that's what I got- I couldn't solve it properly before the deadline. It
appeared to be some combination of the initial object position and the
constraint axis.

luckily this fit my shot. karabiners can shift within the bolt hanger when
attached to the rock wall- it added to the realism!

On 17 August 2012 10:18, Frank Rueter <[email protected]> wrote:

>  I just had a play with this sort of simple constraint as well and am not
> getting the exected result (the box is not swinging around the constraint
> point.
> Am I doing something wrong?
>
>
> Cube {
>  cube {-0.2 -0.2 -0.2 0.2 0.5 0.2}
>  translate {0 -0.5 0}
>  rotate {35.26261719 0 0}
>  pivot {0 0.5 0}
>  name torso1
>  selected true
>  xpos -464
>  ypos -197
> }
> J_MulletBody {
>  bodydamping {0.09 0.09}
>  labelset true
>  name J_MulletBody6
>  label "\[value this.bodytype]-\[value this.coltype]"
>  selected true
>  xpos -464
>  ypos -139
> }
> J_MulletConstraint {
>  conbodycount One
>  conbodypreview true
>  labelset true
>  name J_MulletConstraint1
>  label "\[value this.contype]"
>  selected true
>  xpos -464
>  ypos -89
> }
> J_MulletSolver {
>  name J_MulletSolver1
>  selected true
>  xpos -464
>  ypos -22
>
> }
>
>
>
>
> On 17/08/12 9:03 AM, Marten Blumen wrote:
>
> Cool - I had about 12-16 of them swinging on a wall. modeled and painted,
> 6 hero ones and the rest in the distance.
>
> I had to bodgy the whole thing, didn't have time to learn it and the
> looming  shot deadline.
>
> Would really like to have a RBD rope, split into segments, pullling at
> them to make them move.
>
>
>
> On 17 August 2012 08:52, Jack Binks <[email protected]> wrote:
>
>>  Cracking, thanks Marten, will have a play!
>>
>>
>> On 16 Aug 2012, at 19:48, Marten Blumen <[email protected]> wrote:
>>
>>     Yeah - its an awesome bit of kit to have in the Nuke toolbox.
>> Concept attached.
>>
>> The shot was a bit dead so I wanted to add sun glints off karabiners
>> swinging on the wall. I could have animated it by hand but no need now!
>>
>> Super simple / amazing to be able to do it in Nuke.
>>
>> On 17 August 2012 06:35, Jack Binks <[email protected]> wrote:
>>
>>> Sounds great + completely understand.
>>> Still, first production use I know of :)
>>> Cheers
>>> Jack
>>>
>>> On 16 August 2012 18:35, Marten Blumen <[email protected]> wrote:
>>> > Would love to but can't yet. I'll make a test shot when I get the
>>> chance.
>>> >
>>> >
>>> > On 17 August 2012 05:10, Jack Binks <[email protected]> wrote:
>>> >>
>>> >> Cool stuff Marten, would love to check it out if you can share?
>>> >> Cheers
>>> >> Jack
>>> >>
>>> >> On 15 August 2012 21:55, Marten Blumen <[email protected]> wrote:
>>> >> > Awesome Jack.
>>> >> >
>>> >> > Already used it to finish a shot - simulating rock climbing
>>> karabiners
>>> >> > hanging on a rock face - just the extra zing the shot needed!
>>> >> >
>>> >> >
>>> >> > On 10 August 2012 19:55, Jack Binks <[email protected]> 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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>>> >> >>
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>>> >> >
>>> >> >
>>> >> >
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>>
>>    <KarabinerTest.nk>
>>
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