Ah. I thought you meant the other way around. Connect an AtomRender to MulletSolver.
Ron Ganbar email: [email protected] tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 15 August 2012 16:54, ArnoB <[email protected]> wrote: > is it? > I don't seem to be able to connect an atomkraft-geometry > to a mulletbody... > > > > > On 15 aug 2012, at 15:47, Ron Ganbar wrote: > > Isn't just a regular 3D setup? Can't you just plug the solver in? > > > Ron Ganbar > email: [email protected] > tel: +44 (0)7968 007 309 [UK] > +972 (0)54 255 9765 [Israel] > url: http://ronganbar.wordpress.com/ > > > > On 15 August 2012 16:41, ArnoB <[email protected]> wrote: > >> 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 >> > > _______________________________________________ > 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 >
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