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

Reply via email to