Another way to look at it is this, let the projection camera move with the 
axis, but also have the geo being projected on move as well.

------

- camera input connected to axis (all offset transforms only on this axis, no 
change to camera at all)

- place TransformGeo node under geo being projected upon (after your project3D 
shader and/or assign material node)

- hook transformGeo's axis input to the Axis ( TransformGeo should be 
completely Zero'd out, inheriting all its transforms thru the axis input only)

- now your proj camera & geo will move and rotate with the single axis and the 
projection will stay intact

---------
I agree though, a "Maintain offset " function like in Maya would be better!

Ari
Blue Sky


Sent from my iPhone

> On Dec 12, 2013, at 2:08 AM, Ben Dickson <ben.dick...@rsp.com.au> wrote:
> 
> Ahh, right.. I don't think it's easily doable in Nuke, but you can
> achieve a similar result to that GIF in a few ways:
> 
> Simplest way is to use the pivot control in the axis: Connect an axis
> upstream of the camera, press ctrl+alt and shift it around where you
> want to pivot, then you can rotate the axis etc
> 
> More complicatedly, you can do this, which is kind of a pain to setup
> (similar to what localaxis does, if not exactly):
> https://gist.github.com/dbr/7924086
> 
> 
>> On 12/12/13 17:03, matt estela wrote:
>> Hmm, more like this, explained through the magic of gifs and imgur:
>> 
>> http://imgur.com/9Cv62j7
>> 
>> Basically, when you parent in Maya, Maya assumes you want the child to
>> stay at its current location. Nuke doesn't. That's weird.
>> 
>> 
>> 
>> 
>> On 12 December 2013 12:45, Ben Dickson <ben.dick...@rsp.com.au
>> <mailto:ben.dick...@rsp.com.au>> wrote:
>> 
>>    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
>>    <mailto:Nuke-users@support.thefoundry.co.uk>,
>>    http://forums.thefoundry.co.uk/
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>> 
>>    --
>>    ben dickson
>>    2D TD | ben.dick...@rsp.com.au <mailto:ben.dick...@rsp.com.au>
>>    rising sun pictures | www.rsp.com.au <http://www.rsp.com.au>
>>    _______________________________________________
>>    Nuke-users mailing list
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>>    <mailto:Nuke-users@support.thefoundry.co.uk>,
>>    http://forums.thefoundry.co.uk/
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>> 
>> 
>> 
>> 
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> 
> -- 
> ben dickson
> 2D TD | ben.dick...@rsp.com.au
> rising sun pictures | www.rsp.com.au
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