Just read your reply, ignore my previous blathering. :)

-deke

On May 28, 2012, at 9:37, Stephen Newbold <[email protected]> wrote:

> 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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