On Wed, Aug 22, 2012 at 3:02 PM, Marten Blumen <[email protected]> wrote:
> Boom! Frank lays down the challenge. > > AK has been crashing out on me; trying to get some rad reflections between > the billiards / hopefully v1.2 helps - I read it's coming out after > Siggraph. > > Send me a scene and a description of the crash (verbosity) will have a look, but definitely 1.2 will help :) P. > On 22 August 2012 17:05, Frank Rueter <[email protected]> wrote: > >> >> >> On 22/08/12 12:07 PM, Frank Rueter wrote: >> >> Yup, after my initial mail I noticed that Nukepedia had generated a link >> with the extra "gizmos" in it, so I fixed it on the Nukepedia side and >> re-posted the new link. >> >> >> On 22/08/12 12:00 PM, Jason Huang wrote: >> >> 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/ >>> >>> 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/ >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Enjoy! >>>>>>>>>>>>>>>> Jack >>>>>>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>>>>>> Nuke-users mailing list >>>>>>>>>>>>>>>> [email protected], >>>>>>>>>>>>>>>> http://forums.thefoundry.co.uk/ >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>>>>> Nuke-users mailing list >>>>>>>>>>>>>>> [email protected], >>>>>>>>>>>>>>> http://forums.thefoundry.co.uk/ >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>>>>>>>>>>> >>>>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>>>> Nuke-users mailing list >>>>>>>>>>>>>> [email protected], >>>>>>>>>>>>>> http://forums.thefoundry.co.uk/ >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>>> Nuke-users mailing list >>>>>>>>>>>>> [email protected], >>>>>>>>>>>>> http://forums.thefoundry.co.uk/ >>>>>>>>>>>>> >>>>>>>>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>>>>>>>>> >>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>> Nuke-users mailing list >>>>>>>>>>>> [email protected], >>>>>>>>>>>> http://forums.thefoundry.co.uk/ >>>>>>>>>>>> >>>>>>>>>>>> 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>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> Nuke-users mailing list >>>>>>>>>> [email protected], >>>>>>>>>> http://forums.thefoundry.co.uk/ >>>>>>>>>> >>>>>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> Nuke-users mailing list >>>>>>>>> [email protected], >>>>>>>>> http://forums.thefoundry.co.uk/ >>>>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> Nuke-users mailing list >>>>>>>> [email protected], >>>>>>>> http://forums.thefoundry.co.uk/ >>>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>> Nuke-users mailing list >>>>>>> [email protected], http://forums.thefoundry.co.uk/ >>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>>> >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> Nuke-users mailing list >>>>>> [email protected], http://forums.thefoundry.co.uk/ >>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>>> >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> Nuke-users mailing list >>>>> [email protected], http://forums.thefoundry.co.uk/ >>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>> >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> Nuke-users mailing list >>>>> [email protected], http://forums.thefoundry.co.uk/ >>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>>> >>>> _______________________________________________ >>>> Nuke-users mailing list >>>> [email protected], http://forums.thefoundry.co.uk/ >>>> 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