I've had a shot at this using Nuke.math but it doesn't match up with doing
it with expressions (or with C44Matrix, love that plugin!) on an rgb pixel,
which I know is right, so I'm doing something wrong.

Ultimately I want the z component of the Axis position in camera
coordinates (depth from camera, equivalent to deep z units).

All I need to do is invert the camera matrix then multiply the Axis world
matrix by that, but the result is not matching the "pixel math" version.

Using Ivan's Nukepedia tutorial as a guide, I stored the Axis and Cam world
matrix knobs as objects, inverted the Cam matrix object using the matrix
inverse function and simply multiplied them together. But the final
position is not correct.

Any ideas on what I'm doing wrong, or if there is a more elegant way to do
this? I want this to evaluate live, like expressions, similarly to Jose's
live reconcile3d example that used a snap3d function and this seems the way
to go.

Thanks,
Michael
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