Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-25 Thread Frank Rueter|OHUfx

So to use it more like a TransformGeo with object-level filtering?
yes

On 22/11/12 11:28 AM, Frederich Munch wrote:

So to use it more like a TransformGeo with object-level filtering?
Until something better comes along, you could select a corner of what 
you want to move then run this


mask is or-able flags for vertices, edges, faces (1,2,4)
n is the amount of times to grow, i.e. the card division


def geoGrowSelection(n=1, mask=0x0004):
 node = nuke.selectedNode()
 k = node.knob('polySelection')
 if k:
  for x in xrange(0,n):
   k.grow(mask);


nuke.menu('Nuke').addCommand ('GrowFaceSelection', 'geoGrowSelection( 
10seemsGood )', 'Shift+f')






Date: Thu, 22 Nov 2012 10:45:51 +1300
From: fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and 
Dynamic-Solver beta plugins av


I don't quite get the 'object' selection mode. What would you want 
it to do exactly?
imagine you have a dozen cards merged into one stream. Now you want to 
move just one of those cards without modifying the original cared node 
because it feeds into other scenes as well). So if the PolyEdit tool 
could have a sub-object selection mode, that identifies the single 
cards in the merged stream and selects them individually, I could move 
one of the cards without having to try and select all it's vertices or 
faces (very hard when the cards overlap a lot).




On 22/11/12 10:12 AM, Frederich Munch wrote:

Soft-selection radius and falloff curve is the collapsed group
'Soft Edit' right above the
I don't quite get the 'object' selection mode. What would you want
it to do exactly?



Date: Thu, 22 Nov 2012 09:32:43 +1300
From: fr...@beingfrank.info mailto:fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
mailto:nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and
Dynamic-Solver beta plugins av

just using the PolyEdit do fine tune a scene consisting of heaps
of cards. It's the perfect tool for the job!
Would it be possible to add an object selection mode, so that
when you poly edit a scene that has multiple cards in it, you can
then select each individual one?

Also, are there soft selections?

I'm so loving having this plugin set, thank you so much (again and
again...)


On 10/11/12 7:58 AM, marsupial wrote:

Thanks...is it just me or is the body missing and garbled when
quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages,
but a brief overview:

Geometry Tools; surprisingly, creates and modifies geometry:


  * Create 3D Text, 3D Shapes (from roto curves),
Voronoi-shards, and copy geometry onto points or with an
accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark
subdivision, face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid,
trapezoid, or cylinder for:
modifying attributes with values or expressions, and
applying Transform, Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations
in Nuke.


  * Integration with particles to trigger emission when
objects collide or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects
(30,000 for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge,
spring, soft pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.


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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-24 Thread Marten Blumen
How do we attach a camera to a 3d spline and have it look at a target?

I have the '2 node' camera setup from Nukepedia but when attached to a
spline the camera ignores the target


On 22 November 2012 11:49, Frank Rueter fr...@beingfrank.info wrote:

  So to use it more like a TransformGeo with object-level filtering?
 yes


 On 22/11/12 11:28 AM, Frederich Munch wrote:

  So to use it more like a TransformGeo with object-level filtering?
 Until something better comes along, you could select a corner of what you
 want to move then run this

  mask is or-able flags for vertices, edges, faces (1,2,4)
 n is the amount of times to grow, i.e. the card division


def geoGrowSelection(n=1, mask=0x0004):
  node = nuke.selectedNode()
  k = node.knob('polySelection')
  if k:
   for x in xrange(0,n):
k.grow(mask);

  nuke.menu('Nuke').addCommand ('GrowFaceSelection', 'geoGrowSelection(
 10seemsGood )', 'Shift+f')




  --
 Date: Thu, 22 Nov 2012 10:45:51 +1300
 From: fr...@beingfrank.info
 To: nuke-users@support.thefoundry.co.uk
 Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver
 beta plugins av

 I don't quite get the 'object' selection mode. What would you want it to
 do exactly?
 imagine you have a dozen cards merged into one stream. Now you want to
 move just one of those cards without modifying the original cared node
 because it feeds into other scenes as well). So if the PolyEdit tool could
 have a sub-object selection mode, that identifies the single cards in the
 merged stream and selects them individually, I could move one of the cards
 without having to try and select all it's vertices or faces (very hard when
 the cards overlap a lot).



 On 22/11/12 10:12 AM, Frederich Munch wrote:

  Soft-selection radius and falloff curve is the collapsed group 'Soft
 Edit' right above the
 I don't quite get the 'object' selection mode. What would you want it to
 do exactly?


  --
 Date: Thu, 22 Nov 2012 09:32:43 +1300
 From: fr...@beingfrank.info
 To: nuke-users@support.thefoundry.co.uk
 Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver
 beta plugins av

 just using the PolyEdit do fine tune a scene consisting of heaps of cards.
 It's the perfect tool for the job!
 Would it be possible to add an object selection mode, so that when you
 poly edit a scene that has multiple cards in it, you can then select each
 individual one?

 Also, are there soft selections?

 I'm so loving having this plugin set, thank you so much (again and
 again...)


