Re: [Nuke-users] WriteGeo Transformed Camera Export

2017-05-19 Thread glouk
I confirm that this never worked... 

If you combine both transformations via expressions in a new camera, the
export should work.

---
"beam me up scotty"

glouk [5]

 [6] 

Le 19.05.2017 10:24, Vincent Langer a écrit :

> same thing with alembic export.
> 
> So I think it is a bug and I will report it. Strange that nobody noticed it 
> before.
> 
> @Mads: 
> Thanks I will try that 
> cheers, Vincent 
> 
> 2017-05-19 8:45 GMT+02:00 Mads Hagbarth Damsbo <madshl...@gmail.com>:
> 
> If you add the matrix from the camera and axis into a new camera node, then 
> bake the animation. It should do it. 
> (Maybe there is a easier way?) 
> 
> fre. 19. maj 2017 kl. 01.29 skrev Ari Rubenstein <a...@curvstudios.com>: 
> 
> I wonder if writeGeo output to Alembic instead of fbx would incorporate the 
> axis info ?
> 
> Sent from my iPhone 
> 
> On May 17, 2017, at 12:20 PM, Vincent Langer <m...@vincentlanger.com> wrote:
> 
> Hi there,
> 
> I would like to Export a camera which is animated itself and also transformed 
> by another animated axis 
> 
> If I try to export the camera with WriteGeo as a fbx the axis animation is 
> ignored. 
> Am I doing something wrong?
> 
> Workaround so far would be to export the axis too and setting it up in my DCC 
> of choice.
> 
> BUT why? 
> 
> cheers, 
> Vincent 
> 
> -- 
> 
> Vincent Langer
> Uhlandstr. 29
> 71634 Ludwigsburg
> +49 176 965 177 61 [1]
> www.vincentlanger.com [2] 
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [3]
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [4] 
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [3]
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [4]

-- 
Best regards. Mads Hagbarth Lund 
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [3]
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [4] 

-- 

Vincent Langer
Uhlandstr. 29
71634 Ludwigsburg
+49 176 965 177 61
www.vincentlanger.com [2] 
___
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 

Links:
--
[1] tel:+49%20176%2096517761
[2] http://www.vincentlanger.com
[3] http://forums.thefoundry.co.uk/
[4] http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[5] http://http//www.imdb.com/name/nm0522119/
[6] http://demo.glouk.org___
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

Re: [Nuke-users] Project onto multiple geo

2017-05-03 Thread glouk
Yes with a 'apply material' node. On May 3, 2017 09:47, Darren Coombes  wrote:Hi all,Say I have a ground plane geo, and a sphere that sits in middle of ground plane. I then merge these with a mergeGeo node.Can you project onto this mergeGeo somehow?Rather than project onto each piece of geo separately?Thanks.DarrenCheck out some of my work…www.vimeo.com/darrencoombes/reel2017Mob:  +61 418 631 079IMDB: www.imdb.com/name/nm3719099/Instagram: @7secondstoblackInstagram: @durwood0781Skype:  darren.coombes81Twitter:  @durwood81___
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

Re: [Nuke-users] RotoPaint vs Roto

2015-04-29 Thread glouk
 

This behaviour seems completely normal to me. 

My guess is that to have this work the way you wish (which is also the
way I use it), you hace to configure your system, wether linux or
windows, to have the focus follow the mouse... 

That's how I do it and it works for me. 
---

beam me up scotty

 glouk [3]

 [4] 

Le 29.04.2015 13:45, Daniel Hartlehnert a écrit : 

 Hm, thats strange behavior Charles. I don't have Nuke9 , so i cannot check. I 
 just had the experience that not even A works when floating over the viewer, 
 in older Nuke versions though. 
 
 Am 29.04.2015 um 13:26 schrieb Charles Bedwell: 
 
 I'm using a multi monitor setup, viewer floated to second monitor, Nuke 9.05 
 and Windows 7. 
 
