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
>>
>>
>
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