 On 10/11/12 7:58 AM, marsupial wrote:

 Thanks...is it just me or is the body missing and garbled when quoted?
 Hopefully below is easier to read and doesn't start a new topic

 http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
 http://www.nukepedia.com/gizmos/dynamics/

 These builds are for 6.3 and 7.0b100.
 There are more concise descriptions on the respective pages, but a brief
 overview:

 Geometry Tools; surprisingly, creates and modifies geometry:


- Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
copy geometry onto points or with an accumulated transform.
 - 3D Curves that you can sweep, revolve, or create an axes on.
 - Boolean operations, face/edge extrusion, Catmull-Clark subdivision,
face removal/poking and point merging.
 - Test geometry for intersection with an ellipsoid, trapezoid, or
cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.




 Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.


- Integration with particles to trigger emission when objects collide
or simulate geometry emitted from a stream.
 - Achieve realtime playback with a massive amount of objects (30,000
for example).
 - Simulate deforming geometry and concave objects.
 - Animatable properties and constraints (point, hinge, spring, soft
pin, soft to rigid).
 - Baking of both rigid and soft bodies (invokable in UI and
command-line).
 - Bake object transforms to Axis nodes.



 Thanks, and let me know of any issues.


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RE: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-24 Thread Frederich Munch

This is most likely caused by calculations (on the camera rig) being done in 
local space (using translate values).Easiest solution [below] just steals x,y,z 
positions from the sampled curve and put's them in the camera's translation.The 
most reliable solution would be to fix the rig to do a look-at calculation in 
world-space...but I leave that exercise to someone else.
set cut_paste_input [stack 0]version 6.3 v4push $cut_paste_inputAxis2 { 
translate {0 0 -38} name Target selected true xpos -932 ypos -355}Camera2 { 
inputs 0 translate {{parent.CurveSampler2.world_matrix.3 i} 
{parent.CurveSampler2.world_matrix.7 i} {parent.CurveSampler2.world_matrix.11 
i}} rotate 
{{degrees(atan((Target.translate.y-translate.y)/sqrt(pow2(sqrt(pow2(Target.translate.x-translate.x)+pow2(Target.translate.z-translate.z))
 i} {Target.translate.x-translate.x = 0 ? 
270-degrees(atan((Target.translate.z-translate.z)/(Target.translate.x-translate.x))):
 
-degrees(atan((Target.translate.z-translate.z)/(Target.translate.x-translate.x)))-270
 i} 0} focal_point 
{{sqrt(pow2(sqrt(pow2(sqrt(pow2(Target.translate.x-translate.x)+pow2(Target.translate.z-translate.z)+pow2(Target.translate.y-translate.y))
 i}} name TargetCamera tile_color 0xffff selected true xpos -1034 ypos 
-272}GT_Curve3D { inputs 0 Points 1 npoints 7 pt0 {-7.57924 3.64105 
3.5} pt1 {-4.30191 2.53962 0.600238} pt2 {2.59905 7 0} pt3 
{11.8538 2.95048 0.100015} pt4 {17.1038 -9.30191 0} pt5 
{33.7924 -8.80191 0} pt6 {46.7924 -2.70048 0} name Curve3D3 
selected true xpos -1161 ypos -441}push 0GT_CurveSampler { inputs 2 useMatrix 
true name CurveSampler2 selected true xpos -1151 ypos -345}


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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-21 Thread Frank Rueter
just using the PolyEdit do fine tune a scene consisting of heaps of 
cards. It's the perfect tool for the job!
Would it be possible to add an object selection mode, so that when you 
poly edit a scene that has multiple cards in it, you can then select 
each individual one?


Also, are there soft selections?

I'm so loving having this plugin set, thank you so much (again and again...)


On 10/11/12 7:58 AM, marsupial wrote:

Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but a 
brief overview:


Geometry Tools; surprisingly, creates and modifies geometry:


  * Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
copy geometry onto points or with an accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark
subdivision, face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid, trapezoid, or
cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.


  * Integration with particles to trigger emission when objects
collide or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects (30,000
for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge, spring, soft
pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.


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RE: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-21 Thread Frederich Munch

Soft-selection radius and falloff curve is the collapsed group 'Soft Edit' 
right above the I don't quite get the 'object' selection mode. What would you 
want it to do exactly?

Date: Thu, 22 Nov 2012 09:32:43 +1300
From: fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver  
beta plugins av


  

  
  
just using the PolyEdit do fine tune a scene consisting of heaps of
cards. It's the perfect tool for the job!

Would it be possible to add an object selection mode, so that when
you poly edit a scene that has multiple cards in it, you can then
select each individual one?



Also, are there soft selections?



I'm so loving having this plugin set, thank you so much (again and
again...)





On 10/11/12 7:58 AM, marsupial wrote:



  
  
  Thanks...is it just me or is the body
missing and garbled when quoted?

Hopefully below is easier to read and doesn't start a new topic



http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/

http://www.nukepedia.com/gizmos/dynamics/



These builds are for 6.3 and 7.0b100.

There are more concise descriptions on the respective pages, but
a brief overview:



Geometry Tools; surprisingly, creates and modifies geometry:


  

  Create 3D Text, 3D Shapes (from roto curves),
Voronoi-shards, and copy geometry onto points or with an
accumulated transform.

