Hmm, more like this, explained through the magic of gifs and imgur: http://imgur.com/9Cv62j7
Basically, when you parent in Maya, Maya assumes you want the child to stay at its current location. Nuke doesn't. That's weird. On 12 December 2013 12:45, Ben Dickson <[email protected]> wrote: > Slightly hard to describe in writing, but I think this is what you are > after, > https://gist.github.com/dbr/7921735 > > You parent an axis under the "shot camera", then you parent a new camera > under this transform.. allowing axis's transform controls to move the > camera in "object-local" space > > The other way of doing it is http://www.nukepedia.com/python/3d/localaxis/ > ..which essentially sets up an expression-linked version of the > transform node with all the parameters negated ("-transform" and > "1/scale" etc) and transform/rotation orders reversed. This puts the > object at the origin, then you can do an object-local and reapply the > original transform > > It's definitely not as intuitive as Maya in this respect, and tends to > feel like all the steps have to be performed backwards.. but it's quite > "simple", all 3D transforms nodes are just transform matrices, and they > all concatenate together. It's true for Axis nodes, TransformGeo, the > object's transform controls etc, and is also exactly how the 2D > transforms nodes concatenate > > It would be nice if there was an additional axis input, "object local" > which would be like the "local matrix" control.. but I'm not sure it'd > quite remove the desire for a Maya-like parenting system.. I guess the > other way would be a TransformGeo-like node which could apply to an Axis > or Camera (or I could be getting entirely confused) > > On 12/12/13 08:24, matt estela wrote: > > In maya, if you parent one object to another, the default behaviour is > > for the child object to keep its current position. There's an option to > > turn this off, but its rarely used. > > > > In nuke, the default behaviour is to not main the current position, and > > snap to a new location as if the parent is the world origin. Is there a > > way to make it behave like maya? > > > > I know there's tricks for meshes, but last night I stumped a few > > lighters in the department where I wanted to parent a camera to an axis, > > but leave it in its current location, couldn't do it. > > > > We tried doing stuff like expressions that subtract the values of the > > parent at frame 1 from the parent transforms, kind of worked, kind of > > didn't. In the end I just went back to maya, baked keyframes, exported a > > camera. > > > > I assume we're missing a trick... right? RIGHT??? > > > > > > -matt > > > > > > _______________________________________________ > > Nuke-users mailing list > > [email protected], http://forums.thefoundry.co.uk/ > > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > -- > ben dickson > 2D TD | [email protected] > rising sun pictures | www.rsp.com.au > _______________________________________________ > 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
