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 
> > > 
> > > 
> > > 
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