Slightly hard to describe in writing, but I think this is what you are after, https://gist.github.com/dbr/7921735
You parent an axis under the "shot camera", then you parent a new camera under this transform.. allowing axis's transform controls to move the camera in "object-local" space The other way of doing it is http://www.nukepedia.com/python/3d/localaxis/ ..which essentially sets up an expression-linked version of the transform node with all the parameters negated ("-transform" and "1/scale" etc) and transform/rotation orders reversed. This puts the object at the origin, then you can do an object-local and reapply the original transform It's definitely not as intuitive as Maya in this respect, and tends to feel like all the steps have to be performed backwards.. but it's quite "simple", all 3D transforms nodes are just transform matrices, and they all concatenate together. It's true for Axis nodes, TransformGeo, the object's transform controls etc, and is also exactly how the 2D transforms nodes concatenate It would be nice if there was an additional axis input, "object local" which would be like the "local matrix" control.. but I'm not sure it'd quite remove the desire for a Maya-like parenting system.. I guess the other way would be a TransformGeo-like node which could apply to an Axis or Camera (or I could be getting entirely confused) On 12/12/13 08:24, matt estela wrote: > In maya, if you parent one object to another, the default behaviour is > for the child object to keep its current position. There's an option to > turn this off, but its rarely used. > > In nuke, the default behaviour is to not main the current position, and > snap to a new location as if the parent is the world origin. Is there a > way to make it behave like maya? > > I know there's tricks for meshes, but last night I stumped a few > lighters in the department where I wanted to parent a camera to an axis, > but leave it in its current location, couldn't do it. > > We tried doing stuff like expressions that subtract the values of the > parent at frame 1 from the parent transforms, kind of worked, kind of > didn't. In the end I just went back to maya, baked keyframes, exported a > camera. > > I assume we're missing a trick... right? RIGHT??? > > > -matt > > > _______________________________________________ > 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 > -- ben dickson 2D TD | ben.dick...@rsp.com.au rising sun pictures | www.rsp.com.au _______________________________________________ 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