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
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> --
> Jose Fernandez de Castro
>
>
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