You can go to the frame you want and delete the animation.
Or there's a little expression you can use to choose the reference frame.
I think it's on one of the tips and tricks tutorials on the foundry website.

Cheers
James

On Thu, Aug 11, 2011 at 1:56 PM, Howard Jones <[email protected]>wrote:

> Hi
>
> Ok I thought I had tried this anyway but answering my own question
> reversing (source) SRT and XYZ to
> TRS and ZYX with negated values does it.
> in one node
>
> (I'm sure I tried that, I'm sure I did...)
>
> Howard
>
> ------------------------------
> *From:* Howard Jones <[email protected]>
> *To:* Nuke user discussion <[email protected]>
> *Sent:* Thursday, 11 August 2011, 13:03
> *Subject:* Re: [Nuke-users] Zeroing a camera position
>
> Ok managed to get to 2 nodes
>
> 1) set back to origin in translate (easy)
> 2) invert rotate order and negate rotation
>
>
> Howard
>
> ------------------------------
> *From:* Howard Jones <[email protected]>
> *To:* Nuke user discussion <[email protected]>
> *Sent:* Thursday, 11 August 2011, 12:59
> *Subject:* [Nuke-users] Zeroing a camera position
>
> Hi
>
> Easy when you know how I expect,
> but is there an easy way to null/zero a moving camera at a specific frame,
> like a reference frame in a tracker.
>
> At the moment I am using 4 axis to
> 1) set back to origin in translate (easy)
> 2) rotate Z back
> 3) rotate Y back
> 4) rotate X back.
>
> I then end up with a zero'd camera at that frame so I can add another axis
> to match the position of another camera.
>
> I've tried this in one node but cant do it and tried reversing transform/
> rotate orders, but couldn't get it to work (yet)
>
> The above works but seems awkward and makes me feel thick. (but is the 3D
> equivalent of how I would invert a serise of tranforms pre the invert
> button)
>
> Howard
>
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