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 >
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