Isn't just a regular 3D setup? Can't you just plug the solver in?

Ron Ganbar
email: [email protected]
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 15 August 2012 16:41, ArnoB <[email protected]> wrote:

> 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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> >>
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