Included in the 'Dynamics for Nuke' plug-in set, there is a utility node that un-transforms geometry.It was originally designed for shifting center-of-mass on imported geometry but might accomplish what you want. First it computes the object's current world space center.Then it transforms the object's points so that center lies at the world origin.And finally it puts a matrix on the object to shift it back to where it was,and gives you a zeroed out matrix-knob you can then adjust. http://greyangle.com/downloads/?item=dynamics Skimpy documentation:http://greyangle.com/nuke/docs/dynamics/DyTransformPoints.htm
Date: Tue, 14 May 2013 13:51:14 +0300 From: [email protected] To: [email protected] Subject: [Nuke-users] Re: Freeze transformation in nuke If you guys want to add more requests for it thats the ticket number: Ticket#2013051410000154 On Tue, May 14, 2013 at 1:27 PM, Matan Arbel <[email protected]> wrote: 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] 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 _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Sent from Gmail Mobile -- --------------------------------------------------Matan ArbelMotion/Graphic Designermatanarbel.com _______________________________________________ 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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