now the magic question... 

how do I connect it to Atomkraft?
:)




On 14 aug 2012, at 20:05, Jack Binks wrote:

> 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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