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
                                                          
                                                          
                                                          
                                                          
                                                        
                                                      
                                                    
                                                  
                                                
                                              
                                            
                                          
                                        
                                      
                                    
                                  
                                
                              
                            
                          
                        
                      
                    
                  
                
              
            
            

            
              
                

                -- 

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--------------------------------------------------Matan ArbelMotion/Graphic 
Designermatanarbel.com



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