Thanks Frank.
R
On Aug 11, 2011 3:23 AM, Frank Rueter fr...@beingfrank.info wrote:
I'm guessing it just means that you can reference a curve at a given
frame?! I.e. curve(5) will give you the current key frame curve's value at
frame 5 etc.
On Aug 10, 2011, at 3:45 PM, Ron Ganbar
Hi
Easy when you know how I expect,
but is there an easy way to null/zero a moving camera at a specific frame, like
a reference frame in a tracker.
At the moment I am using 4 axis to
1) set back to origin in translate (easy)
2) rotate Z back
3) rotate Y back
4) rotate X back.
I then end up
Ok managed to get to 2 nodes
1) set back to origin in translate (easy)
2) invert rotate order and negate rotation
Howard
From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk
Sent: Thursday, 11 August 2011,
Hi
Ok I thought I had tried this anyway but answering my own question
reversing (source) SRT and XYZ to
TRS and ZYX with negated values does it.
in one node
(I'm sure I tried that, I'm sure I did...)
Howard
From: Howard Jones mrhowardjo...@yahoo.com
To:
You can go to the frame you want and delete the animation.
Or there's a little expression you can use to choose the reference frame.
I think it's on one of the tips and tricks tutorials on the foundry website.
Cheers
James
On Thu, Aug 11, 2011 at 1:56 PM, Howard Jones
Hi Paul,
If you can rely on your Camera being always at the top of the tree
that goes into your node, you could get there using tcl's topnode
[topnode input0].focal
But you may hit the case where you have something connected above your
camera too (like an Axis), in which case topnode won't work
Try [topnode] which will give you the top most node of a stream. Obviously it
won't work if the camera's parent pipe is connected. In that case you will need
a script that walks upstream and returns the first camera node, then use that
in your expression. Or use meta Data to make the camera
I wondered about that, but metadata node dont work in camera pipes, so I ran
into a dead end. Getting the name of the camera node node world be great
(as per Ivans recommendation). Ideally it would be great to et the data
from the camera pipe directly, so it can be modified by downstream axis
Yes it would be great to see simple solutions to the overall issue you've
brought up, like say a Dot being purely an interface element. I've
requested this in the past.
But also being able to easily copy camera values into metadata would be
nice, or ideally like you say I would really want to
Aw yeah!
Thanks so much for that!!!
Works perfectly!
On Thu, Aug 11, 2011 at 12:43 PM, Sean Brice s...@thefoundry.co.uk wrote:
**
Hi Dan,
You can adjust the texture size setting in the Preferences Viewer tab. It's
set to 512x512 by default.
Cheers,
Sean
On
Do you mean expression link to the modifymetadata value field? How
exactly do you do this?
On 11 August 2011 14:36, Frank Rueter fr...@beingfrank.info wrote:
You can expression link a camera's parameter to generically create meta
data. But of course this creates the same problem. It would be
Hi Michael,
You can use tcl expressions in the value field of a ModifyMetadata node.
ex:
[value Camera1.focal]
On Thu, Aug 11, 2011 at 2:40 PM, Michael Garrett michaeld...@gmail.com wrote:
Do you mean expression link to the modifymetadata value field? How
exactly do you do this?
On 11
Hi Ivan, great, thanks! I was just trying Camera1.focal
On 11 August 2011 14:47, Ivan Busquets ivanbusqu...@gmail.com wrote:
Hi Michael,
You can use tcl expressions in the value field of a ModifyMetadata node.
ex:
[value Camera1.focal]
On Thu, Aug 11, 2011 at 2:40 PM, Michael Garrett
I got something working that seems to enable metadata in the camera pipe.
So you could add this right after the camera, where you don't need a Dot to
keep things clean, then access camera values via metadata. Not ideal, but
it could be helpful:
set cut_paste_input [stack 0]
version 6.2 v1
push
pretty slick workaround, michael.
nice one.
erik
Michael Garrett wrote:
I got something working that seems to enable metadata in
the camera pipe. So you could add this right after the camera, where
you don't need a Dot to keep things clean, then access camera values
via metadata. Not
But by having a ModifyMetadata node inside, you're re-casting the
output of that group to be an Image-Op, and therefore you wouldn't be
able to connect its output to anything that requires a camera input?
Using metadata is a nice workaround, but you still need to know what
camera you're pulling
I have to admit the first obvious thing I thought of using metadata for when
it was announced for Nuke was moving camera data to or from from a Nuke
camera.
And, a Dot should be purely a UI element, although people do use the Dot
label quite a lot - also just a UI element, most of the time.
On
Throwing in one more possible alternative here. It’s a TCL function that just
walks up until it finds a knob named focal on any node hooked to any primary
input and returns the value of that. It’s a bit longer than your average
expression, but if you use multi-line expression mode, it’s easy to
Thanks for the nice example, Nathan. Another idea that Ivan had (I hope you
don't mind me mentioning, Ivan) was to define a function inside an
onCreate() python callback embedded in a gizmo that for example tells the
input to ignore a Dot class.
Basically these options we've mentioned are
Not that this is even a slightly sane thing to do, you can almost do:
[python {( lambda n: (lambda f, n: f(f, n)) (lambda f, n: f(f,
n.input(0)) if n.Class()!=Camera2 else n, n)
)(nuke.selectedNode())['focal'].value()}]
..except unlike Tcl, nuke.Node.input doesn't step out of Group's, it
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