OK. My bad.
Thanks for your response, Randy.

My mistake comes from the "destination warped" mode, that displays the
destination input with source deformation instead of the destination part
of the morph mode.
I think I could manage my effect with that, even if the mix  & warp
controls are global, this should be easier as what I thought I'll have to
do.



Bastien Brenot
---
www.bastienbrenot.com




2012/2/1 Randy Little <[email protected]>

> it seems to be working as expected.  destination is warped towards source
> at beginning and then as you keyframe the warp (the morph) it blends from
> the Source into the destination.  Still sucks that it only has one global
> warp control though.   It would be nice it it was like all the other
> morphers from elastic reality to shake to re:flex that all have warp and
> mix controls per spline group.  :-( This one as with it predecessor to have
> fine control of the morph requires multiple morphers.  :-(
>
> Randy S. Little
> http://www.rslittle.com <http://reel.rslittle.com>
>
>
>
>
> On Wed, Feb 1, 2012 at 02:58, Bastien Brenot <[email protected]> wrote:
>
>> 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.
>>
>> _______________________________________________
>> 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

Reply via email to