I mentioned Jose's reconcile3d example because it's using some python in an
expression, but I'm not looking to do that. I'm looking for the z component
of a point in camera coordinate space.

Also, I believe Jose showed that example because live output in Reconcile3D
is somewhat broken?


On 13 March 2013 17:49, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> 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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