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 > > _______________________________________________ > Nuke-python mailing list > Nuke-python@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python
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