  
  3D Curves that you can sweep, revolve, or create an axes
on.

  
  Boolean operations, face/edge extrusion, Catmull-Clark
subdivision, face removal/poking and point merging.

  
  Test geometry for intersection with an ellipsoid,
trapezoid, or cylinder for:

modifying attributes with values or expressions, and
applying Transform, Bend, Bulge, Taper, and Twist deformers.

  







Dynamics; oddly enough, allows rigid and soft body simulations
in Nuke.


  

  Integration with particles to trigger emission when
objects collide or simulate geometry emitted from a stream.

  
  Achieve realtime playback with a massive amount of objects
(30,000 for example).

  
  Simulate deforming geometry and concave objects.

  
  Animatable properties and constraints (point, hinge,
spring, soft pin, soft to rigid).

  
  Baking of both rigid and soft bodies (invokable in UI and
command-line).

  
  Bake object transforms to Axis nodes.

  





Thanks, and let me know of any issues.
  

  
  

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RE: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-21 Thread Frederich Munch

Somewhere in the world this is posible, but they didn't want to share. Actually 
trying to flush out a python way, but pdf's are not fun.

From: mar...@gmail.com
Date: Wed, 21 Nov 2012 19:18:11 +1300
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver  
beta plugins av
To: nuke-users@support.thefoundry.co.uk

Awesome!  

What's the best technique for bringing in Illustrator files to extrude  bevel? 
i.e. logos etc Should we trace the Illustrator file with a roto node or is 
there a better way? i.e. planned future node






On 21 November 2012 07:02, Frederich Munch colse...@hotmail.com wrote:






Some aspects of it currently are threaded, but the meatier parts aren't. There 
should be a build addressing this in the not so distant future.

From: mar...@gmail.com


Date: Tue, 20 Nov 2012 11:55:21 +1300
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver  
beta plugins av
To: nuke-users@support.thefoundry.co.uk



Can the Dynamics Solver, 'DySolver', be multi-threaded in any way? It seems to 
be only using one core on Os X.

Thanks!


On 16 November 2012 02:35, marsupial nuke-users-re...@thefoundry.co.uk wrote:












Like a GeoSelect node. 

Turn Nuke's viewport point selection on. Select the points. Click on 'save 
selection' in the properties bin.



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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-21 Thread Frank Rueter
I don't quite get the 'object' selection mode. What would you want it 
to do exactly?
imagine you have a dozen cards merged into one stream. Now you want to 
move just one of those cards without modifying the original cared node 
because it feeds into other scenes as well). So if the PolyEdit tool 
could have a sub-object selection mode, that identifies the single cards 
in the merged stream and selects them individually, I could move one of 
the cards without having to try and select all it's vertices or faces 
(very hard when the cards overlap a lot).




On 22/11/12 10:12 AM, Frederich Munch wrote:
Soft-selection radius and falloff curve is the collapsed group 'Soft 
Edit' right above the
I don't quite get the 'object' selection mode. What would you want it 
to do exactly?




Date: Thu, 22 Nov 2012 09:32:43 +1300
From: fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and 
Dynamic-Solver beta plugins av


just using the PolyEdit do fine tune a scene consisting of heaps of 
cards. It's the perfect tool for the job!
Would it be possible to add an object selection mode, so that when 
you poly edit a scene that has multiple cards in it, you can then 
select each individual one?


Also, are there soft selections?

I'm so loving having this plugin set, thank you so much (again and 
again...)



On 10/11/12 7:58 AM, marsupial wrote:

Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but a
brief overview:

Geometry Tools; surprisingly, creates and modifies geometry:


  * Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards,
and copy geometry onto points or with an accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark
subdivision, face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid, trapezoid,
or cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in
Nuke.


  * Integration with particles to trigger emission when objects
collide or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects
(30,000 for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge, spring,
soft pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.


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RE: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-21 Thread Frederich Munch

So to use it more like a TransformGeo with object-level filtering?Until 
something better comes along, you could select a corner of what you want to 
move then run this
mask is or-able flags for vertices, edges, faces (1,2,4)n is the amount of 
times to grow, i.e. the card division





def geoGrowSelection(n=1, mask=0x0004):
 node = nuke.selectedNode()
 k = node.knob('polySelection')
 if k:
  for x in xrange(0,n):
   k.grow(mask);
nuke.menu('Nuke').addCommand ('GrowFaceSelection', 'geoGrowSelection( 
10seemsGood )', 'Shift+f')



Date: Thu, 22 Nov 2012 10:45:51 +1300
From: fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver  
beta plugins av


  

  
  
I don't quite get the 'object' selection mode. What would
you want it to do exactly?

imagine you have a dozen cards merged into one stream. Now you want
to move just one of those cards without modifying the original cared
node because it feeds into other scenes as well). So if the PolyEdit
tool could have a sub-object selection mode, that identifies the
single cards in the merged stream and selects them individually, I
could move one of the cards without having to try and select all
it's vertices or faces (very hard when the cards overlap a lot).