 When hovering the mouse over the viewer and tapping A I get to see the alpha. 
 If I type R I get a read node. G for Grade. B for Blur. It's a little 
 inconsistent in how it works. If the mouse is back over the DAG (without 
 clicking anything) and I type A nothing happens. 
 
 I would prefer if the mouse is over the viewer and I type R G B A Y or M I 
 get to view the appropriate channel. Not just the Alpha.
 
 On 29 Apr 2015, at 12:01 pm, Daniel Hartlehnert dah...@gmx.de wrote:
 
 I remember i had the same behavior on windows too. Its because i always put 
 the viewer into a separate window to move it onto the second monitor. 
 Good tip for the linux setting though, thanks. 
 
 Am 25.04.2015 um 16:08 schrieb Howard Jones: 
 
 Just a thought... 
 If you have floated the viewer, on a mac you will have to click on it but on 
 linux as long as you set focus follows mouse in the Xwindows settings it 
 should work. 
 Otherwise you should have been ok. 
 
 H
 
 On 25 Apr 2015, at 13:22, Daniel Hartlehnert dah...@gmx.de wrote: 
 
On 1 April 2015 at 17:04, Daniel Hartlehnert dah...@gmx.de wrote:

Because it also means to constantly click in the viewer before pressing A 
to make sure it has the focus. 
You don't need to click in the viewer, just have the mouse hovering over it.
 
 Somehow that never worked for me. Maybe its an OS thing? I was working on 
 Linux at that time. ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [1]
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [2] 
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [1]
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [2]

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [1]
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [2]
 ___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [1]
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [2] 

___
 Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [1]
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [2] 

Links:
--
[1] http://forums.thefoundry.co.uk/
[2] http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[3] http://http//www.imdb.com/name/nm0522119/
[4] http://demo.glouk.org
___
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

Re: [Nuke-users] Vectorfield flickering?

2015-01-19 Thread glouk
I've had this issue : the only way out was to convert the LUT from .3dl 
to .cube.


You may also want to try the OCIO file transform instead of the 
vectorfield, which is a more reliable option.


Le 12/18/2014 09:47 PM, Brent Veal a écrit :
I've had this issue with 3dls before but was never able to find a 
solution. Had to just work around it.


On Thu, Dec 18, 2014 at 12:20 PM, Ron Ganbar ron...@gmail.com 
mailto:ron...@gmail.com wrote:


I had a similar thing on Nuke 8.0v4 a while back.



Ron Ganbar
email: ron...@gmail.com mailto:ron...@gmail.com
tel: +44 (0)7968 007 309 tel:%2B44%20%280%297968%20007%20309 [UK]
+972 (0)54 255 9765 tel:%2B972%20%280%2954%20255%209765 [Israel]
url: http://ronganbar.wordpress.com/

On Thu, Dec 18, 2014 at 10:09 PM, Deke Kincaid
d...@thefoundry.co.uk mailto:d...@thefoundry.co.uk wrote:

What version of Nuke are you using?


On Thursday, December 18, 2014, Jordan O jorxs...@gmail.com
mailto:jorxs...@gmail.com wrote:

We have an issue here with a vector field and a 3dl file
applied. It's flickering, every second frame has an
incorrect luminance. If you copy the node, it initially
works but after playing with it, it will start flickering
again.

Anyone else with this issue?
cheers, Jordan



-- 
-

Deke Kincaid
ME OEM Development Manager
The Foundry
Mobile: (310) 883 4313 tel:%28310%29%20883%204313
Tel: (310) 399 4555 tel:%28310%29%20399%204555 - Fax: (310)
450 4516 tel:%28310%29%20450%204516

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk
mailto:Nuke-users@support.thefoundry.co.uk,
http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk
mailto:Nuke-users@support.thefoundry.co.uk,
http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



___
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


--
Resistance is futile

glouk
___
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

Re: [Nuke-users] interface question

2012-11-23 Thread glouk
 

i think the attachment is missing... 

Le 23.11.2012 16:24, Michel
Frenette a écrit : 

 I joined a image of the viewer with a red mark on
a part of it . What is the function off this part ? 
 
