Thanks Matt, good to hear you're on top of it & totally appreciate it's a
v1.0.  hopefully we'll all get more time to play with it during the next
phase of dev and can offer up some more feedback.


On Sun, Aug 7, 2011 at 6:09 AM, Matt Plec <[email protected]> wrote:

> Hi guys -
>
> Sorry you are finding it frustrating. This is definitely not all the way to
> where we want it to be, but most complicated features come down to a choice
> of break it up into multiple steps and release the improvements each step of
> the way, or wait until everything is done to release any of it. Basically,
> we have finite resources and it's going to take the time it takes to do the
> work so you can have some of it along the way, or nothing until it's all
> done. I'm of the opinion that it's better to have something as soon as
> possible but there is always the danger that we get disappointment for not
> having everything there perfect all at once.
>
> This release gets the splinewarper onto the same spline library and UI
> interaction as the roto so the UI is consistent and you have access to the
> individual points via the curve editor and dope sheet and can set
> expressions on them, copy between the nodes, etc. but some of the underlying
> limitations of the previous version remain.
>
> For the next release we are planning work on the spline system internals
> that will allow us to do completely independent splines for the
> source/destination as well as overall performance improvements which will
> affect paint, roto, and the spline warper now that they are all on the same
> base. There are a couple other things that I think are still painfully
> missing, specifically, one, being able to edit the source or dest shape
> through a partial warp, so for instance you have it set to 75% warp from
> source to dest and you can see and edit the source or dest spline "through"
> that view of the shape and, two, to be able to render a mask for each shape
> and cut it out of the background in the spline warp node. That's all in the
> big picture; it just comes down to balancing resources and competing
> priorities to try to get the most out of each iteration.
>
> As always, constructive criticism, specific use cases, and requirements
> like you described are greatly appreciated. It helps us understand the big
> picture we are aiming for and when we prioritise, what's most important
> amongst the details.
>
> Matt
>
>    --
> Matt Plec - Senior Product Designer - The Foundry
> 6th Floor, The Communications Building, 48 Leicester Square, London, WC2H
> 7LT, UK
> Tel: +44 (0)20 7968 6828 • Fax: +44 (0)20 7930 8906 •  Web:
> www.thefoundry.co.uk
>
> The Foundry Visionmongers Ltd • Registered in England and Wales No: 4642027
>
>
> On 2 Aug 2011, at 18:24, Ean Carr wrote:
>
> I was just playing with that today and had all the same thoughts as you. -E
>
> On Tue, Aug 2, 2011 at 6:22 PM, Bill Gilman <[email protected]> wrote:
>
>> hear hear
>>
>> On Aug 2, 2011, at 10:16 AM, J Bills wrote:
>>
>> > just trying it for the first time.  having a hard time trying to get it
>> to do what I want and several things seem counterintuitive.  anyone else out
>> there having success with it?  am I missing something?
>> >
>> > I've got gobs of roto for this shot I'm on, and all I want to do is warp
>> a clean plate for a few frames to remove a rig.  simple enough - seems like
>> a textbook case.
>> >
>> > should be as easy as:
>> > -copy roto already done of the area I want into splinewarp node
>> > -delete source keyframes on roto except for key on clean plate frame
>> (reference frame) - so if clean plate was painted on frame 45 I'd delete all
>> keys except for 45 on the source.
>> > -leave destination keys alone so that the source warps from frame 45
>> position to current frame using original roto
>> > -then I just play with correspondance points, pinning, warp settings and
>> boundaries until it looks good.
>> >
>> > nope, can't seem to get the roto in there and working.
>> >
>> > I can copy and paste it in but beyond that the shapes are very hard to
>> work with.  instead of independant source and destination shapes, they
>> appear to be the same shape!  I can't seem to get access to one set of keys
>> without manipulating the other.  If I try to delete out all of the keyframes
>> on my 'source' shape, it just deletes the destination keys as well.
>> >
>> > I thought the whole point of redesigning it was to make it play nice
>> with the new roto tools and make everything interchangable like it was in
>> shake (and ER before it), where you could easily shuffle roto in and out.
>>  imperative for good warping, because eventually those same shapes become
>> your matte to help blend the warped area with the original plate.
>> >
>> > as it is, unless I'm missing something (which I hope I am!) it seems
>> like we're expected to originate all of the roto within the node and are
>> unable to edit it much after the fact independently between
>> source/destiantion.  I'm not quite sure what that type of workflow is good
>> for, but apparently it will warp the face of a lion from the manual nicely.
>>  will have to remember that next time that comes up.  :-/
>> >
>> >
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