yes, I really liked the paint callback, Tim - that was an innovative way to
hot rod those tools you were cooking up.  I really liked the feel of it -
nice hack!


On Thu, Apr 4, 2013 at 7:27 AM, Magno Borgo <[email protected]> wrote:

> **
> Great insights Tim, definitely will be useful for many people.
>
> Magno.
>
>
> On a related note...
>
> Create a knob changed callback for a rotopaint curves knob.
>
> Optionally confirm the rotopaint node name is something specific you setup.
>
> Query the x/y pos of the first vertex and delete the paint stroke the user
> just created (or even the whole rotopaint node).
>
> You can automate everything so it is practically as good as API access to
> mouse events.
>
> I've used it for calculating worldspace coords given a camera track and
> two clicks on an object such as a marker etc. To streamline things, the
> first click on each marker zoomed in closer by inserting a crop node
> focused on that region so you could then do a precise pixel accurate click
> that got the coords (viewer peers set to auto fit the image res... there is
> no API access to viewer pan and zoom, hence the crop technique).
>
> In another instance, when QC'ing stuff and spotting a problem, a diagonal
> paint stroke over the region grabbed the first and last coords of the
> strokes and prompted for a string describing the problem, which was burnt
> into a crop-in of the defined region (it generated an animated GIF
> ping-ponging between left and right views too).
>
> A further use I found for it was gestural control, I took it as far as
> determining the length of the stroke and which of the 8 points on a compass
> rose best matched the angle. Left/Right stokes navigated backwards/forwards
> on the timeline an amount defined by the length of the stroke (to held you
> quickly find another good frame to click on the markers mentioned above).
> Other angles triggered tools.
>
> (You can reuse the same code to analyze paint strokes created with RV's
> annotation features while getting the coords and frame number too)
>
>
> One you have pixel coords in Nuke it's easy to sample the values, handy on
> some other tool I once made. Oh yeah, it's coming back to me... Click out a
> roto on one frame of one view of a cg render and it would sample the AOC
> values or take xy + sampled z + camera and calculate the world space coords
> for each vertex and bake out a stereo rotoshape  that stuck to your cg in
> both views for the duration of the shot. If a point was clicked outside the
> object on black, the edge was traced until a z value was found, which was
> used to fire a ray from the camera on the vertex's xy to get the
> worldspace. It could also sample in an outwards spiral rather than just
> along the edge. It also baked the position of the tangent handles... but
> I'm getting OT
>
>
> All past tense cause I'm spending most of my time on Maya at another
> facility now.
>
>
> Erich Eder did all the clever matrix math for me.
>
>
> Cheers,
>
>
> Tim
>
>
>
>
> --
> Magno Borgo
> www.boundaryvfx.com
> www.borgo.tv
> Brasil:Curitiba:GMT= -3
>
> _______________________________________________
> Nuke-python mailing list
> [email protected], http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python
>
>
_______________________________________________
Nuke-python mailing list
[email protected], http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python

Reply via email to