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
>>>
>>>
>>
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