now the magic question... how do I connect it to Atomkraft? :)
On 14 aug 2012, at 20:05, Jack Binks wrote: > Neat; like the use of the particletogeo to allow the objects to be > used as bodies in the physics world! Does feel a bit sluggish on my > shonky laptop so I bet it'll be resimming the particle scene as well > as the physics scene - probably fine for better hardware, but just in > case it gets noticeable :) > > Cheers > Jack > > On 14 August 2012 09:14, Frank Rueter <[email protected]> wrote: >> 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 >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> >> -- >> Jose Fernandez de Castro >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
