That looks good Jack, thanks!
On 17 August 2012 19:34, Jack Binks <[email protected]> wrote:
> 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
> >>>> >> >> _______________________________________________
> >>>> >> >> 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/
> >>>> >> >
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> >>>> >> _______________________________________________
> >>>> >> Nuke-users mailing list
> >>>> >> [email protected],
> http://forums.thefoundry.co.uk/
> >>>> >>
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> >>>> >
> >>>> >
> >>>> >
> >>>> > _______________________________________________
> >>>> > Nuke-users mailing list
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> >>>
> >>>
> >>> <KarabinerTest.nk>
> >>>
> >>> _______________________________________________
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> >>>
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> >>
> >>
> >>
> >>
> >> _______________________________________________
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> >>
> >>
> >>
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> >> [email protected], http://forums.thefoundry.co.uk/
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> >
> >
> >
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