When starting to add transformation geo and axis I usually end up with a messy script which I hate ;)
And it started to get complicated when I have to start and align geo to other geo and so on and on. I'll try to build a set up that adds one transGeo to position one for rotation and one for scale at my geo's local 0 point. Other then that, the way nuke handles pivot and skew is a bit weird, that when u move a pivot it moves the geo. Thanks for the help guys ;) On Tuesday, May 14, 2013, Steve Newbold wrote: > 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] <javascript:_e({}, 'cvml', '[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]<javascript:_e({}, > 'cvml', '[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] <javascript:_e({}, 'cvml', >> '[email protected]');>, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > > > > _______________________________________________ > Nuke-users mailing [email protected] <javascript:_e({}, > 'cvml', '[email protected]');>, > http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > -- Sent from Gmail Mobile
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