On 22/11/12 10:12 AM, Frederich Munch
  wrote:



  
  
Soft-selection radius and falloff curve is the collapsed
  group 'Soft Edit' right above the 
I don't quite get the 'object' selection mode. What would you
want it to do exactly?

  




  Date: Thu, 22 Nov 2012 09:32:43
  +1300

  From: fr...@beingfrank.info

  To: nuke-users@support.thefoundry.co.uk

  Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools
  and Dynamic-Solver beta plugins av

  

  just using the PolyEdit do fine tune a scene consisting of
  heaps of cards. It's the perfect tool for the job!

  Would it be possible to add an object selection mode, so
  that when you poly edit a scene that has multiple cards in
  it, you can then select each individual one?

  

  Also, are there soft selections?

  

  I'm so loving having this plugin set, thank you so much
  (again and again...)

  

  

  On 10/11/12 7:58 AM,
marsupial wrote:

  
  
Thanks...is it just me or is
  the body missing and garbled when quoted?

  Hopefully below is easier to read and doesn't start a
  new topic

  

  http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/

  http://www.nukepedia.com/gizmos/dynamics/

  

  These builds are for 6.3 and 7.0b100.

  There are more concise descriptions on the respective
  pages, but a brief overview:

  

  Geometry Tools; surprisingly, creates and modifies
  geometry:

  


Create 3D Text, 3D Shapes (from roto curves),
  Voronoi-shards, and copy geometry onto points or
  with an accumulated transform.


3D Curves that you can sweep, revolve, or create
  an axes on.


Boolean operations, face/edge extrusion,
  Catmull-Clark subdivision, face removal/poking and
  point merging.


Test geometry for intersection with an
  ellipsoid, trapezoid, or cylinder for:

  modifying attributes with values or expressions,
  and applying Transform, Bend, Bulge, Taper, and
  Twist deformers.


  
  

  

  

  Dynamics; oddly enough, allows rigid and soft body
  simulations in Nuke.

  


Integration with particles to trigger emission
  when objects collide or simulate geometry emitted
  from a stream.


Achieve realtime playback with a massive amount
  of objects (30,000 for example).


Simulate deforming geometry and concave objects.


Animatable properties and constraints (point

Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-21 Thread Frank Rueter

So to use it more like a TransformGeo with object-level filtering?
yes

On 22/11/12 11:28 AM, Frederich Munch wrote:

So to use it more like a TransformGeo with object-level filtering?
Until something better comes along, you could select a corner of what 
you want to move then run this


mask is or-able flags for vertices, edges, faces (1,2,4)
n is the amount of times to grow, i.e. the card division


def geoGrowSelection(n=1, mask=0x0004):
 node = nuke.selectedNode()
 k = node.knob('polySelection')
 if k:
  for x in xrange(0,n):
   k.grow(mask);


nuke.menu('Nuke').addCommand ('GrowFaceSelection', 'geoGrowSelection( 
10seemsGood )', 'Shift+f')






Date: Thu, 22 Nov 2012 10:45:51 +1300
From: fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and 
Dynamic-Solver beta plugins av


I don't quite get the 'object' selection mode. What would you want 
it to do exactly?
imagine you have a dozen cards merged into one stream. Now you want to 
move just one of those cards without modifying the original cared node 
because it feeds into other scenes as well). So if the PolyEdit tool 
could have a sub-object selection mode, that identifies the single 
cards in the merged stream and selects them individually, I could move 
one of the cards without having to try and select all it's vertices or 
faces (very hard when the cards overlap a lot).




On 22/11/12 10:12 AM, Frederich Munch wrote:

Soft-selection radius and falloff curve is the collapsed group
'Soft Edit' right above the
I don't quite get the 'object' selection mode. What would you want
it to do exactly?



Date: Thu, 22 Nov 2012 09:32:43 +1300
From: fr...@beingfrank.info mailto:fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
mailto:nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and
Dynamic-Solver beta plugins av

just using the PolyEdit do fine tune a scene consisting of heaps
of cards. It's the perfect tool for the job!
Would it be possible to add an object selection mode, so that
when you poly edit a scene that has multiple cards in it, you can
then select each individual one?

Also, are there soft selections?

I'm so loving having this plugin set, thank you so much (again and
again...)


On 10/11/12 7:58 AM, marsupial wrote:

Thanks...is it just me or is the body missing and garbled when
quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages,
but a brief overview:

Geometry Tools; surprisingly, creates and modifies geometry:


  * Create 3D Text, 3D Shapes (from roto curves),
Voronoi-shards, and copy geometry onto points or with an
accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark
subdivision, face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid,
trapezoid, or cylinder for:
modifying attributes with values or expressions, and
applying Transform, Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations
in Nuke.


  * Integration with particles to trigger emission when
objects collide or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects
(30,000 for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge,
spring, soft pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.


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RE: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-20 Thread Frederich Munch

Some aspects of it currently are threaded, but the meatier parts aren't. There 
should be a build addressing this in the not so distant future.

From: mar...@gmail.com
Date: Tue, 20 Nov 2012 11:55:21 +1300
Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver  
beta plugins av
To: nuke-users@support.thefoundry.co.uk

Can the Dynamics Solver, 'DySolver', be multi-threaded in any way? It seems to 
be only using one core on Os X.

