Animating colour, is it possible?

I have a shot where the subject is moving quite a bit and as a result the subject is under several lights of different colour temperatures.

Nuke doesn’t seem to animate changing colours on the colour wheel, is there any other work around how to get it to change colour without having to do the whole grade again with a mix node..???!!!

Cheers,
cr0ss:eek::)

Rotopaint – always show all handles…

Hey there,
Doing some roto, and finding it incredibly frustrating that the roto seems to always be in what Shake would call "pick mode". That is to say, only the point I’m currently working on shows it’s handles. It makes working much slower than having all of them shown all the time – much slower, and much, much more frustrating.

Any workaround? A setting I’m missing?

Thanks, folks.

Using a transform on a over b makes part of the screen go black!

Hi VFX talk peeps,

Ok well I been having this problem in nuke, I have a green screen composite:

A over B

no worries.

but when I pop a transform in the A before I merge it over the B I get a black line wherever I move the transform to be. What can I do to fix this?

-I’ve set it to take metadata from B
-I’ve unclicked the ‘black outside’ in the transform box option

none of these seem to work… help!:confused::confused::eek::confused:

GenArts Sapphire 64BIT?

Can someone please tell me if the GenArts Sapphire 5.0 plug works with 6.1v2-64bit OSX?
BTW is the 64 bit nuke that much faster?
any benchmarks out their?:confused:

Transform handles in Gizmo/Group bug

I’ve done some searching and found some much older posts on this forum and others asking this same question but without any answers…

I hope someone has some answers now.

I’ve created a couple Gizmos in the past while that have had transforms nodes in them. I’ve given the user some control over certain things inside those transforms such as scale and rotation, but not translation. However when you export the Gizmo and even beforehand all the transform handles are visible on the viewer which I don’t want since I am using only one transform handle and don’t want to have the confusion of which one to use.

Does anyone know if this is a bug or what?!

I’ve gone through the manage knobs menu and made sure the only "transform matrix" (transform handle) available to the user is the one I want but I still get all the others. I’ve had this same problem with radials, crops, etc. but haven’t been concerned too much since the user wasn’t using any transform handle.

FBX camera problems Maya>Nuke

I am trying to get my Maya cameras and objects into Nuke to do some projection stuff but I am running into a problem where my cameras in Nuke don’t obey FK (or parenting) like they do in Maya. For example if I parent a camera to a Null and animate the Null, and do not animate the position or rotation of the camera, that camera in Nuke won’t move.

Am I missing an export or conversion option to fix this parenting problem?

My solution has been to bake keys using edit>keys>bake simulation for the camera before exporting an FBX. This is kind of a pain and would hope for an easier way to get from Maya to Nuke.

Thanks
Aaron

Executing a secondary write node depending on if specific channels exist

Hey Guys,

i have an conversion nk-script which writes scanline exrs in 16bit half.

the write-node is named "Write"

We also sometimes have channels like world position or depth.Z which we like to keep 32bit, so i introduced another writenode called "Write32"

I only want to execute this Write32 if channels e.g named "depth.Z" are present. I have no problem finding out if these channels are there, but my problem is to execute the additional node.

Nuke won’t let me execute another node via:
nuke.execute(‘Write32’,nuke.frame(),nuke.frame(),1 )
when its in batch mode…i get the message:
"I’m already executing something else"

Does anyone have a workaround for this?

cheers
Oliver

DCRAW in nuke 6.1 Mac

Hi, after upgrading to Nuke 6.1 on Mac DCRAW stopped working. No RAW files (canon 5DMII) can be recognized anymore. On the other hand all our PC workstations with 6.1 are working fine. I doubt there is any solution to this but before I hit the Foundry maybe someone has an advise?
Thanks in advance.

python script button

Hi Guys,

I’m just finding my way around python scripting and cant get this simple problem solved. any help would be great.

I have made a group, and I am adding some custom control knobs and buttons to later create a distributed gizmo – pretty simple stuff.

I have made a user python script button (on the group) to create a couple of nodes (write nodes).

eg.
proxywriter = nuke.createNode("Write") proxywriter.knob("name").setValue("ProxyWriter")
etc. etc. etc

when i run the script from the script editor it works fine, but when i run it from a custom python button, it creates the node within the group – NOT in the main node graph.

how do i specify that the nodes are made in the main node graph, not the group the buttons are attached to?

Thanks in advance
Matt

Point cloud from FBX – positions?

You can import an fbx that contains a point cloud via the "ReadGeo" node. But when I try to double click on a point to get the actual 3d position, nothing happens. This works when working with tracked scenes from PF Track and Nukes own Camera Tracker. Is there a way to find the positions of the points, or do I have to line it up manually? Gizmo that converts the points to axis?