[Nuke-users] maya nuke camera mismatch

2014-11-20 Thread Gary Jaeger
I know I’ve seen this before but I can’t remember the solution. When I export a 
camera from maya, whether it’s an .abc or .fbx, the camera looks correct in 
nuke (and all the focal length and aperture numbers match), but comparing a 
render from a scanline render and a render out of vray they don’t line up. 
Adjusting the focal length in nuke fixes is, but it’s a guessing game and I 
don’t remember the actual cause of this. Anybody job my memory?

Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650 728 7060
http://corestudio.com

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Re: [Nuke-users] maya nuke camera mismatch

2014-11-20 Thread Ari Rubenstein
Double check the film back of the camera in maya, if offset, this attribute 
doesn't translate to nuke... or didn't used to.

Ari
Blue Sky


Sent from my iPhone

 On Nov 20, 2014, at 3:05 PM, Gary Jaeger g...@corestudio.com wrote:
 
 I know I’ve seen this before but I can’t remember the solution. When I export 
 a camera from maya, whether it’s an .abc or .fbx, the camera looks correct in 
 nuke (and all the focal length and aperture numbers match), but comparing a 
 render from a scanline render and a render out of vray they don’t line up. 
 Adjusting the focal length in nuke fixes is, but it’s a guessing game and I 
 don’t remember the actual cause of this. Anybody job my memory?
 
 Gary Jaeger // Core Studio
 249 Princeton Avenue
 Half Moon Bay, CA 94019
 650 728 7060
 http://corestudio.com
 
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Re: [Nuke-users] maya nuke camera mismatch

2014-11-20 Thread Gary Jaeger
Thanks Ari. It’s so weird. I set up a quick test scene with a cube and a plane. 
And that works as expected! But something about my actual scene is different 
and affecting it in this weird way. No film back offsets. Argh!

Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650 728 7060
http://corestudio.com

 On Nov 20, 2014, at 1:02 PM, Ari Rubenstein a...@curvstudios.com wrote:
 
 Double check the film back of the camera in maya, if offset, this attribute 
 doesn't translate to nuke... or didn't used to.
 
 Ari
 Blue Sky
 
 
 Sent from my iPhone
 
 On Nov 20, 2014, at 3:05 PM, Gary Jaeger g...@corestudio.com wrote:
 
 I know I’ve seen this before but I can’t remember the solution. When I 
 export a camera from maya, whether it’s an .abc or .fbx, the camera looks 
 correct in nuke (and all the focal length and aperture numbers match), but 
 comparing a render from a scanline render and a render out of vray they 
 don’t line up. Adjusting the focal length in nuke fixes is, but it’s a 
 guessing game and I don’t remember the actual cause of this. Anybody job my 
 memory?
 
 Gary Jaeger // Core Studio
 249 Princeton Avenue
 Half Moon Bay, CA 94019
 650 728 7060
 http://corestudio.com
 
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[Nuke-users] maya nuke

2014-09-12 Thread Gary Jaeger
How do people get animation data from maya to nuke? I thought what I was trying 
was super simple, just the Y rotate values. But when I try FBX and uncheck read 
on each frame (so I can see the keyframes in nuke) it does some sort of Euler 
filter thing where the X is constantly flipping +90 -90 and the Y is wrong. 
When this happens in Maya I can filter it. Anything similar in Nuke? Or a way 
around it? the keys in Maya are fine. Or maybe it’s an FBX export thing?

Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650 728 7060
http://corestudio.com

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Re: [Nuke-users] maya nuke

2014-09-12 Thread Ari Rubenstein
We use the Mocon mel script pass2nuke, works great all the time

www.3dmation.com



Sent from my iPhone

 On Sep 12, 2014, at 4:07 PM, Gary Jaeger g...@corestudio.com wrote:
 
 How do people get animation data from maya to nuke? I thought what I was 
 trying was super simple, just the Y rotate values. But when I try FBX and 
 uncheck read on each frame (so I can see the keyframes in nuke) it does some 
 sort of Euler filter thing where the X is constantly flipping +90 -90 and the 
 Y is wrong. When this happens in Maya I can filter it. Anything similar in 
 Nuke? Or a way around it? the keys in Maya are fine. Or maybe it’s an FBX 
 export thing?
 
 Gary Jaeger // Core Studio
 249 Princeton Avenue
 Half Moon Bay, CA 94019
 650 728 7060
 http://corestudio.com
 
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Re: [Nuke-users] maya nuke

2014-09-12 Thread Deke Kincaid
Use Alembic and turn on Euler filtering in the exporter dialog in Maya.

--
Deke Kincaid
Creative Specialist
The Foundry
Skype: dekekincaid
Tel: (310) 399 4555 - Mobile: (310) 883 4313
Web: www.thefoundry.co.uk
Email: d...@thefoundry.co.uk

On Fri, Sep 12, 2014 at 1:07 PM, Gary Jaeger g...@corestudio.com wrote:

 How do people get animation data from maya to nuke? I thought what I was
 trying was super simple, just the Y rotate values. But when I try FBX and
 uncheck read on each frame (so I can see the keyframes in nuke) it does
 some sort of Euler filter thing where the X is constantly flipping +90 -90
 and the Y is wrong. When this happens in Maya I can filter it. Anything
 similar in Nuke? Or a way around it? the keys in Maya are fine. Or maybe
 it’s an FBX export thing?

 Gary Jaeger // Core Studio
 249 Princeton Avenue
 Half Moon Bay, CA 94019
 650 728 7060
 http://corestudio.com

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

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Re: [Nuke-users] maya nuke

2014-09-12 Thread Barry Berman
:)

I use mocon too!

Someday ill amend it to includes lights too.

Barry


Sent from my T-Mobile 4G LTE Device

 Original message 
From: Ari Rubenstein a...@curvstudios.com 
Date: 09/12/2014  1:15 PM  (GMT-08:00) 
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Subject: Re: [Nuke-users] maya  nuke 
 
We use the Mocon mel script pass2nuke, works great all the time

www.3dmation.com



Sent from my iPhone

 On Sep 12, 2014, at 4:07 PM, Gary Jaeger g...@corestudio.com wrote:
 
 How do people get animation data from maya to nuke? I thought what I was 
 trying was super simple, just the Y rotate values. But when I try FBX and 
 uncheck read on each frame (so I can see the keyframes in nuke) it does some 
 sort of Euler filter thing where the X is constantly flipping +90 -90 and the 
 Y is wrong. When this happens in Maya I can filter it. Anything similar in 
 Nuke? Or a way around it? the keys in Maya are fine. Or maybe it’s an FBX 
 export thing?
 
 Gary Jaeger // Core Studio
 249 Princeton Avenue
 Half Moon Bay, CA 94019
 650 728 7060
 http://corestudio.com
 
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