Thanks!


On 16 November 2012 02:35, marsupial nuke-users-re...@thefoundry.co.uk wrote:










Like a GeoSelect node. 

Turn Nuke's viewport point selection on. Select the points. Click on 'save 
selection' in the properties bin.



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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-20 Thread Marten Blumen
Awesome!

What's the best technique for bringing in Illustrator files to extrude 
bevel? i.e. logos etc Should we trace the Illustrator file with a roto node
or is there a better way? i.e. planned future node




On 21 November 2012 07:02, Frederich Munch colse...@hotmail.com wrote:

  Some aspects of it currently are threaded, but the meatier parts aren't.
 There should be a build addressing this in the not so distant future.


 --
 From: mar...@gmail.com
 Date: Tue, 20 Nov 2012 11:55:21 +1300
 Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver
 beta plugins av
 To: nuke-users@support.thefoundry.co.uk


 Can the Dynamics Solver, 'DySolver', be multi-threaded in any way? It
 seems to be only using one core on Os X.

 Thanks!


 On 16 November 2012 02:35, marsupial nuke-users-re...@thefoundry.co.ukwrote:

 **
 Like a GeoSelect node.
 Turn Nuke's viewport point selection on. Select the points. Click on 'save
 selection' in the properties bin.

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



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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-19 Thread Marten Blumen
Can the Dynamics Solver, 'DySolver', be multi-threaded in any way? It seems
to be only using one core on Os X.

Thanks!


On 16 November 2012 02:35, marsupial nuke-users-re...@thefoundry.co.ukwrote:

 **
 Like a GeoSelect node.
 Turn Nuke's viewport point selection on. Select the points. Click on 'save
 selection' in the properties bin.

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 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
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[Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-18 Thread marsupial
Never resolved how to deal with an object's pivot in relation to falloff. I'll 
try to add this case as the default soon.

In the meantime, if you export the card with the pivot where you want it, then 
import that - should work as expected.





offsetcard.nk
Description: Binary data
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[Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-18 Thread marsupial
Like a GeoSelect node. 
Turn Nuke's viewport point selection on. Select the points. Click on 'save 
selection' in the properties bin.



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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-15 Thread Hugo Léveillé
I am starting to play with the DyPinConstraint node. How do you
get/build the list of point to puts to put in the selection knob ?

On Thu, Nov 15, 2012, at 0:48, Marten Blumen wrote:

  setting Order to 'Overwrite'  or 'Blend' works?
  set cut_paste_input [stack 0]
  version 7.0 v1b100
  push $cut_paste_input
  Card2 {
   control_points {3 3 3 6
  1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0}
  0 {0 0 0} 0 {0 0 0}
  1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0
  0.166865 0} 0 {0 0 0} 0 {0.5 0 0}
  1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0}
  0 {0 0 0} 0 {1 0 0}
  1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0
  {0 -0.166716 0} 0 {0 0.5 0}
  1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0
  0.166716 0} 0 {0 -0.166716 0} 0 {0.5 0.5 0}
  1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0
  {0 -0.166716 0} 0 {1 0.5 0}
  1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0
  -0.166865 0} 0 {0 1 0}
  1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0
  {0 -0.166865 0} 0 {0.5 1 0}
  1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0
  -0.166865 0} 0 {1 1 0} }
   name Card2
   selected true
   xpos -154
   ypos -155
  }
  GT_DeformTransform {
   order Overwrite
   translate {0 0.3 0}
   rotate {39 0 0}
   pivot {0 -0.3 0}
   name DeformTransform1
   selected true
   xpos -162
   ypos -84
  }

On 15 November 2012 15:08, Frank Rueter [1]fr...@beingfrank.info
wrote:

I'm just trying to simply rotate a card around it's base (not it's
centre) when inside a field, but no matter what I do, it always rotates
around it's
centre.
I'm just using  Card followed by DeformTransform which uses an animated
Field. I have tried offsetting the card against the DeformTransform as
well as adjust it's and the DeformTransform pivot, but to no avail.
Is this possible?
Can't wait for docs, this is awesome!
Cheers,
frank
On 10/11/12 7:58 AM, marsupial wrote:

Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic
[2]http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
[3]http://www.nukepedia.com/gizmos/dynamics/
These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but a
brief overview:
Geometry Tools; surprisingly, creates and modifies geometry:
  * Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
copy geometry onto points or with an accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark subdivision,
face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid, trapezoid, or
cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.

Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
  * Integration with particles to trigger emission when objects collide
or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects (30,000
for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge, spring, soft
pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.

Thanks, and let me know of any issues.



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  [8]http://forums.thefoundry.co.uk/
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  rs

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[11]http://forums.thefoundry.co.uk/

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

References

1. mailto:fr...@beingfrank.info
2. http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
3. http://www.nukepedia.com/gizmos/dynamics/
4. mailto:Nuke-users@support.thefoundry.co.uk
5. http://forums.thefoundry.co.uk/
6. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
7. mailto:Nuke-users@support.thefoundry.co.uk
8. http://forums.thefoundry.co.uk/
9. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  10. mailto:Nuke-users@support.thefoundry.co.uk
  11. http://forums.thefoundry.co.uk/
  12. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


-- 
  Hugo Léveillé
  TD Compositing, Vision Globale
  hu...@fastmail.net

___

Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-15 Thread Frank Rueter
nope. both those modes cause the card to travel back to the point of 
origin (see attached).




