Hello there,

I'm having trouble with the new splinewarp's "morphing" option. It doesn't
behave like I'd expect it to.

Splinewarp takes 2 inputs : Source & Destination.
The source image is then warped accordingly to the curve's animation : from
source position to Destination position.
But the Destination image is warped exactly the same way : from source to
destination. It's getting exactly the same deformation as the source image
applied to it, what is really weired and useless !

I would expect it to warp the destination image from Destination to source,
so that the 2 deformed images would line up during the whole animaiton.
Then the mix parameter would be usefull to fade seamlessly from source to
destination.

To get that, theoretically, I'll have to duplicate my splinewarp node,
invert the inputs order, invert the curve's shape animation and add a
dissolve after that.
But the splinewarp's destination shape is defined by the "feather" points
of the Bezier curve, and I can not set the original curve points to the
feather points and invert the warping animation.

So I tried it by hand, duplicating the splinewarp node, getting rid of the
second animation keyframe, setting a key with the old "source" points at
the end frame and moving my curve points again to create a new source pose
that matches the destination image on the first frame. And it works ! But
it's a very time consuming process, considering that I'll have almost 10 to
15 curves per splinewarp node.


So here's my point :

I would like to duplicate my splinewarp node, invert the inputs, access the
code and invert those points positions, but my python capabilities are
really low for now (I'm one of those melscript guys that didn't really took
time to get to python).

Does anybody have an idea of how to do this ? Or maybe another way to solve
this problem ?

Thanks a lot.





Bastien.
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