So to use it more like a TransformGeo with object-level filtering?Until 
something better comes along, you could select a corner of what you want to 
move then run this
mask is or-able flags for vertices, edges, faces (1,2,4)n is the amount of 
times to grow, i.e. the card division





def geoGrowSelection(n=1, mask=0x00000004):
 node = nuke.selectedNode()
 k = node.knob('polySelection')
 if k:
  for x in xrange(0,n):
   k.grow(mask);
nuke.menu('Nuke').addCommand ('GrowFaceSelection', 'geoGrowSelection( 
10seemsGood )', 'Shift+f')



Date: Thu, 22 Nov 2012 10:45:51 +1300
From: fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver      
beta plugins av


  
    
  
  
    >>I don't quite get the 'object' selection mode. What would
    you want it to do exactly?

    imagine you have a dozen cards merged into one stream. Now you want
    to move just one of those cards without modifying the original cared
    node because it feeds into other scenes as well). So if the PolyEdit
    tool could have a sub-object selection mode, that identifies the
    single cards in the merged stream and selects them individually, I
    could move one of the cards without having to try and select all
    it's vertices or faces (very hard when the cards overlap a lot).

    

    

    

    On 22/11/12 10:12 AM, Frederich Munch
      wrote:

    
    
      
      
        Soft-selection radius and falloff curve is the collapsed
          group 'Soft Edit' right above the 
        I don't quite get the 'object' selection mode. What would you
        want it to do exactly?
        
          

            

            
              Date: Thu, 22 Nov 2012 09:32:43
              +1300

              From: fr...@beingfrank.info

              To: nuke-users@support.thefoundry.co.uk

              Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools
              and Dynamic-Solver beta plugins av

              

              just using the PolyEdit do fine tune a scene consisting of
              heaps of cards. It's the perfect tool for the job!

              Would it be possible to add an "object" selection mode, so
              that when you poly edit a scene that has multiple cards in
              it, you can then select each individual one?

              

              Also, are there soft selections?

              

              I'm so loving having this plugin set, thank you so much
              (again and again...)

              

              

              On 10/11/12 7:58 AM,
                marsupial wrote:

              
              
                Thanks...is it just me or is
                  the body missing and garbled when quoted?

                  Hopefully below is easier to read and doesn't start a
                  new topic

                  

                  http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/

                  http://www.nukepedia.com/gizmos/dynamics/

                  

                  These builds are for 6.3 and 7.0b100.

                  There are more concise descriptions on the respective
                  pages, but a brief overview:

                  

                  Geometry Tools; surprisingly, creates and modifies
                  geometry:

                  
                    

                    Create 3D Text, 3D Shapes (from roto curves),
                      Voronoi-shards, and copy geometry onto points or
                      with an accumulated transform.

                    
                    3D Curves that you can sweep, revolve, or create
                      an axes on.

                    
                    Boolean operations, face/edge extrusion,
                      Catmull-Clark subdivision, face removal/poking and
                      point merging.

                    
                    Test geometry for intersection with an
                      ellipsoid, trapezoid, or cylinder for:

                      modifying attributes with values or expressions,
                      and applying Transform, Bend, Bulge, Taper, and
                      Twist deformers.

                    
                  
                  

                  

                  

                  Dynamics; oddly enough, allows rigid and soft body
                  simulations in Nuke.

                  
                    

                    Integration with particles to trigger emission
                      when objects collide or simulate geometry emitted
                      from a stream.

                    
                    Achieve realtime playback with a massive amount
                      of objects (30,000 for example).

                    
                    Simulate deforming geometry and concave objects.

                    
                    Animatable properties and constraints (point,
                      hinge, spring, soft pin, soft to rigid).

                    
                    Baking of both rigid and soft bodies (invokable
                      in UI and command-line).

                    
                    Bake object transforms to Axis nodes.

                    
                  
                  

                  

                  Thanks, and let me know of any issues.
                

                
                

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