wow - that's great - now to use AtomKraft to make a realistic render. On 22 August 2012 10:47, Frank Rueter <[email protected]> wrote:
> I just corrected the link. this one is it: > http://www.nukepedia.com/**toolsets/j_mullet-pooltable/<http://www.nukepedia.com/toolsets/j_mullet-pooltable/> > > > > On 22/08/12 10:33 AM, Frank Rueter wrote: > >> Thanks for the info. >> >> I've uploaded a Toolset to Nukepedia with a basic pool table setup >> (thanks Jack for helping set this up): >> http://www.nukepedia.com/**gizmos/toolsets/j_mullet-**pooltable/<http://www.nukepedia.com/gizmos/toolsets/j_mullet-pooltable/> >> >> Quite fun to play with >> >> >> On 22/08/12 5:31 AM, Jack Binks wrote: >> >>> I suspect it's to do with the constraint auto calced center being >>> incorrect vs that used by the solver down the stream (doesn't >>> necessarily know some of the aspects the solver does). So it's likely >>> a bug somewhere - I'll need to have a more in depth look when I get a >>> chance, but fortunately there's a usable workaround. >>> In terms of a display, it's a good idea (thanks Ivan), particularly if >>> I can't figure the issue out. In the meantime, it's mainly of issue >>> with constraints, and switching on the troubleshooting overlay will >>> show you their origin position. You can then alter the CoM and see the >>> constraint origin moving, so it can be positioned as required. >>> >>> Cheers >>> Jack >>> >>> On 20 August 2012 08:05, Frank Rueter <[email protected]> wrote: >>> >>>> indeed. Though I'm not sure if this is correct behaviour to begin with. >>>> If >>>> there is a constraint the CoM shouldn't necessarily change the pivot, >>>> right?! Just the way energy the object moves and receives/distributes >>>> energy, right?! >>>> >>>> >>>> >>>> >>>> On 20/08/12 6:51 PM, Marten Blumen wrote: >>>> >>>> That's a good idea. right now its a total guess until you run the >>>> simulation. >>>> >>>> On 20 August 2012 18:31, Ivan Busquets <[email protected]> wrote: >>>> >>>>> A little late to the party, but just wanted to add my thanks to Jack >>>>> for >>>>> sharing this. >>>>> This is a really awesome addition to J_Ops, and it has a great >>>>> performance >>>>> too! >>>>> >>>>> As an idea, and seeing how some of the above problems came from the >>>>> auto-calculated center of mass, maybe you could add a visual >>>>> representation >>>>> (like a non-interactive viewer handle) of where the CoM is when it's >>>>> not >>>>> overridden by the user? >>>>> That way it would at least be easier to detect the cases where it's >>>>> off. >>>>> >>>>> Cheers, >>>>> Ivan >>>>> >>>>> >>>>> On Sun, Aug 19, 2012 at 3:44 PM, Frank Rueter <[email protected]> >>>>> wrote: >>>>> >>>>>> Hi Jack, >>>>>> >>>>>> thanks, but that was still giving odd results. I have adjusted the >>>>>> CoM a >>>>>> bit more (linked to an axis for better control and that seems to give >>>>>> the >>>>>> expected result): >>>>>> >>>>>> set cut_paste_input [stack 0] >>>>>> version 6.3 v8 >>>>>> >>>>>> 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 21 >>>>>> ypos -130 >>>>>> } >>>>>> J_MulletBody { >>>>>> bodydamping {0.09 0.09} >>>>>> bodycenterofmass {{parent.Axis1.translate x1 0} >>>>>> {parent.Axis1.translate >>>>>> x1 -0.1679999977} {parent.Axis1.translate x1 -0.1099999994}} >>>>>> >>>>>> bodycenterofmassoverride true >>>>>> labelset true >>>>>> name J_MulletBody6 >>>>>> label "\[value this.bodytype]-\[value this.coltype]" >>>>>> selected true >>>>>> xpos 21 >>>>>> ypos -72 >>>>>> >>>>>> } >>>>>> J_MulletConstraint { >>>>>> conbodycount One >>>>>> conbodypreview true >>>>>> labelset true >>>>>> name J_MulletConstraint1 >>>>>> label "\[value this.contype]" >>>>>> selected true >>>>>> xpos 21 >>>>>> ypos -22 >>>>>> >>>>>> } >>>>>> J_MulletSolver { >>>>>> name J_MulletSolver1 >>>>>> selected true >>>>>> xpos 21 >>>>>> ypos 45 >>>>>> } >>>>>> Axis2 { >>>>>> inputs 0 >>>>>> translate {0 -0.4 -0.29} >>>>>> name Axis1 >>>>>> selected true >>>>>> xpos 197 >>>>>> ypos -99 >>>>>> >>>>>> } >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> On 17/08/12 7:34 PM, Jack Binks 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/<http://major-kong.blogspot.com/> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> Enjoy! >>>>>>>>>>>>>>> Jack >>>>>>>>>>>>>>> ______________________________**_________________ >>>>>>>>>>>>>>> Nuke-users mailing list >>>>>>>>>>>>>>> [email protected].**co.uk<[email protected]> >>>>>>>>>>>>>>> , >>>>>>>>>>>>>>> http://forums.thefoundry.co.**uk/<http://forums.thefoundry.co.uk/> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/* >>>>>>>>>>>>>>> *nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>>> 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