Hey Gents,

Will have to investigate further, but I think what you're seeing is
related to the auto calculated center of mass. Does the below
amendment make it more what you expect (body has CoM overriden)?

set cut_paste_input [stack 0]
version 6.3 v1
push $cut_paste_input
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 -224
 ypos -283
}
J_MulletBody {
 bodydamping {0.09 0.09}
 bodycenterofmass {0.15 -0.5 -0.4}
 bodycenterofmassoverride true
 labelset true
 name J_MulletBody6
 label "\[value this.bodytype]-\[value this.coltype]"
 selected true
 xpos -224
 ypos -225
}
J_MulletConstraint {
 conbodycount One
 conbodypreview true
 labelset true
 name J_MulletConstraint1
 label "\[value this.contype]"
 selected true
 xpos -224
 ypos -175
}
J_MulletSolver {
 name J_MulletSolver1
 selected true
 xpos -224
 ypos -108
}

Cheers
Jack

On 16 August 2012 23:41, Marten Blumen <[email protected]> wrote:
> 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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>>>> >> >> http://forums.thefoundry.co.uk/
>>>> >> >>
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>>>> >> >
>>>> >> >
>>>> >> >
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>>>
>>> <KarabinerTest.nk>
>>>
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