Hey,
Offsetting the pivot in a TransformGeo node and then connecting a look
at target will ignore the new pivot and always rotate around the
original pivot. Can I get this to work?
cheers
Sebastian
--
Sebastian Elsner - Pipeline TD - r i s e | fx
t: +49 30 201 803 00 sebast...@risefx.com
Is there a way to load a script that has not been saved after saying 'no'
when nuke asks if you want to open said unsaved script?
Just curious.
Thanks
JK
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The way that you read in FBX files is not by importing it, but rather by
using the Read from file option in certain 3D nodes, such as ReadGeo,
Camera, Axis, and so forth.
On Wed, May 18, 2011 at 3:01 AM, Wesley Elfring wesleyelfr...@gmail.comwrote:
Hi,
I'm having a problem importing an FBX in
Well I'm sold. Who wants to go in on some heavy machinery with me?
On Tue, May 17, 2011 at 11:10 PM, Undowsnob
nuke-users-re...@thefoundry.co.uk wrote:
Heavy equipment auctions are a fascinating and little known niche on eBay.
Heavy equipment refers to the machines used for manufacturing,
if you mean the autosave file, sure, you can open the autosave
directly - typically it's located right next to your project file
(although this varies from studio to studio). I don't have access to
a default nuke install but if memory serves you can just select all
files in the open dialog to get
He already re opened the script and said no to open autosave. His question
was after he has done that can he open or recover an autosave.
Randy S. Little
http://www.rslittle.com http://reel.rslittle.com
On Thu, May 19, 2011 at 11:59, J Bills jbillsn...@flickfx.com wrote:
if you mean the
sometimes I pass the fbx. files through the fbx convertor from Autodesk...I
don't know if this will help, though.
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Nuke autosaves every X number of seconds, where X is what you have defined
in the AutoSaveTime knob in the Nuke preferences. With default
configuration, the method it uses to autosave is to place a
scriptname.nk.autosave file beside your project file. This should be a
viewable non-hidden file on
FBX version 2011 appears to be buggy in Nuke still. I have had success
exporting FBX from Maya using FBX version 2010, and making sure to bake out
keyframes, and freeze transformations on everything if attempting to
recreate parenting structures in Nuke.
i'd say, quit nuke and relaunch it. it should ask you the same thing
with the same unsaved-but-saved script, as nuke autosaves even unsaved
script.
an untitled.nk.autosave should be in your startup or home nuke directory.
On Thu, May 19, 2011 at 6:09 PM, JKehler jdkeh...@atmosphere-vfx.comwrote:
Would be the script he is trying to recover then would it?
Randy S. Little
http://www.rslittle.com http://reel.rslittle.com
On Thu, May 19, 2011 at 15:07, Aurelyen Daudet aurelyen.ar...@gmail.comwrote:
i'd say, quit nuke and relaunch it. it should ask you the same thing
with the same
maybe it is related to bounding boxes growing or expanding in strage ways
and getting into negative or zero values in one axis.
did not ever found any way to fix this once it appeared.
crop or reformat ? i dunno.
On Wed, May 18, 2011 at 10:18 PM, Henrik Cednert n...@irry.com wrote:
Hmm... Not
Bueller?
Bueller?
Bueller?
On Wed, May 18, 2011 at 4:26 PM, Dan Walker walkerd...@gmail.com wrote:
hi all,
wanted to know if there was a way to activate the rotopaint toolbox
(within the viewer).
basically, I've written a gizmo that's utilizing a rotopaint node within
the gizmo but
Hi Dan, I don't think what you want is possible. On the other hand, is there
any good reason not to use rotopaint inputs for your gizmo?
On Thu, May 19, 2011 at 3:28 PM, Dan Walker walkerd...@gmail.com wrote:
Bueller?
Bueller?
Bueller?
On Wed, May 18, 2011 at 4:26 PM, Dan Walker
Hi,
one way is to make a python button on the gizmo, and put a little code
on it to show the properties bin of the paint node when pressing it.
Like this:
rp = nuke.toNode('RotoPaint3')
rp.showControlPanel()
Hope this helps,
Gabor
On Thu, May 19, 2011 at 1:26 AM, Dan Walker
I've not spent much time on it, but I noticed you can, for example,
pick the toolbox, which will pass it not into the viewer but will
expose the tools in the properties panel. allows you to add shapes,
points, etc just like you're used to in the viewer.
you can pick the shape list too.
there
Thanks everyone.
I figured there should be an untitled autosave file somewhere, but
wasn't able to find one.
Even with 'show hidden' turned on.
Oh well.
Thanks
JK
On 5/19/2011 3:07 PM, Aurelyen Daudet wrote:
i'd say, quit nuke and relaunch it. it should ask you the same thing
with the same
Go figure, that actually works, you can basically recreate everything in
your gizmo by picking all the releven rotopaint knobs.
On Thu, May 19, 2011 at 3:47 PM, J Bills jbillsn...@flickfx.com wrote:
I've not spent much time on it, but I noticed you can, for example,
pick the toolbox, which
I kind of figured out a work around but now my problem is when I'm saving it
as a gizmo. Totally breaks!
Code (.nk script) attached if anyone cares to take a stab at doing this
another way and exporting it as a gizmo without it breaking.
Thanks mucho,
Dan
On Thu, May 19, 2011 at 3:38 PM,
With the exception of picking paint stroke control points which is what I'm
doing.
On Thu, May 19, 2011 at 4:44 PM, pixelcowbo...@gmail.com
pixelcowbo...@gmail.com wrote:
Go figure, that actually works, you can basically recreate everything in
your gizmo by picking all the releven
Did a search and found this. Anyone have a version that works with 6.2v4?
On Fri, Dec 3, 2010 at 3:35 AM, randy Little randyslit...@gmail.com wrote:
Probably Nathan has info maybe he is waiting for 6.2. Hard to press a guy
on free stuff though
Sent from my iPod
On Dec 3, 2010, at 6:14,
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