Cool, thanks. Great to have the overlay!
Attached is a lazy version which utilises the particle system to create
a collision proxy.
Doesn't exactly make it faster but works and takes little time to set up.
On 14/08/12 7:46 PM, Jack Binks wrote:
Hey Frank,
Thanks man! Yeah, this'll be the convex hull thing - they can't model
concave shapes. Currently you have to split concave's up into roughly
convex parts and then, in the case of dynamics shapes, set them up as
compound so they stick together as one. If you switch on the solver
troubleshooting overlays you should see a rough approximation to the
physics world proxy shape. In the future there are avenues I can look
into with respect to making this convex decomposition happen
programmatically (although currently there's some hardcoded
assumptions about 1-1 Nuke geo object to physics shape which have to
be completely torn out to allow for this or fracture type bodies).
In the case where you're using Nuke shapes, then obviously its
slightly less easily to split up into sub sections, so instead I've
taken your cylinder and, from the point of view of the physics scene,
replaced it with a series of box collision shapes, forming the sides
of a cube (except the top). These are set to not render (so they just
offer a place for the sphere to drop into). The cylinder I've then
merged in after the solver node, so it appears in your render wrapped
around where the sphere lands.
Cheers
Jack
On 13 August 2012 23:34, Frank Rueter <[email protected]> wrote:
Indeed. I just had a quick play and it seems pretty awesome.
Attached is the script I just threw together to get my feet wet (just a
sphere bouncing off two cards and onto a cylinder).
I'm actually trying to get the sphere drop into the cylinder in the end. Is
this possible Jack? Currently it bounces off it when it shouldn't.
Awesome work man, I'm very impressed!!!
Cheers,
frank
On 14/08/12 9:23 AM, Jose Fernandez de Castro wrote:
Great stuff, really amazed at how well the dynamic simulation works, really
nice performance! Thanks!
On Mon, Aug 13, 2012 at 10:28 AM, Jack Binks <[email protected]> wrote:
Thanks guys! Looking forward to checking out what people create with
the tools :)
J
On 12 August 2012 15:11, Ron Ganbar <[email protected]> wrote:
Fantastic stuff, Jack.
Thanks for sharing all your hard work!
Ron Ganbar
email: [email protected]
tel: +44 (0)7968 007 309 [UK]
+972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/
On 12 August 2012 16:46, ArnoB <[email protected]> wrote:
very nice work! thanks!
On 10 aug 2012, at 09:55, Jack Binks wrote:
Hey All,
Just to let you know I've popped a 2.0 build of J_Ops for Nuke 6.3 up
on Nukepedia, adding a rigid body physics toolkit for Nuke's 3D
system, as well as a range of tweaks, improvements and fixes to the
existing tools.
Check out the dev blog for more info: http://major-kong.blogspot.com/
Enjoy!
Jack
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--
Jose Fernandez de Castro
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#!
/Applications/Nuke6.3v8/NukeX6.3v8.app/../Nuke6.3v8.app/Contents/MacOS/Nuke6.3v8
-nx
version 6.3 v8
define_window_layout_xml {<?xml version="1.0" encoding="UTF-8"?>
<layout version="1.0">
<window x="0" y="22" w="1862" h="1054" screen="0">
<splitter orientation="1">
<split size="1177"/>
<splitter orientation="1">
<split size="44"/>
<dock id="" hideTitles="1" activePageId="Toolbar.1">
<page id="Toolbar.1"/>
</dock>
<split size="1129"/>
<splitter orientation="2">
<split size="514"/>
<dock id="" activePageId="Viewer.1">
<page id="Viewer.1"/>
</dock>
<split size="514"/>
<dock id="" activePageId="DAG.1">
<page id="DAG.1"/>
<page id="Curve Editor.1"/>
<page id="DopeSheet.1"/>
</dock>
</splitter>
</splitter>
<split size="681"/>
<dock id="" activePageId="Properties.1">
<page id="Properties.1"/>
</dock>
</splitter>
</window>
</layout>
}
Root {
inputs 0
name /tmp/J_MulletTest_v03.nk
project_directory "\[file dirname \[value name]]"
frame 158
last_frame 1000
format "2048 1556 0 0 2048 1556 1 2K_Super_35(full-ap)"
proxy_type scale
proxy_format "1024 778 0 0 1024 778 1 1K_Super_35(full-ap)"
}
Card2 {
inputs 0
rows 1
columns 1
control_points {3 3 3 6
1 {-0.5 -0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0
{0 0 0}
1 {0 -0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666865 0} 0
{0 0 0} 0 {0.5 0 0}
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0
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1 {-0.5 0 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666716 0} 0 {0
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1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0
