now the magic question...
how do I connect it to Atomkraft?
:)
On 14 aug 2012, at 20:05, Jack Binks wrote:
Neat; like the use of the particletogeo to allow the objects to be
used as bodies in the physics world! Does feel a bit sluggish on my
shonky laptop so I bet it'll be resimming the
Isn't just a regular 3D setup? Can't you just plug the solver in?
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 15 August 2012 16:41, ArnoB n...@rgbaz.eu wrote:
now the magic question...
how do I
is it?
I don't seem to be able to connect an atomkraft-geometry
to a mulletbody...
On 15 aug 2012, at 15:47, Ron Ganbar wrote:
Isn't just a regular 3D setup? Can't you just plug the solver in?
Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
+972 (0)54 255 9765
Thanks to everyone who replied.Cheers.Thanks.Darren CoombesCheck out some of my work...www.vimeo.com/darrencoombesMob: +61 418 631 079Skype: darrencoombesTwitter: @durwood81On 14/08/2012, at 2:21 AM, Игорь Хлебов wrote:http://vfxvault.com/tutorials/nuke_cg_pipelines/2012/8/13 Randy Little
Ah. I thought you meant the other way around. Connect an AtomRender to
MulletSolver.
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 15 August 2012 16:54, ArnoB n...@rgbaz.eu wrote:
is it?
I don't
Hi - anyone get these messages when trying to run free version of atomkraft?
Traceback(most recent call last):
File string, line 1, in module
RuntimeError: Constructor for
AtomRender failed
I have both my PATH and NUKE_PATH envars set up correct..
Any thoughts appreciated
Thanks
Hi
Im trying to copy and paste the splines and animation from 2 seperate
rotospline shape nodes into a splinewarp node , one for the source and
the other for the source warp...
I can seem to get the spline over from the roto node into the spline
warp into the 'SOURCE', thats fine.
but when i
That's the main criticism so far of the spline warper. You have to build the
target shape from the source, you can't copy in a shape and link them up. They
know about it, I'm guessing they're working on it.
On Aug 15, 2012, at 8:37 AM, Pat Wong wrote:
Hi
Im trying to copy and paste the
oh dear not even a work around at all?
On 15 August 2012 16:46, Bill Gilman bi...@prologue.com wrote:
That's the main criticism so far of the spline warper. You have to build the
target shape from the source, you can't copy in a shape and link them up.
They know about it, I'm
Thanks for insight guys, but to no avail. I tried to premultiply but it didn´t
help. And no, I can´t use card3d for this scenario.
So, you don´t have the same problem I describe here?
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Nuke-users@support.thefoundry.co.uk,
Yeah indeed, I needed to do that in a project while ago a wrote a script.
I'll upload it to Nukepedia when I have time to polish it.
Usage:
Create a splinewarp with 2 curves (ideally with same number of shape
points, or copy from rotonode)
name the source shape source
name the destination
Vector blurs haven't work here either - had to fall back to multisamples.
On 16 August 2012 05:08, kafkaz nuke-users-re...@thefoundry.co.uk wrote:
**
Thanks for insight guys, but to no avail. I tried to premultiply but it
didn´t help. And no, I can´t use card3d for this scenario.
So, you
Good to know, Marten.
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Use the forward mode in VectorBlur, with rgba.alpha set in the alpha
drop down option.
uv channels : forward
method : forward
alpha [x] : rgba.alpha
Marten Blumen wrote:
Vector blurs haven't work here either - had to fall back to multisamples.
On 16 August 2012 05:08, kafkaz
Like he said - this should work
Howard
From: Sean Brice s...@thefoundry.co.uk
To: Nuke user discussion nuke-users@support.thefoundry.co.uk
Sent: Wednesday, 15 August 2012, 20:10
Subject: Re: [Nuke-users] Re: Vector Blur and cards with alpha
Use the
I take that back - is this what you are referring to?
Howard
set cut_paste_input [stack 0]
version 6.3 v8
push $cut_paste_input
Camera2 {
name Camera1
selected true
xpos -1760
ypos 3383
}
ColorBars {
inputs 0
name ColorBars1
selected true
xpos -1551
ypos 3223
}
Card2 {
z 2
Awesome Jack.
Already used it to finish a shot - simulating rock climbing karabiners
hanging on a rock face - just the extra zing the shot needed!
On 10 August 2012 19:55, Jack Binks jackbi...@gmail.com wrote:
Hey All,
Just to let you know I've popped a 2.0 build of J_Ops for Nuke 6.3 up
magno
Magno
thanks, Ive followed your instructions,
but i get this error
# Result:
Traceback (most recent call last):
File string, line 93, in module
File string, line 84, in freezeWarp2
IndexError: list index out of range
any ideas?
On 15 August 2012 19:41, Magno Borgo
Looks like you source/dest have a different number of keyframes. I forgot
about that...
Use this script to bake the keyframes (it will create a key on every
frame),
it converts a rotonode into a splinewarp.
http://www.nukepedia.com/python/misc/rotopainttosplinewarp/
After that run the
hey magno
the two python scripts run without any errors..
not sure if its produced the correct results though . after i delete
the destination spline in the newly created 'splinewarp'
i was expecting to see
previous source in the souce spline
previous destination in the source warped spline
The name of the shapes should be exactly source and dest without
quotes for the script to work.
Take a look on this one:
set cut_paste_input [stack 0]
version 6.3 v4
push $cut_paste_input
SplineWarp3 {
boundary_bbox false
output morph
curves {AnimTree: {
Version: 1.2
Flag: 0
great i figured it out,
i didnt remove the additonal line at the bottom of your python script
when i was running inthe script editor;
#remove the line below if you are using the script with menu.py (in
menus/DAG/etc)
freezeWarp2()
Its working precisely how i need it to now...
Thanks
Hi Pat and Magno. regarding the #remove the line below caveat, if
you end the script with:
#begin code
if __name__ == '__main__':
freezeWarp2()
#end code
then you don't have to worry about removing that line.
Pete
On Thu, Aug 16, 2012 at 10:58 AM, Pat Wong patwon...@gmail.com wrote:
Cool thanks for the tips guys.
On 16 August 2012 00:30, Pete O'Connell pedrooconn...@gmail.com wrote:
Hi Pat and Magno. regarding the #remove the line below caveat, if
you end the script with:
#begin code
if __name__ == '__main__':
freezeWarp2()
#end code
then you don't have to
Nice touch, thanks Pete.
And Pat, glad to help :)
Hi Pat and Magno. regarding the #remove the line below caveat, if
you end the script with:
#begin code
if __name__ == '__main__':
freezeWarp2()
#end code
then you don't have to worry about removing that line.
Pete
On Thu, Aug 16,
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