Well, it's the original photogrphy plate. we were supplied with the animated cube in fbx & scene's camera from tracking dept. Now I need to do some roto/paint works on the cube, but instead of doing traditional 2d rotopaint I want to do spit out the uv of the cube as a static image to do roto/paint on it & then wrap it back as a cube.
Jason P Nguyen (310) 893-3455 www.jasonpnguyen.com <http://jasonpnguyen.com/> *"Which is more important: satisfying one thousand desires or conquering just one?"* --samsara-- On Sat, Sep 17, 2011 at 4:57 AM, ari Rubenstein <a...@curvstudios.com> wrote: > Sheesh, sorry again, writing before coffee in early am. > > You paint on your original projected texture... Not.. on the unwrapped UV > rendered one (you could, but that's no fun). > > Ari > > Sent from my iPhone > > On Sep 17, 2011, at 7:32 AM, ari Rubenstein <a...@curvstudios.com> wrote: > > > Projecting/painting onto animated geo: > > > > - Apply UVs to your geo (in 3d app) > > - bake out a sequence of .obj's of your animated geo > > - camera project with UVproject in nuke > > - output UV from scanline render > > - paint on unwrapped, rendered UV projected texture > > - apply painted, unwrapped texture back onto obj Seq. Geo > > > > Enjoy > > Ari > > > > Sent from my iPhone > > > > On Sep 17, 2011, at 6:53 AM, Jason P Nguyen <contac...@jasonpnguyen.com> > wrote: > > > >> Hi, > >> Is there a way to do a project3d & render out a uv with scanline render > to do some paint works for an ANIMATED geo? I know there's a way to do with > a static object but this is an animated object. I have done with static > object like Frank showed in one of foundry's tutorial but how about Anim > geo? > >> > >> below is my scene that I want to do some paint work on the cube but the > cube is animated. I tried to extract the animation from the cube & put that > into a new camera to use a a scene camera for that cube but the cube kept > sitting on top of that camera so it won't render anything out. > >> > >> Please have a look at the scene. thanks > >> > >> > >> ________ > >> > >> > >> set cut_paste_input [stack 0] > >> version 6.2 v4 > >> BackdropNode { > >> inputs 0 > >> name BackdropNode1 > >> tile_color 0x7d8e63ff > >> label "want to unwrap the UV on this CUBE to do some paint works\nbut > the cube is animated. \nhave the scene's camera but doesn't have the cube's > camera.\ntry using the anim of the cubes' as a camera to do projection but > doesn't work. If the cube is static then it's easy." > >> note_font_size 15 > >> selected true > >> xpos -1547 > >> ypos -88 > >> bdwidth 652 > >> bdheight 417 > >> } > >> push $cut_paste_input > >> Camera2 { > >> translate {{curve i x1 0 x100 0.2362315953} {curve i x1 0 x100 0} {curve > i x1 0 x100 0.0348395817}} > >> rotate {{curve i x1 0 x100 0} {curve i x1 0 x100 11.3220005} {curve i x1 > 0 x100 0}} > >> name scene_cam > >> selected true > >> xpos -1209 > >> ypos 251 > >> } > >> ColorBars { > >> inputs 0 > >> format "640 480 0 0 640 480 1 PC_Video" > >> name ColorBars1 > >> selected true > >> xpos -1356 > >> ypos -3 > >> } > >> Cube { > >> cube {-0.5149999857 -0.4950000048 -0.5 0.5 0.5 0.5} > >> translate {{curve i x1 1.14423279 x48 0.6070714593 x100 -0.542823} > {curve i x1 0.00513993483 x48 0.004078135826 x100 -0.01765246689} {curve i > x1 -7.040617943 x48 -3.81681881 x100 -2.13970714}} > >> rotate {{curve i x1 0.3330000043 x100 0.3330000043} {curve i x1 > -19.31400108 x100 -62.60400391} {curve i x1 0 x100 1.332000017}} > >> uniform_scale 0.25 > >> name anim_cube > >> selected true > >> xpos -1356 > >> ypos 102 > >> } > >> CheckerBoard2 { > >> inputs 0 > >> name CheckerBoard1 > >> selected true > >> xpos -1215 > >> ypos 74 > >> } > >> Card2 { > >> z 1.5 > >> translate {-0.001000000047 0.001000000047 -1.05400002} > >> uniform_scale 8 > >> control_points {3 3 3 6 > >> > >> 1 {-0.5 -0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666865 0} 0 {0 > 0 0} 0 {0 0 0} > >> 1 {0 -0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 > 0.1666666865 0} 0 {0 0 0} 0 {0.5 0 0} > >> 1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666865 0} 0 {0 > 0 0} 0 {1 0 0} > >> 1 {-0.5 0 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666716 0} 0 {0 > -0.1666666716 0} 0 {0 0.5 0} > >> 1 {0 0 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666716 > 0} 0 {0 -0.1666666716 0} 0 {0.5 0.5 0} > >> 1 {0.5 0 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666716 0} 0 {0 > -0.1666666716 0} 0 {1 0.5 0} > >> 1 {-0.5 0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 > -0.1666666865 0} 0 {0 1 0} > >> 1 {0 0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0 0} 0 {0 > -0.1666666865 0} 0 {0.5 1 0} > >> 1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0 0} 0 {0 > -0.1666666865 0} 0 {1 1 0} } > >> name Card2 > >> selected true > >> xpos -1215 > >> ypos 179 > >> } > >> Scene { > >> inputs 2 > >> name Scene1 > >> selected true > >> xpos -1346 > >> ypos 158 > >> } > >> push 0 > >> ScanlineRender { > >> inputs 3 > >> output_motion_vectors_type accurate > >> name ScanlineRender1 > >> selected true > >> xpos -1356 > >> ypos 272 > >> } > >> Camera2 { > >> inputs 0 > >> translate {{parent.anim_cube.translate i} {parent.anim_cube.translate i} > {parent.anim_cube.translate i}} > >> rotate {{parent.anim_cube.rotate i} {parent.anim_cube.rotate i} > {parent.anim_cube.rotate i}} > >> name Cam_extracted_anim_from_ANIM_CUBE > >> selected true > >> xpos -1494 > >> ypos 83 > >> } > >> > >> > >> _______________________________________________ > >> Nuke-users mailing list > >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > _______________________________________________ > > Nuke-users mailing list > > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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