Might be splitting hairs, but since this comes up every now and then, I
think it's worth noting that there are some important caveats to using the
local_matrix knob to do that for animated cameras:

- You lose the ability to tweak the animation afterwards.

- Inaccurate motionblur. If you bake animated transform knobs into a single
animated matrix, you're effectively losing the ability to interpolate
"curved" paths correctly. The matrix values will interpolate between
frames, but there's no guarantee that the result of that interpolation will
match the transformation you'd get by interpolating the original
rotation/translation/scale values.

Getting back to the use case of the original post, I would recommend
keeping the two separate transforms when exporting out to Maya.
For one, if you use the "forced local matrix" approach you'll have no easy
way to transfer that to Maya (as in, it won't export correctly when writing
an FBX file, for example).
But also, if you're planning to refine animation later on, it might be
easier to do so on the original transformations.




On Sun, Sep 30, 2012 at 2:18 PM, Marten Blumen <mar...@gmail.com> wrote:

> Stoked, solved it.  Very easy thanks to the exposed World and Local
> Matrix's.
>
> Attached is a verbose tutorial nuke script; all instructions included in
> stickies. Hit me up if it needs more work. thanks!
>
>
>
>
>
> On 29 September 2012 16:08, Marten Blumen <mar...@gmail.com> wrote:
>
>> I just retested my test and it only worked on simple setups. Probably
>> need expert equations to make it work properly!
>>
>> On 29 September 2012 15:39, C_Sander 
>> <nuke-users-re...@thefoundry.co.uk>wrote:
>>
>>> **
>>> I guess now would be a good time to learn expressions. I'll check that
>>> out, thanks!
>>>
>>> _______________________________________________
>>> Nuke-users mailing list
>>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
>>
>>
>
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