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. :-/ >> > >> > >> > _______________________________________________ >> > Nuke-users mailing list >> > [email protected], http://forums.thefoundry.co.uk/ >> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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