Why not use the reconcile3D node with calculate live ticked?

13 mar 2013 kl. 21:13 skrev Michael Garrett <michaeld...@gmail.com>:

> I took another look at this, again thanks to Ivan for covering this topic in 
> so much detail:
> 
> mtx = nuke.math.Matrix4()
> k = cameranode['world_matrix']
> 
> for y in range(k.height()):
>     for x in range(k.width()):
>         mtx[x+(y*k.width())] = k.value(x,y)
> 
> inverse_mtx=mtx.inverse()
> 
> point=nuke.math.Vector4(55.1387, 13.7498, 7.90089,1)
> transformedPoint=inverse_mtx.transform(point)
> print transformedPoint
> 
> 
> On 13 March 2013 14:38, Michael Garrett <michaeld...@gmail.com> wrote:
>> 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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