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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>>>>>>>>>> Nuke-users mailing list
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>>>>>>>>>> nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
>>>>>>>>>>
>>>>>>>>> ______________________________**_________________
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>>>>>>>>> nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
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>>>>>>>> nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
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>>>>>>
>>>>>> <KarabinerTest.nk>
>>>>>>
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>>>>>
>>>>>
>>>>>
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