Hi Ivan,

yep we dont want to touch the cameras in nuke in anyway so it is fine they are not animatable anymore. We just had some cases where the interchange format using euler values, created strange artefacts when using motionblur, when using the data directly in the matrix it was all fine...
The data was coming from renderman in that case...
Most recently I had a cam coming from vray and the data in euler values was "jittering" whereas the matrix data stayed steady as it was supposed to...
But that might be due to the math behind the euler extraction...

thanks for the input!

-johannes



Am 10/1/12 10:15 AM, schrieb Ivan Busquets:
Hi Johannes,

That's a different monster, in my opinion, which is to try and match the camera (and motionblur) from an existing set of renders. In this case, matching your renders is probably more important than a) keeping the camera animatable, and b) having accurate motionblur.

If I had to guess, I'd say there's 2 possible reasons why you're getting a better match by setting the local_matrix directly to the one in the exr's metadata, instead of converting that back to Euler rotations:

1. No way to know the original rotation order from a transformation matrix alone. So, if you're converting to Euler, you'd have to choose an arbitrary rotation order, which may or may not match the one of the original camera. Of course, you could have known the correct rotation order beforehand, in which case this shouldn't be an issue.

2. How is your renderer (the one that produced the exrs) handling motionblur? Assuming you're using Renderman, is subframe MotionBlur turned on? Otherwise the renderer might just be doing a linear interpolation between the camera position/rotation at each integer frame, which is the same you'll get in Nuke when explicitly setting a "local_matrix". I'm not an expert in Renderman, though, so someone with more insight might be able to confirm or deny this.

Having said that, I've used both approaches to re-create a camera from Renderman metadata, and I've rarely had motionblur issues with one or the other. The few occasions where I have found differences has always been due a different rotation order.

Hope this helps.

Cheers,
Ivan




On Mon, Oct 1, 2012 at 12:14 AM, Johannes Hezer <[email protected] <mailto:[email protected]>> wrote:

    Hi Ivan,

    that is interesting with the motionblur.
    In my experience sofar, when getting cameras into nuke via exrs it
    was always best to use the matrix on the camera instead of
    converting all back to euler values in the rotation knobs ?!
    It was more accurate and motionblur issues were gone ?
    I know that is not exactly what you stated but I would be
    interested if you expierenced the same thing with the cam data
    from exrs?

    cheers



    Am 10/1/12 2:22 AM, schrieb Ivan Busquets:
    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 <[email protected]
    <mailto:[email protected]>> 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 <[email protected]
        <mailto:[email protected]>> 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
            <[email protected]
            <mailto:[email protected]>> wrote:

                I guess now would be a good time to learn
                expressions. I'll check that out, thanks!

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