How do we attach a camera to a 3d spline and have it look at a target?

I have the '2 node' camera setup from Nukepedia but when attached to a
spline the camera ignores the target


On 22 November 2012 11:49, Frank Rueter <[email protected]> wrote:

>  >>So to use it more like a TransformGeo with object-level filtering?
> yes
>
>
> On 22/11/12 11:28 AM, Frederich Munch wrote:
>
>  So to use it more like a TransformGeo with object-level filtering?
> Until something better comes along, you could select a corner of what you
> want to move then run this
>
>  mask is or-able flags for vertices, edges, faces (1,2,4)
> n is the amount of times to grow, i.e. the card division
>
>
>    def geoGrowSelection(n=1, mask=0x00000004):
>  node = nuke.selectedNode()
>  k = node.knob('polySelection')
>  if k:
>   for x in xrange(0,n):
>    k.grow(mask);
>
>  nuke.menu('Nuke').addCommand ('GrowFaceSelection', 'geoGrowSelection(
> 10seemsGood )', 'Shift+f')
>
>
>
>
>  ------------------------------
> Date: Thu, 22 Nov 2012 10:45:51 +1300
> From: [email protected]
> To: [email protected]
> Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver
> beta plugins av
>
> >>I don't quite get the 'object' selection mode. What would you want it to
> do exactly?
> imagine you have a dozen cards merged into one stream. Now you want to
> move just one of those cards without modifying the original cared node
> because it feeds into other scenes as well). So if the PolyEdit tool could
> have a sub-object selection mode, that identifies the single cards in the
> merged stream and selects them individually, I could move one of the cards
> without having to try and select all it's vertices or faces (very hard when
> the cards overlap a lot).
>
>
>
> On 22/11/12 10:12 AM, Frederich Munch wrote:
>
>  Soft-selection radius and falloff curve is the collapsed group 'Soft
> Edit' right above the
> I don't quite get the 'object' selection mode. What would you want it to
> do exactly?
>
>
>  ------------------------------
> Date: Thu, 22 Nov 2012 09:32:43 +1300
> From: [email protected]
> To: [email protected]
> Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver
> beta plugins av
>
> just using the PolyEdit do fine tune a scene consisting of heaps of cards.
> It's the perfect tool for the job!
> Would it be possible to add an "object" selection mode, so that when you
> poly edit a scene that has multiple cards in it, you can then select each
> individual one?
>
> Also, are there soft selections?
>
> I'm so loving having this plugin set, thank you so much (again and
> again...)
>
>
> On 10/11/12 7:58 AM, marsupial wrote:
>
> Thanks...is it just me or is the body missing and garbled when quoted?
> Hopefully below is easier to read and doesn't start a new topic
>
> http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
> http://www.nukepedia.com/gizmos/dynamics/
>
> These builds are for 6.3 and 7.0b100.
> There are more concise descriptions on the respective pages, but a brief
> overview:
>
> Geometry Tools; surprisingly, creates and modifies geometry:
>
>
>    - Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
>    copy geometry onto points or with an accumulated transform.
>     - 3D Curves that you can sweep, revolve, or create an axes on.
>     - Boolean operations, face/edge extrusion, Catmull-Clark subdivision,
>    face removal/poking and point merging.
>     - Test geometry for intersection with an ellipsoid, trapezoid, or
>    cylinder for:
>    modifying attributes with values or expressions, and applying
>    Transform, Bend, Bulge, Taper, and Twist deformers.
>
>
>
>
> Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
>
>
>    - Integration with particles to trigger emission when objects collide
>    or simulate geometry emitted from a stream.
>     - Achieve realtime playback with a massive amount of objects (30,000
>    for example).
>     - Simulate deforming geometry and concave objects.
>     - Animatable properties and constraints (point, hinge, spring, soft
>    pin, soft to rigid).
>     - Baking of both rigid and soft bodies (invokable in UI and
>    command-line).
>     - Bake object transforms to Axis nodes.
>
>
>
> Thanks, and let me know of any issues.
>
>
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