i think this is what I was trying to say earlier, but in my pre-coffee state it might not have been very clear. Also easy to wrap this up so you don't see additional transforms.

Of course, this assumes that your object is coming in with transform/rotation curves?



On 14/05/13 10:39, Ron Ganbar wrote:
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] <mailto:[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] <mailto:[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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