Hi Ned, I will have to take a look myself. I haven't cracked open the gizmo in a while and filtering the animation curves instead of just using the originals will requires some more expression switches. Hope it won't make it too slow. Will take a look when I get some time.
Cheers, frank On Oct 13, 2011, at 7:14 AM, Ned Wilson wrote: > Hey Frank, > > First of all, thank you for providing this gizmo. I took a look at removing > jitter using the "integrate" script function and a jitter period, which seems > to work quite well. The only issue I can see is that Nuke appears to preserve > the tangent handles from the original curve, but I guess that would only make > a difference if you were doing some sort of sub-frame interpolation. > > Unfortunately I can't quite figure out the math and how to wire your gizmo to > remove jitter. From taking it apart it looks like to stabilize you are using > an animated axis into a Card3D and a Camera that is fixed to a reference > frame. > > However, since removing jitter would theoretically have both an animated > Camera and an animated Axis, what curves would you feed to both of those > inputs? > > Thanks for your help! > > -n > > _______________________________________________ > 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
