Re: [Nuke-users] Mixing two cameras animation using local matrix

2016-09-23 Thread Bruno-Pierre Jobin
Got it working. Thank you Michael!

--
Bruno-Pierre Jobin

> On Sep 20, 2016, at 8:26 PM, Bruno-Pierre Jobin  wrote:
> 
> Not sure why I’m getting this error...
> 
> 
>> On Sep 20, 2016, at 5:06 PM, Michael Habenicht  wrote:
>> 
>> If you have a knob called mix which contains the amount of one of the 
>> cameras the expression should be this: 
>> Camera4.world_matrix*mix+Camera5.world_matrix*(1-mix)
>> With this you should be able to mix between the two cmaera paths.
>> 
>> Best regards,
>> Michael
>> 
>>> On September 20, 2016 10:21:04 PM CEST, Bruno-Pierre Jobin 
>>>  wrote:
>>> How would you guys mix animations from Camera 4 and Camera 5 into
>>> Camera 6? Putting Camera4.world_matrix+Camera5.world_matrix into
>>> local_matrix knob won’t work and I can understand why. But I’m having
>>> trouble figuring out what's the right expression.
>>> 
>>> Thank you
>>> 
>>> 
>>> 
>>> set cut_paste_input [stack 0]
>>> version 10.0 v3
>>> Camera2 {
>>> inputs 0
>>> translate {{curve x1021 50 x1041 150} {curve x1021 50 x1041 150} {curve
>>> x1021 50 x1041 150}}
>>> name Camera5
>>> selected true
>>> xpos -1715
>>> ypos 6719
>>> }
>>> Camera2 {
>>> inputs 0
>>> useMatrix true
>>> matrix {
>>> {{Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}}
>>> {{Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}}
>>> {{Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}}
>>> {{Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}
>>> {Camera4.world_matrix((Camera4.world_matrix-Camera4.world_matrix)+Camera5.world_matrix)}}
>>> }
>>> name Camera6
>>> selected true
>>> xpos -1763
>>> ypos 6819
>>> }
>>> push $cut_paste_input
>>> Camera2 {
>>> translate {{curve i x1001 0 x1021 50} {curve i x1001 0 x1021 50} {curve
>>> i x1001 0 x1021 50}}
>>> name Camera4
>>> selected true
>>> xpos -1811
>>> ypos 6716
>>> }
>>> Scene {
>>> inputs 3
>>> name Scene6
>>> selected true
>>> xpos -1942
>>> ypos 6803
>>> }___
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>> 
>> -- 
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Re: [Nuke-users] Kronos Tearing

2016-09-23 Thread J Bills
No, that seems like you're on the right track and par for the course as far
as my experience has been with it.  You can play around with blending
multiple nodes w/ different settings, upping vector detail and strength to
get the most you can out of it, but at some point you just have to go with
it and mop up any little shredded frame ranges with some paint work.

Usually I find I can get it down to just a couple/3 problematic frame
ranges per clip that are fairly quick to mop up.  Kronos has been working
really well since v9 on average - best retimer out there, hands down.  Much
better than current state of Twixtor, Flame, etc.

A lot of times it's easy to reveal from the prev or next frame of the
Kronos retime to fix some of the bubbling and shredding that can happen,
starting with the good frame on either end of a problematic range and
working forwards/backwards.  A lot of times I'll hit the problematic area
with a stroke, and then hop over to the clone tab and offset the reveal
into place to account for any motion between frames.  Goes quickly, keeps
the new "in between" frames sharp and intact.

Had to do one last week where I was taking a PAL spot to NTSC for Japan
(~.83 speed in Kronos) and the content was a cheerleader jumping and waving
pompoms.  You would think it would have been a nightmare but Kronos came
through for the most part.  It was actually halfway impressive, as much as
retiming work gets.


On Thu, Sep 22, 2016 at 6:38 PM, Darren Coombes 
wrote:

> Doing some retime work, slowing a clip down 50 percent.
> Theres a few light flashes, and fg/bg movement. Have tried rendering out
> motion vectors and combining different retime methods with reveal in
> rotopaint.
> Also have some root being done to help distinguish fg/bg.
>
> Fixes a few bits, but anyone got any tips for helping reduce tearing when
> using kronos?
>
>
>
> Check out some of my work...
> *www.vimeo.com/darrencoombes/reel2015
> *
>
> *Mob:  +61 418 631 079 <+61%20418%20631%20079>*
> IMDB: www.imdb.com/name/nm3719099/
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>
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Re: [Nuke-users] 2d tracks or x y data in nuke used with Particular

2016-09-23 Thread adam jones
well that makes sense..

cheers mate will, check this out

regards
-adam


> On 21 Sep 2016, at 6:10 PM, michael vorberg  wrote:
> 
> Sounds like the OFX version uses normalized pixel position instead of 
> absolute ones. 
> You would need to to divide your image resolution by the tracked position to 
> get the normalized coordinates
> 
> 
> Am 21.09.2016 09:10 schrieb "adam jones"  >:
> Hey hey
> 
> What I am getting at is that say I have track a point from x 100 to x 600 and 
> y 35 to y 450 in nuke
> 
> then I take this data to AE and plug it in to particulars emtier x and y all 
> tracks fine
> 
> but should I take the same data and plug it in the OFX particular x and y 
> emiter the emitter is way way way way out of frame
> 
> to keep it in frame you need to use values like 0 to maybe .2 before it out 
> of frame.
> 
> now I am not using a camera I only wish to use 2D point to drive the 
> particles as you can very simply in AE.
> 
> regards
> -adam
> 
> On Sep 21, 2016, at 04:55 PM, Frank Rueter|OHUfx  > wrote:
> 
>> Nuke's origin is bottom left though
>> 
>> On 09/21/2016 06:40 PM, Daniel Hartlehnert wrote:
>>> AE coordinate system has its origin in the bottom left of the screen. Nuke 
>>> in the top left.
>>> Or in pseudo code: AE.y = height - Nuke.y
>>> 
>>> Daniel
>>> 
 Am 21.09.2016 um 08:35 schrieb Ron Ganbar >:
 I would assume the default state of Particular for AE and Particular for 
 Nuke is not the same. Sounds to me like the z-position is set differently, 
 or the world transformation is set differently.
 Unfortunately, I don't have access to Particular for Nuke.
 
 
 
 Ron Ganbar
 email: ron...@gmail.com 
 tel: +44 (0)7968 007 309  [UK]
   +972 (0)54 255 9765  [Israel]
 url: http://ronganbar.wordpress.com/ 
 On Tue, Sep 20, 2016 at 11:51 PM, adam jones > wrote:
 Hey guys
 
 I am wanting to use the particular node (not the 3D particular gizmo) and 
 attache 2D track data to the emitter.
 
 Problem I am having is that the numbers / data dont seem to dont seem to 
 match at all (nuke x y to particular x y)
 
 It works all fine in the AE version tracked x y data from nuke to 
 particular.
 
 Is there an expression that converts this data over.
 
 major pain
 
 regards
 -adam
 
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