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
