Now that's clever!
Howard
________________________________
From: Frederich Munch <[email protected]>
To: Nuke user discussion <[email protected]>
Sent: Tuesday, 14 May 2013, 20:28
Subject: RE: [Nuke-users] Re: Freeze transformation in nuke
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
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>>>>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 Arbel
Motion/Graphic Designer
matanarbel.com
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