Ahh, right.. I don't think it's easily doable in Nuke, but you can
achieve a similar result to that GIF in a few ways:

Simplest way is to use the pivot control in the axis: Connect an axis
upstream of the camera, press ctrl+alt and shift it around where you
want to pivot, then you can rotate the axis etc

More complicatedly, you can do this, which is kind of a pain to setup
(similar to what localaxis does, if not exactly):
https://gist.github.com/dbr/7924086


On 12/12/13 17:03, matt estela wrote:
> 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]
> <mailto:[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] <mailto:[email protected]>
>     rising sun pictures | www.rsp.com.au <http://www.rsp.com.au>
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> 
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-- 
ben dickson
2D TD | [email protected]
rising sun pictures | www.rsp.com.au
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