was actually to use the local environment to create a "float tube". Ball would enter the bottom where the insides of the tube would essentially contain a really dense liquid. Buoyancy would float the ball to the top where another local environment would kick it to the side with some wind.


Overall effect should be the same as a vertical wind tunnel with an exit at the top


Still gotta work on conversion of the python "trakmaker" script. Wouldn't be using the simulated physics part of the script but it would make for some decent "roller coaster" style tracks. Have to make a few decisions regarding interface. The old version read information from a couple files for the track cross section and path. I could retain this feature but there may be a better way with panels now.


Too much to do lately & not enough time to do it :(

Post by frootee // Jul 12, 2007, 4:19am

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Hi PK.

That would work. Question though:

When the top of the ball gets to the top of the local environment (with dense liquid), will it stop/get stuck? Or will it continue to rise out of that, so the next local environment with wind can push it horizontally?


Looking forward to the track script! Which reminds me. in Workspace we only have a sphere, whereas in modelview we have several types of sphere, including geosphere. Would a geosphere still be a better object to use for physics, I wonder?


Frootee

Post by Norm // Jul 12, 2007, 6:18am

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I created that steam pipe scene many moons ago. In that scene you can see the ball moving through the pipe and popping out the other end. It used a stream type local env to move the ball through the various bends in pipe.

Post by ProfessorKhaos // Jul 12, 2007, 1:53pm

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I think geospheres are inherently better since their vertices are all roughly equivalent distances from one another. At least that was the answer when I asked a few versions of trueSpace back.

Post by frootee // Jul 12, 2007, 2:17pm

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hopefully they will be added to Workspace then.


Norm: I cannot find the gaspipe in the libraries. Where is it?


Froo

Post by Norm // Jul 13, 2007, 5:11am

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hopefully they will be added to Workspace then.

Norm: I cannot find the gaspipe in the libraries. Where is it?

Froo

I found and renamed the scene file. It loads and works ok in ts7.51. I attach it to post as .rar file.

Post by Norm // Jul 13, 2007, 5:13am

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hopefully they will be added to Workspace then. Froo

It is pretty easy to create a geosphere in Model and harvest it to a Workspace library.

Post by frootee // Jul 13, 2007, 5:34am

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well that makes sense. Thanks Norm. I didn't even think of that.


Thanks also for the pipe.


Froo

Post by ProfessorKhaos // Jul 20, 2007, 2:15am

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Going to sit down with the trakmaker script and hopefully get it converted from python over the weekend. That should give folks a few possibilities to play with.

Post by frootee // Jul 20, 2007, 2:26am

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Nice! Thanks PK! Looking forward to that!


Froo

Post by 3dvisuals dude // Jul 20, 2007, 5:03am

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Going to sit down with the trakmaker script and hopefully get it converted from python over the weekend. That should give folks a few possibilities to play with.

Excellent ProfessorKhaos! That will be a ton of fun to play with! :banana:

Maybe whatever scripting eventually winds up on rollercoaster or train wheels can be altered for use on that 10-wheeler acceleration device for the ballbearing track also, although those wheels are set at a strange angle.:confused:

Rollercoasters.... now my imagination is really warming up!:D

- 3dvisuals dude

Post by ProfessorKhaos // Jul 21, 2007, 7:17pm

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Been working on the TrakMaker script most of today. Afraid it's going to take a little while to adapt. The workspace requires normal mapping that I got for free with the lightworks shaders. Still, the workspace method provides much more control so I might be able to enhance the track appearance with some surfaces blended and others sharp as specified in a cross section template file.


No showstoppers so far. Once I get something worth showing I'll start a separate thread for it in the Garage.


For the purpose of the Rube Goldberg project I think the track might best be used to generate a mesh and that the built in physics might be better to use for the ball unless the ball is intended to be just one of many triggered objects. Would be difficult for the trackmaker script to take control of the ball for animation along the track but release it for physics in the sections created by other folks.

Post by 3dvisuals dude // Jul 21, 2007, 8:29pm

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Great news P.K.!

As far as the existing marble track goes, if you like I can alter any of the existing marble track sections to do whatever you like or create entirely new ones, just let me know what you'd like them to do for you and it's done. :)

- 3dvisuals dude

Post by frootee // Aug 6, 2007, 4:15am

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Just shakin it up a bit.

Say PK, any more progress on the track script?


Froo

Post by ProfessorKhaos // Aug 7, 2007, 2:32am

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Not yet. Time has been limited though as of late due to work and other commitments. I figure it will probably take me a couple weeks to finish up.
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