>
> 2)  if you've imported an obj sequence with UV's already on (for an
> animated, deformable piece of geo)... and your using a static camera (say
> a single frame of your shot camera)... is there a way to do something akin
> to Maya's "texture reference object" whereby the UV's are changed based on
> this static camera, for all the subsequent frames of the obj sequence ?


I've got a plugin that does exactly that. I'll see if I can share on
Nukepedia soon.

Cheers,
Ivan

On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter <fr...@beingfrank.info> wrote:

> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of the
> camera frustum and1,1 in the upper right.
>
> 2 - been waiting for that feature a long time ;).It should be logged as a
> feature request but would certainly be good to report again to make sure
> (and to push it in priority)
>
>
>
>
> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>
>> couple more questions:
>>
>> 1)  if imported geo does not already have UV's, will UVproject create a
>> new set or does it require them to...replace them ?
>>
>> 2)  if you've imported an obj sequence with UV's already on (for an
>> animated, deformable piece of geo)... and your using a static camera (say
>> a single frame of your shot camera)... is there a way to do something akin
>> to Maya's "texture reference object" whereby the UV's are changed based on
>> this static camera, for all the subsequent frames of the obj sequence ?
>>
>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>> question.  Basically I'm asking if there is an easier way then my current
>> method where I export an obj sequence with UV's, project3D on a single
>> frame, render with scanline to unwrapped UV, then input that into the full
>> obj sequence to get my "paint" to stick throughout.
>>
>> oy, sorry again.
>>
>> Ari
>> Blue Sky
>>
>>
>>
>>  ivanbusquets wrote:
>>>
>>>> You can think of UVProject as a "baked" or "sticky" projection.
>>>>
>>>> The main difference is how they'll behave if you transform/deform your
>>>> geometry AFTER your projection.
>>>>
>>>> UVProject "bakes" the UV values into each vertex, so if you transform
>>>> those vertices later on, they'll still pull the textures from the same
>>>> coordinate.
>>>>
>>>> The other difference between UVProject and Project3D is how they behave
>>>> when the aspect ratio of the camera window is different than the aspect
>>>> ratio of the projected image.
>>>> With UVProject, projection is defined by both the horizontal and
>>>> vertical aperture. Project3D only takes the horizontal aperture, and
>>>> preserves the aspect ratio of whatever image you're projecting.
>>>>
>>>>
>>>> Hope that makes sense.
>>>>
>>>> Cheers,
>>>> Ivan
>>>>
>>>>
>>>> On Tue, Mar 20, 2012 at 4:50 PM, coolchipper<nuke>  wrote:
>>>>
>>>>                 hey Nukers, may be a very basic question, but i wanted
>>>>> to know
>>>>>
>>>> what is the difference between the two, i do a lot of clean up
>>>> work everyday and i am kind of confused when to use the uv project
>>>> node an when to go for a project 3d node.i know that uv project
>>>> project a mapping coordinates to a mesh, in one of frank videos he
>>>> used the uv project node to clean up dolly tracks,that might have
>>>> been done using the project 3d node too, so whats the difference
>>>> in using uv project node for cleanup work? thanks ......
>>>> [img][/img]
>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>
>>> Thanks Ivan.
>>>
>>>
>>>
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