it seems to be working as expected.  destination is warped towards source
at beginning and then as you keyframe the warp (the morph) it blends from
the Source into the destination.  Still sucks that it only has one global
warp control though.   It would be nice it it was like all the other
morphers from elastic reality to shake to re:flex that all have warp and
mix controls per spline group.  :-( This one as with it predecessor to have
fine control of the morph requires multiple morphers.  :-(

Randy S. Little
http://www.rslittle.com <http://reel.rslittle.com>




On Wed, Feb 1, 2012 at 02:58, Bastien Brenot <[email protected]> wrote:

> Hello there,
>
> I'm having trouble with the new splinewarp's "morphing" option. It doesn't
> behave like I'd expect it to.
>
> Splinewarp takes 2 inputs : Source & Destination.
> The source image is then warped accordingly to the curve's animation :
> from source position to Destination position.
> But the Destination image is warped exactly the same way : from source to
> destination. It's getting exactly the same deformation as the source image
> applied to it, what is really weired and useless !
>
> I would expect it to warp the destination image from Destination to
> source, so that the 2 deformed images would line up during the whole
> animaiton. Then the mix parameter would be usefull to fade seamlessly from
> source to destination.
>
> To get that, theoretically, I'll have to duplicate my splinewarp node,
> invert the inputs order, invert the curve's shape animation and add a
> dissolve after that.
> But the splinewarp's destination shape is defined by the "feather" points
> of the Bezier curve, and I can not set the original curve points to the
> feather points and invert the warping animation.
>
> So I tried it by hand, duplicating the splinewarp node, getting rid of the
> second animation keyframe, setting a key with the old "source" points at
> the end frame and moving my curve points again to create a new source pose
> that matches the destination image on the first frame. And it works ! But
> it's a very time consuming process, considering that I'll have almost 10 to
> 15 curves per splinewarp node.
>
>
> So here's my point :
>
> I would like to duplicate my splinewarp node, invert the inputs, access
> the code and invert those points positions, but my python capabilities are
> really low for now (I'm one of those melscript guys that didn't really took
> time to get to python).
>
> Does anybody have an idea of how to do this ? Or maybe another way to
> solve this problem ?
>
> Thanks a lot.
>
>
>
>
>
> Bastien.
>
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