What you can do is use one axis to straighten your object then another to rotate. That will make the second axis conform to the object space.
Ta R Ron Ganbar email: [email protected] tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 14 May 2013 12:35, Matan Arbel <[email protected]> wrote: > Me too ;) is there a place where I can suggest it ? > If nuke have such a cool 3d system. This will only add to it ;) > > > On Tuesday, May 14, 2013, Howard Jones wrote: > >> AltCtrl and drag moves the axis but I dont know a way to set rotation. I >> agree though that would be useful. >> >> Cheers >> Howard >> >> >> *Subject:* Re: [Nuke-users] Re: Freeze transformation in nuke >> >> I think a peter way to do what i want was the option to rotate the pivot >> of my axis. >> But as far as i know u can only move the pivot ( which usually moves your >> geometry ) or skewing it... which is the weirdest thing ever :] >> >> is there a way to rotate your axis without effecting the geo ? >> >> On Tue, May 14, 2013 at 12:12 PM, Howard Jones >> <[email protected]>wrote: >> >> This essentially what the node I just outlined does in the other mail. >> >> >> Cheers >> Howard >> >> ------------------------------ >> *From:* Steve Newbold <[email protected]> >> >> *To:* Nuke user discussion <[email protected]> >> *Sent:* Tuesday, 14 May 2013, 10:08 >> *Subject:* Re: [Nuke-users] Re: Freeze transformation in nuke >> >> Ok, if the card is coming in with transforms then you could add a >> transform node directly after this that negates the transforms and puts it >> back at 0,0,0. You can then add a transform node to do whatever you want >> based on the local axis and then a third transform node to put it back to >> the original position but with your additional transform. >> >> Essentially the first and last step are your 'freeze transform' and the >> transform in the middle are the values you would add had you zeroed out all >> the x,y,z and rotation values as in Maya, essentially in local space. >> >> Seems long winded but these scenarios crop up all the time. >> >> Steve >> >> On 14/05/13 09:59, Matan Arbel wrote: >> >> Well. Maybe I'm not getting the hang of it. >> >> But because each transform adds to the transformations it can get >> harder to animate. >> >> >> Lets say I got an fbx from the 3d department. >> It has a card that sits where it should and its rotated 37.8337 on the z >> away from the camera. And I want to animate it so the z axis is facing the >> camera. Since the way it is now if I move it to the camera I need to move >> it on z and x together and that makes is hard to control the curves. >> >> Hope I got my point through >> >> On Tuesday, May 14, 2013, Steve Newbold wrote: >> >> Not really sure why you need this? The joy of a node based workflow is >> that you don't need to do things like freeze transforms. Simply add >> another transform or axis node. >> >> Your card is translated and rotated away from 0,0,0. if you want to move >> this further or rotate a specific amount relative to this, just add another >> Translate between the object and the current transform. For this reason I >> very rarely do transforms in the actual geo transform knobs. As long as >> you put the transform nodes in the correct order you won't have problems >> with things rotating around 0,0,0. >> >> Steve >> >> On 14/05/13 09:44, Matan Arbel wrote: >> >> How should a write geo do it? >> A write geo will write the object again. >> >> I wondered if there's an easy way to freeze the transformation. Lets >> say I have a card at 2.3,1,4 >> And it's rotations are 12.32 , 18 , 180. >> I want it to stay in the same place but the transformations to reset to >> 0,0,0, >> >> Can >> >> > > -- > Sent from Gmail Mobile > > _______________________________________________ > 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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