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
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> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
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>
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