On 15/11/12 6:48 PM, Marten Blumen wrote:

setting Order to 'Overwrite'  or 'Blend' works?

set cut_paste_input [stack 0]
version 7.0 v1b100
push $cut_paste_input
Card2 {
 control_points {3 3 3 6

1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 
{0 0 0} 0 {0 0 0}
1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 
0.166865 0} 0 {0 0 0} 0 {0.5 0 0}
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 
{0 0 0} 0 {1 0 0}
1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {0 0.5 0}
1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 
0} 0 {0 -0.166716 0} 0 {0.5 0.5 0}
1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {1 0.5 0}
1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 
-0.166865 0} 0 {0 1 0}
1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 
-0.166865 0} 0 {0.5 1 0}
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 
-0.166865 0} 0 {1 1 0} }

 name Card2
 selected true
 xpos -154
 ypos -155
}
GT_DeformTransform {
 order Overwrite
 translate {0 0.3 0}
 rotate {39 0 0}
 pivot {0 -0.3 0}
 name DeformTransform1
 selected true
 xpos -162
 ypos -84
}



On 15 November 2012 15:08, Frank Rueter fr...@beingfrank.info 
mailto:fr...@beingfrank.info wrote:


I'm just trying to simply rotate a card around it's base (not it's
centre) when inside a field, but no matter what I do, it always
rotates around it's
centre.

I'm just using  Card followed by DeformTransform which uses an
animated Field. I have tried offsetting the card against the
DeformTransform as well as adjust it's and the DeformTransform
pivot, but to no avail.

Is this possible?

Can't wait for docs, this is awesome!

Cheers,
frank



On 10/11/12 7:58 AM, marsupial wrote:

Thanks...is it just me or is the body missing and garbled when
quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but
a brief overview:

Geometry Tools; surprisingly, creates and modifies geometry:


  * Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards,
and copy geometry onto points or with an accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark
subdivision, face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid, trapezoid,
or cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in
Nuke.


  * Integration with particles to trigger emission when objects
collide or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects
(30,000 for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge, spring,
soft pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.


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#! C:/Program Files/Nuke7.0v1b100/Nuke7.0.exe -nx
version 7.0 v1b100
define_window_layout_xml {?xml version=1.0 encoding=UTF-8?
layout version=1.0
window x=0 y=0 w=2560 h=1600 fullscreen=1 screen=0
splitter orientation=1
split size=1938/
splitter orientation=1
split size=73/
dock id= hideTitles=1 activePageId=Toolbar.1
page id=Toolbar.1/
/dock
split size=1861/
splitter orientation=2
split 

[Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-14 Thread marsupial
Bullet...can't believe I didn't credit that anywhere.
Currently working on the documentation so I'll fix that egregious error now.



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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-14 Thread Frank Rueter
I'm just trying to simply rotate a card around it's base (not it's 
centre) when inside a field, but no matter what I do, it always rotates 
around it's

centre.

I'm just using  Card followed by DeformTransform which uses an animated 
Field. I have tried offsetting the card against the DeformTransform as 
well as adjust it's and the DeformTransform pivot, but to no avail.


Is this possible?

Can't wait for docs, this is awesome!

Cheers,
frank


On 10/11/12 7:58 AM, marsupial wrote:

Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but a 
brief overview:


Geometry Tools; surprisingly, creates and modifies geometry:


  * Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
copy geometry onto points or with an accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark
subdivision, face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid, trapezoid, or
cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.


  * Integration with particles to trigger emission when objects
collide or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects (30,000
for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge, spring, soft
pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.


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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-14 Thread Marten Blumen
setting Order to 'Overwrite'  or 'Blend' works?

set cut_paste_input [stack 0]
version 7.0 v1b100
push $cut_paste_input
Card2 {
 control_points {3 3 3 6

1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0
0} 0 {0 0 0}
1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865
0} 0 {0 0 0} 0 {0.5 0 0}
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0
0} 0 {1 0 0}
1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0
-0.166716 0} 0 {0 0.5 0}
1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0
{0 -0.166716 0} 0 {0.5 0.5 0}
1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0
-0.166716 0} 0 {1 0.5 0}
1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865
0} 0 {0 1 0}
1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0
-0.166865 0} 0 {0.5 1 0}
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865
0} 0 {1 1 0} }
 name Card2
 selected true
 xpos -154
 ypos -155
}
GT_DeformTransform {
 order Overwrite
 translate {0 0.3 0}
 rotate {39 0 0}
 pivot {0 -0.3 0}
 name DeformTransform1
 selected true
 xpos -162
 ypos -84
}



On 15 November 2012 15:08, Frank Rueter fr...@beingfrank.info wrote:

  I'm just trying to simply rotate a card around it's base (not it's
 centre) when inside a field, but no matter what I do, it always rotates
 around it's
 centre.

