Export Nuke's retime information To 3D packages: This is happen while working with production. In most cases retiming is done beforehand or at the end of a comp. Some time shots getting retimed after Match-move is done. By that time Nuke's retime data (curve) will help to match the tracked camera to new retimed plate. Here is the trick to export nuke's retime date (curve) to 3D packages such as maya, max, Houdini etc. Here im explaining how to export nuke's retime curve to maya. Constant re-speed. I want to retime my input by 200%. Add a retime node and change the speed to 2. Don't forget to change the filter option to None . Retime node doesn't generate retime curve at all. So note down the output range. It changed from original range 1001 - 1042 to 1001 - 1021. Which means our input ended with 1021. Add a TimeWarp node and set keyFrames based on our retime output result. Set a key frame at 1001 as 1001 in input frame knob. Got...
extractSelectedShapes.py This script extract selected roto shapes from selected roto, rotopaint node in nuke. Usually we use to do, copy the desired roto shapes and then create a new roto node and paste the shapes. If roto node contain baked tracker info, then we copy paste the entire roto node and then delete unwanted shape's from pasted roto node. I have created extractSelectedShapes script to make this process automatically. Tested several times and working with nuke 6, 7, 8 versions. This code also work with roto shapes imported from silhouette and mocha. How to use: Select the roto shapes need to extract make sure your roto node selected. Run the script. This script will prompt you to choose the output method. User can extract the selected shapes into one roto node or each shape into separate node. If user choose single this code copy paste selected shapes into single roto node. Master roto node remain same. If user choose each, this code crea...
Nuke work flow optimisation tips: Work flow optimisation is very important and help-full while you render or preview the shot. When you working with bigger shots you should optimise your script for better working speed and rendering. Otherwise you always suffer lot with your machine.... God damn in slow ???!!!!! Here i'm going to give you guys some off my own way off working style and work flow optimisation tips.... Hope this will help you guys.... at-least... First thing first. 1. Avoid multiple read nodes. 2. Keep adding(over) your FG layers always on "A" input and keep connect BG to "B" input. Working like this way will help to keep track your "BoundingBox" size. Have a habit to always set your bbox to "B" from "union" after adding every Merge. i personally use to do this when ever add "Merge" node ( in some case you need keep it union, like.... BG replace, match-moving ) If you forge...
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