Anyone know the math for Maya Pre/post scale to Nuke window scale u/v? On Monday, November 9, 2015 at 11:00:30 AM UTC-8, adrian...@googlemail.com wrote: > > Think I figured this out but haven't rigorously tested yet (Looked fine in > viewport :D) - Just in case anyone else finds this thread with the same > question of going from Nuke to Maya rather than the other way. > > (Nuke window translate U * (Nuke horizontal aperture / 25.4)) / 2 = Maya > Horizontal film offset > > For V it's the same just substitute Nuke window translate U value for V > value. > > > On Monday, 9 November 2015 18:41:13 UTC, adrian...@googlemail.com wrote: > > Vladislav - How did you do it? > > > > On Wednesday, 9 September 2015 20:36:15 UTC+1, Vladislav Akhtyrskiy > wrote: > > > Actually already did it) > > > > > > On Sep 9, 2015 3:35 PM, <vladislav....@framestore.com> wrote: > > > Hi guys, sorry to bring this topic back. > > > > > > > > > > > > How to export > > > > > > window translate from Nuke to Maya? > > > > > > > > > > > > Thanks a lot. > > > > > > > > > > > > On Wednesday, 20 July 2011 04:13:20 UTC-4, dekekincaid.at.gmail dot > com wrote: > > > > > > > BTW, nuke can read film offsets with fbx 2010 files. If you want to > write your converter though, Nuke uses NDC coordinates. Here is the > formula I use inside Nuke to read in maya film back offsets which you > should be able to reverse engineer to export from inside Maya: > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > window translate u: > > > > > > > > > > > > > > > > > > > > > > > > > > > > (2/haperture)*(mayaFilmOffset.x*25.4) > > > > > > > > > > > > > > > > > > > > > window translate v: > > > > > > > > > > > > > > > > > > > > > > > > > > > > > (((root.format.h/root.format.w)*2)/vaperture)*(mayaFilmOffset.y*25.4) > > > > > > > > > > > > > > > > > > > > > set cut_paste_input [stack 0] > > > > > > > > > > > > > > > > > > > > > version 6.1 v3 > > > > > > > push $cut_paste_input > > > > > > > Camera2 { > > > > > > > vaperture 10.08453016 > > > > > > > win_translate {{(2/haperture)*(mayaFilmOffset.x*25.4)} > > > > > > > > {(((root.format.h/root.format.w)*2)/vaperture)*(mayaFilmOffset.y*25.4)}} > > > > > > > name Camera2 > > > > > > > > > > > > > > > > > > > > > selected true > > > > > > > xpos 2082 > > > > > > > ypos -481 > > > > > > > addUserKnob {20 MayaCameraSettings} > > > > > > > addUserKnob {12 mayaFilmOffset l "Maya Film Offset"} > > > > > > > > > > > > > > > > > > > > > mayaFilmOffset {-0.5 -0.1} > > > > > > > } > > > > > > > > > > > > > > > > > > > > > -deke > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > On Tue, Jul 19, 2011 at 06:34, δΈ° <hxf...@gmail.com> wrote: > > > > > > > > > > > > > > > > > > > > > I would like to write a maya camera exporter to nuke, but I don't > know > > > > > > > > > > > > > > how to translate maya camera's "film offset" attributes into nuke > > > > > > > > > > > > > > camera's "translate u & v" in the Projection tab. > > > > > > > > > > > > > > I did know it is possible to match the film offset attribute with > the > > > > > > > > > > > > > > nuke equivalent, because I had done it a couple of days before. But > I > > > > > > > > > > > > > > did it by adjusting the attribute, looking at the output image, and > > > > > > > > > > > > > > compared the one rendered with maya. > > > > > > > > > > > > > > nukeCam.translateU = mayaCam.horizontalFilmOffset/mayaCam.hfa did > not > > > > > > > > > > > > > > do the trick. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Sorry if there is any improper expression, for English is not my > native tongue. > > > > > > > > > > > > > > -- > > > > > > > > > > > > > > 2.6.32.26-175.fc12.x86_64 > > > > > > > > > > > > > > > > > > > > > > > > > > > > -- > > > > > > > > > > > > > > view archives: http://groups.google.com/group/python_inside_maya > > > > > > > > > > > > > > change your subscription settings: > http://groups.google.com/group/python_inside_maya/subscribe > > > > > > > > > > > > -- > > > > > > You received this message because you are subscribed to a topic in the > Google Groups "Python Programming for Autodesk Maya" group. > > > > > > To unsubscribe from this topic, visit > https://groups.google.com/d/topic/python_inside_maya/UuQZoft2XQ4/unsubscribe. > > > > > > > To unsubscribe from this group and all its topics, send an email to > python_inside_maya+unsubscr...@googlegroups.com <javascript:>. > > > > > > To view this discussion on the web visit > https://groups.google.com/d/msgid/python_inside_maya/20bbc067-f678-46cd-ac2d-909abd64e29a%40googlegroups.com. > > > > > > > > For more options, visit https://groups.google.com/d/optout. >
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