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 > > _______________________________________________ > 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