 I'm just using  Card followed by DeformTransform which uses an animated
 Field. I have tried offsetting the card against the DeformTransform as well
 as adjust it's and the DeformTransform pivot, but to no avail.

 Is this possible?

 Can't wait for docs, this is awesome!

 Cheers,
 frank



 On 10/11/12 7:58 AM, marsupial wrote:

 Thanks...is it just me or is the body missing and garbled when quoted?
 Hopefully below is easier to read and doesn't start a new topic

 http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
 http://www.nukepedia.com/gizmos/dynamics/

 These builds are for 6.3 and 7.0b100.
 There are more concise descriptions on the respective pages, but a brief
 overview:

 Geometry Tools; surprisingly, creates and modifies geometry:


- Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
copy geometry onto points or with an accumulated transform.
 - 3D Curves that you can sweep, revolve, or create an axes on.
 - Boolean operations, face/edge extrusion, Catmull-Clark subdivision,
face removal/poking and point merging.
 - Test geometry for intersection with an ellipsoid, trapezoid, or
cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.




 Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.


- Integration with particles to trigger emission when objects collide
or simulate geometry emitted from a stream.
 - Achieve realtime playback with a massive amount of objects (30,000
for example).
 - Simulate deforming geometry and concave objects.
 - Animatable properties and constraints (point, hinge, spring, soft
pin, soft to rigid).
 - Baking of both rigid and soft bodies (invokable in UI and
command-line).
 - Bake object transforms to Axis nodes.



 Thanks, and let me know of any issues.


 ___
 Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, 
 http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



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[Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread marsupial
Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but  a brief 
overview:

Geometry Tools; surprisingly, creates and modifies geometry:

Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy 
geometry onto points or with an accumulated transform.

3D Curves that you can sweep, revolve, or create an axes on.

Boolean operations, face/edge extrusion, Catmull-Clark subdivision, 
face removal/poking and point merging.

Test geometry for intersection with an ellipsoid, trapezoid, or 
cylinder for:
 modifying attributes with values or expressions, and applying Transform, Bend, 
Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.

Integration with particles to trigger emission when objects collide or 
simulate geometry emitted from a stream.

Achieve realtime playback with a massive amount of objects (30,000 for 
example).

Simulate deforming geometry and concave objects.

Animatable properties and constraints (point, hinge, spring, soft pin, 
soft to rigid).

Baking of both rigid and soft bodies (invokable in UI and command-line).

Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.



___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread ar
WOW, amazing additions to Nuke here. thank you so much...

now, lets get this party started !

1)  with PolyShard I can't seem to break up an input geo (example: sphere)
into shards which retain the volume of the input sphere ?  am I thinking
about it correctly ?

more to come

thx
Ari
Blue Sky


 Thanks...is it just me or is the body missing and garbled when quoted?
 Hopefully below is easier to read and doesn't start a new topic

 http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
 http://www.nukepedia.com/gizmos/dynamics/

 These builds are for 6.3 and 7.0b100.
 There are more concise descriptions on the respective pages, but  a brief
 overview:

 Geometry Tools; surprisingly, creates and modifies geometry:

   Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
 geometry onto points or with an accumulated transform.

   3D Curves that you can sweep, revolve, or create an axes on.

   Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
 removal/poking and point merging.

   Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
 for:
  modifying attributes with values or expressions, and applying Transform,
 Bend, Bulge, Taper, and Twist deformers.




 Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.

   Integration with particles to trigger emission when objects collide or
 simulate geometry emitted from a stream.

   Achieve realtime playback with a massive amount of objects (30,000 for
 example).

   Simulate deforming geometry and concave objects.

   Animatable properties and constraints (point, hinge, spring, soft pin,
 soft to rigid).

   Baking of both rigid and soft bodies (invokable in UI and command-line).

   Bake object transforms to Axis nodes.



 Thanks, and let me know of any issues.



 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread Ari Rubenstein
I will try that, though if the pieces could become separate objects it would 
really get interesting! Imagine throwing a sphere at a wall, on impact it 
shatters with the veronoi fracturing (replace anim), then the pieces become 
part of a rigid body sim as they fall, once they bounce on the ground they 
spawn smaller particle rocks...

Now we're cookin with gas !

Ari

Sent from my iPhone

On Nov 12, 2012, at 4:26 PM, Frank Rueter fr...@beingfrank.info wrote:

 do a boolean set to intersection with the original geo afterwards (i.e. 
 sphere)
 
 On 13/11/12 3:11 AM, a...@curvstudios.com wrote:
 WOW, amazing additions to Nuke here. thank you so much...
 
 now, lets get this party started !
 
 1)  with PolyShard I can't seem to break up an input geo (example: sphere)
 into shards which retain the volume of the input sphere ?  am I thinking
 about it correctly ?
 
 more to come
 
 thx
 Ari
 Blue Sky
 
 
 Thanks...is it just me or is the body missing and garbled when quoted?
 Hopefully below is easier to read and doesn't start a new topic
 
 http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
 http://www.nukepedia.com/gizmos/dynamics/
 
 These builds are for 6.3 and 7.0b100.
 There are more concise descriptions on the respective pages, but  a brief
 overview:
 
 Geometry Tools; surprisingly, creates and modifies geometry:
 
Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
 geometry onto points or with an accumulated transform.
 
