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] <mailto:[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] <mailto:[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
        <tel:0.2%20-0.2%200.2%200.5%200.2>}
         translate {0 -0.5 0}
         rotate {35.26261719 <tel: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
            <tel:0.2%20-0.2%200.2%200.5%200.2>}
              translate {0 -0.5 0}
              rotate {35.26261719 <tel: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]
            <mailto:[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] <mailto:[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
                    <tel:0.2%20-0.2%200.2%200.5%200.2>}
                      translate {0 -0.5 0}
                      rotate {35.26261719 <tel: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] <mailto:[email protected]>>
                    wrote:

                        Cracking, thanks Marten, will have a play!


                        On 16 Aug 2012, at 19:48, Marten Blumen
                        <[email protected] <mailto:[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]
                        <mailto:[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]
                            <mailto:[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]
                                <mailto:[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]
                                    <mailto:[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]
                                        <mailto:[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/

                                            Enjoy!
                                            Jack
                                            
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