Frank the link you put threw a 404 error for me. The below cut it for me. http://www.nukepedia.com/toolsets/j_mullet-pooltable/
On Tue, Aug 21, 2012 at 6:33 PM, Frank Rueter <[email protected]> wrote: > Thanks for the info. > > I've uploaded a Toolset to Nukepedia with a basic pool table setup (thanks > Jack for helping set this up): > http://www.nukepedia.com/**gizmos/toolsets/j_mullet-**pooltable/<http://www.nukepedia.com/gizmos/toolsets/j_mullet-pooltable/> > > Quite fun to play with > > > On 22/08/12 5:31 AM, Jack Binks wrote: > >> I suspect it's to do with the constraint auto calced center being >> incorrect vs that used by the solver down the stream (doesn't >> necessarily know some of the aspects the solver does). So it's likely >> a bug somewhere - I'll need to have a more in depth look when I get a >> chance, but fortunately there's a usable workaround. >> In terms of a display, it's a good idea (thanks Ivan), particularly if >> I can't figure the issue out. In the meantime, it's mainly of issue >> with constraints, and switching on the troubleshooting overlay will >> show you their origin position. You can then alter the CoM and see the >> constraint origin moving, so it can be positioned as required. >> >> Cheers >> Jack >> >> On 20 August 2012 08:05, Frank Rueter <[email protected]> wrote: >> >>> 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]> 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> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> ______________________________**_________________ >>>>>>>>>>>>> Nuke-users mailing list >>>>>>>>>>>>> [email 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