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
> >
> >
> > _______________________________________________
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> >
>
> --
> ben dickson
> 2D TD | [email protected]
> rising sun pictures | www.rsp.com.au
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