Ok, I think I tracked down the issue. The curves in Maya are fine and I
thought something was happening on the import into Nuke but I forgot to
mention an important step. I'm actually constraining an Axis to to the
imported geo with a tool that runs the inbuilt Snap3d script for each
frame, this is where the problem is. Its the constrained axis that has
the weird curves, not the imported geo. To prove this to myself I
manually snapped an axis on two frames and got the same jump in rotation
as if Nuke wasn't respecting the vertex movement properly.
I've just done the same thing with much simpler geo (a card) and that
works fine so I'm not sure why the snap function works fine on some geo
but not others. I guess it was never designed to be used on moving
geometry.
Steve
Stephen Newbold wrote:
We are exporting some simple animated geo out of Maya into Nuke but
for some reason the rotation curves are going mental in Nuke. While
the visible position of the geo is correct the curves are flipping
back and forth between keys. In maya the geo is baked out, no parent
groups. Exported as FBX v2010. I've also tried objExport and get the
exact same issue.
If it was Maya I'd say I need to run a Euler filter on the curve but
obviously I don't have this option in Nuke.
Any ideas?
Steve
--
Stephen Newbold
Compositing Lead - Film
MPC
127 Wardour Street
Soho, London, W1F 0NL
Main - + 44 (0) 20 7434 3100
www.moving-picture.com
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