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name Card4
xpos 223
ypos -395
}
Cylinder {
inputs 0
rows 10
columns 10
radius 2
translate {0 -9.619999886 0.4199999869}
name Cylinder1
xpos 124
ypos -462
}
Card2 {
inputs 0
image_aspect false
rows 2
columns 2
translate {0 -10.68000031 0.4199999869}
rotate {-90 0 0}
uniform_scale 2.5
control_points {3 3 3 6
1 {-0.5 -0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0
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1 {-0.5 0 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666716 0} 0 {0
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1 {0 0 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666716 0} 0 {0
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1 {0.5 0 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666716 0} 0 {0
-0.1666666716 0} 0 {1 0.5 0}
1 {-0.5 0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0
{0 1 0}
1 {0 0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0 0} 0 {0
-0.1666666865 0} 0 {0.5 1 0}
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0
{1 1 0} }
name Card3
xpos 3
ypos -430
}
MergeGeo {
inputs 2
display textured+lines
name MergeGeo1
xpos 124
ypos -430
}
push 0
ParticleEmitter {
inputs 3
emit_from faces
emit_order uniformly
rate 1060
velocity 0.01
size 1
name ParticleEmitter1
xpos 124
ypos -369
}
ParticleMotionAlign {
name ParticleMotionAlign1
xpos 124
ypos -345
}
ParticleToGeo {
use_frame true
name ParticleToGeo1
xpos 124
ypos -269
}
J_MulletBody {
bodytype Static
bodyrestitution 0.755
coltype "Convex Hull"
colcondeci false
labelset true
name J_MulletBody4
label "\[value this.bodytype]-\[value this.coltype]"
xpos 17
ypos -178
}
Card2 {
inputs 0
translate {9.812683857e-07 -4.533580303 6.381818295}
rotate {-73.60487789 180.000005 180.000005}
uniform_scale 10
control_points {3 3 3 6
1 {-0.5 -0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0
{0 0 0}
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{0 0 0} 0 {0.5 0 0}
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0
{1 0 0}
1 {-0.5 0 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666716 0} 0 {0
-0.1666666716 0} 0 {0 0.5 0}
1 {0 0 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666716 0} 0 {0
-0.1666666716 0} 0 {0.5 0.5 0}
1 {0.5 0 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666716 0} 0 {0
-0.1666666716 0} 0 {1 0.5 0}
1 {-0.5 0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0
{0 1 0}
1 {0 0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0 0} 0 {0
-0.1666666865 0} 0 {0.5 1 0}
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0
{1 1 0} }
name Card2
xpos -88
ypos -236
}
J_MulletBody {
bodytype Static
bodyrestitution 0.755
labelset true
name J_MulletBody3
label "\[value this.bodytype]-\[value this.coltype]"
xpos -88
ypos -212
}
Sphere {
inputs 0
translate {0 2.880000114 -2.599999905}
name Sphere1
xpos 37
ypos -55
}
J_MulletBody {
bodyfriction 0.085
bodyrestitution 1
labelset true
name J_MulletBody2
label "\[value this.bodytype]-\[value this.coltype]"
xpos 37
ypos -31
}
Card2 {
inputs 0
rotate {-80 0 0}
uniform_scale 10
control_points {3 3 3 6
1 {-0.5 -0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0
{0 0 0}
1 {0 -0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666865 0} 0
{0 0 0} 0 {0.5 0 0}
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0
{1 0 0}
1 {-0.5 0 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666716 0} 0 {0
-0.1666666716 0} 0 {0 0.5 0}
1 {0 0 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666716 0} 0 {0
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1 {0.5 0 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666716 0} 0 {0
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{0 1 0}
1 {0 0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0 0} 0 {0
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1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0
{1 1 0} }
name Card1
xpos -228
ypos -257
}
J_MulletBody {
bodytype Static
bodyrestitution 1
labelset true
name J_MulletBody1
label "\[value this.bodytype]-\[value this.coltype]"
xpos -228
ypos -233
}
J_MulletForce {
inputs 0
to {0 -10 0}
labelset true
name J_MulletForce1
label "\[value this.forcetype]"
xpos -296
ypos -82
}
Scene {
inputs 5
name Scene1
xpos -145
ypos -41
}
J_MulletSolver {
name J_MulletSolver1
xpos -155
ypos 40
}
Viewer {
frame 158
frame_range 1-1000
frame_range_lock true
input_process false
gl_lighting true
grid_display false
name Viewer1
xpos -155
ypos 102
}
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Nuke-users mailing list
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