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
> 
> 
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-- 
ben dickson
2D TD | ben.dick...@rsp.com.au
rising sun pictures | www.rsp.com.au
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