3D Curves that you can sweep, revolve, or create an axes on.
 
Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
 removal/poking and point merging.
 
Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
 for:
  modifying attributes with values or expressions, and applying Transform,
 Bend, Bulge, Taper, and Twist deformers.
 
 
 
 
 Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
 
Integration with particles to trigger emission when objects collide or
 simulate geometry emitted from a stream.
 
Achieve realtime playback with a massive amount of objects (30,000 for
 example).
 
Simulate deforming geometry and concave objects.
 
Animatable properties and constraints (point, hinge, spring, soft pin,
 soft to rigid).
 
Baking of both rigid and soft bodies (invokable in UI and command-line).
 
Bake object transforms to Axis nodes.
 
 
 
 Thanks, and let me know of any issues.
 
 
 
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
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 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
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 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread Marten Blumen
check out the sphere in the concave.nk example. it breaks apart.


On 13 November 2012 12:39, Ari Rubenstein a...@curvstudios.com wrote:

 I will try that, though if the pieces could become separate objects it
 would really get interesting! Imagine throwing a sphere at a wall, on
 impact it shatters with the veronoi fracturing (replace anim), then the
 pieces become part of a rigid body sim as they fall, once they bounce on
 the ground they spawn smaller particle rocks...

 Now we're cookin with gas !

 Ari

 Sent from my iPhone

 On Nov 12, 2012, at 4:26 PM, Frank Rueter fr...@beingfrank.info wrote:

  do a boolean set to intersection with the original geo afterwards (i.e.
 sphere)
 
  On 13/11/12 3:11 AM, a...@curvstudios.com wrote:
  WOW, amazing additions to Nuke here. thank you so much...
 
  now, lets get this party started !
 
  1)  with PolyShard I can't seem to break up an input geo (example:
 sphere)
  into shards which retain the volume of the input sphere ?  am I thinking
  about it correctly ?
 
  more to come
 
  thx
  Ari
  Blue Sky
 
 
  Thanks...is it just me or is the body missing and garbled when quoted?
  Hopefully below is easier to read and doesn't start a new topic
 
  http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
  http://www.nukepedia.com/gizmos/dynamics/
 
  These builds are for 6.3 and 7.0b100.
  There are more concise descriptions on the respective pages, but  a
 brief
  overview:
 
  Geometry Tools; surprisingly, creates and modifies geometry:
 
 Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
 copy
  geometry onto points or with an accumulated transform.
 
 3D Curves that you can sweep, revolve, or create an axes on.
 
 Boolean operations, face/edge extrusion, Catmull-Clark subdivision,
 face
  removal/poking and point merging.
 
 Test geometry for intersection with an ellipsoid, trapezoid, or
 cylinder
  for:
   modifying attributes with values or expressions, and applying
 Transform,
  Bend, Bulge, Taper, and Twist deformers.
 
 
 
 
  Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
 
 Integration with particles to trigger emission when objects collide
 or
  simulate geometry emitted from a stream.
 
 Achieve realtime playback with a massive amount of objects (30,000
 for
  example).
 
 Simulate deforming geometry and concave objects.
 
 Animatable properties and constraints (point, hinge, spring, soft
 pin,
  soft to rigid).
 
 Baking of both rigid and soft bodies (invokable in UI and
 command-line).
 
 Bake object transforms to Axis nodes.
 
 
 
  Thanks, and let me know of any issues.
 
 
 
  ___
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concave.nk
Description: Binary data
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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread Frank Rueter

should be possible

On 13/11/12 12:39 PM, Ari Rubenstein wrote:

I will try that, though if the pieces could become separate objects it would 
really get interesting! Imagine throwing a sphere at a wall, on impact it 
shatters with the veronoi fracturing (replace anim), then the pieces become 
part of a rigid body sim as they fall, once they bounce on the ground they 
spawn smaller particle rocks...

Now we're cookin with gas !

Ari

Sent from my iPhone

On Nov 12, 2012, at 4:26 PM, Frank Rueter fr...@beingfrank.info wrote:


do a boolean set to intersection with the original geo afterwards (i.e. sphere)

On 13/11/12 3:11 AM, a...@curvstudios.com wrote:

WOW, amazing additions to Nuke here. thank you so much...

now, lets get this party started !

1)  with PolyShard I can't seem to break up an input geo (example: sphere)
into shards which retain the volume of the input sphere ?  am I thinking
about it correctly ?

more to come

thx
Ari
Blue Sky



Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but  a brief
overview:

Geometry Tools; surprisingly, creates and modifies geometry:

Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
geometry onto points or with an accumulated transform.

3D Curves that you can sweep, revolve, or create an axes on.

Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
removal/poking and point merging.

Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
for:
  modifying attributes with values or expressions, and applying Transform,
Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.

Integration with particles to trigger emission when objects collide or
simulate geometry emitted from a stream.

Achieve realtime playback with a massive amount of objects (30,000 for
example).

Simulate deforming geometry and concave objects.

Animatable properties and constraints (point, hinge, spring, soft pin,
soft to rigid).

Baking of both rigid and soft bodies (invokable in UI and command-line).

Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.



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