 Thank's in
advance
 
 -- 
 Michel Frenette 
 
 1711 St-Patrick
 Montreal,
Québec
 www.mokkostudio.com [3]
 H3K 3G9
 T. 514.932.4191
 F.
514.932.7277 
 
 ___

Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk,
http://forums.thefoundry.co.uk/ [1]

http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[2]

-- 

beam me up scotty

 glouk [4]

 [5] 

Links:
--
[1]
http://forums.thefoundry.co.uk/
[2]
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[3]
http://www.mokkostudio.com
[4]
http://http//www.imdb.com/name/nm0522119/
[5] http://demo.glouk.org
___
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

Re: [Nuke-users] interface question take 2

2012-11-23 Thread glouk
 

now i think you forgot to mark something in red ;) 

Le 23.11.2012
16:26, Michel Frenette a écrit : 

 I forgot to upload the image. 
 

Same question , what is the use of the part which i mark in red ? 
 

Thank's in advance
 
 -- 
 Michel Frenette 
 
 1711 St-Patrick

Montreal, Québec
 www.mokkostudio.com [3]
 H3K 3G9
 T. 514.932.4191

F. 514.932.7277 
 
 ___

Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk,
http://forums.thefoundry.co.uk/ [1]

http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[2]

-- 

beam me up scotty

 glouk [4]

 [5] 

Links:
--
[1]
http://forums.thefoundry.co.uk/
[2]
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[3]
http://www.mokkostudio.com
[4]
http://http//www.imdb.com/name/nm0522119/
[5] http://demo.glouk.org
___
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

Re: [Nuke-users] adding a user knob to a default node

2011-03-18 Thread glouk
thank you very much.

i'll try method A

Johan, the code is already written. I'm just looking for a way to include it 
automatically. But thanks for the links, i'll have a look.

cheers

Le vendredi 18 mars 2011 08:14:21, Ivan Busquets a écrit :
 I think the most adequate options would be:
 
 A- Make a onUserCreate callback that adds your custom userKnob every time a
 CornerPin node is user-created
 or...
 B- Override nuke.createNode with your own function, and check in there
 whether the node being created is a CornerPin. If it is, then you can
 proceed with creating your custom Knob. If not, just call the original
 nuke.createNode function.
 
 I would probably choose A for this particular case, but B could be a better
 choice if you have other standard nodes that you want to have your custom
 version of.
 
 Examples:
 
 A: (using a OnUserCreate callback)
 
 def addCornerPinButton():
 n = nuke.thisNode()
 k = nuke.PyScript_Knob('userKnob', 'userKnob', '')
 n.addKnob(k)
 
 nuke.addOnUserCreate(addCornerPinButton, nodeClass = 'CornerPin2D')
 
 
 B: (overriding nuke.createNode() with your own function)
 
 def createCustomNodes(nodeClass, knobs = , inpanel = True):
 node = nukeOriginalCreateNode(node = nodeClass, knobs = knobs, inpanel
  = inpanel)
 if nodeClass == CornerPin2D:
 k = nuke.PyScript_Knob('userKnob', 'userKnob', '')
 node.addKnob(k)
 return node
 
 nukeOriginalCreateNode = nuke.createNode
 nuke.createNode = createCustomNodes
 
 
 Hope that helps.
 
 Cheers,
 Ivan
 
 On Thu, Mar 17, 2011 at 4:07 PM, glouk gl...@glouk.org wrote:
  Hi,
 
  I would like to add by default a userKnob (python button) to every
  cornerpin that i create...
  (this button copies the values of the from to the to, which i find
  very practical in everyday compositing)
 
  is there a way to do that in menu.py ? got any ideas ?
 
  thanks
 
   glouk http://www.imdb.com/name/nm0522119/
 
  Highly illogical, Captain.
 
  http://demo.glouk.org/
 
 
 
  ___
  Nuke-users mailing list
  Nuke-users@support.thefoundry.co.uk
  http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 

-- 

glouk 

Highly illogical, Captain.

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users