Local Variable type thing

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Randy Little

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Jul 14, 2008, 4:47:55 PM7/14/08
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Ok how do you had a local variable and then put that variable into an expression.  

Just trying to make a basic despill with an expression but I want to have a value to mult the G or B by.   In shake its so easy in Nuke its probably easy as well but I have no clue.  

so in shake it would be simple    g>b*(localvariable)?b:g   In nuke its the same expression and I can add a user variable but have to clue how to plut that into the expression.  

Diogo Girondi

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Jul 14, 2008, 5:04:48 PM7/14/08
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Use TCL standards for that, like a $ before the variable name.

Randy Little

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Jul 14, 2008, 6:08:13 PM7/14/08
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that doesn't seem to work because I have ZERO tcl or scripting background.   I can plot film curves and tell you calulate the stddev or do some differtial equations maybe.   No scripting though.  So where does this $ go.   I made a user variable named green that is a floating point slider with values from -10 to 10   what is the proper way to make that slider works in an expression like this

b>g?((g*local_variable)-(b/local_variable)):b


Randy S. Little
http://reel.rslittle.com

Diogo Girondi

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Jul 14, 2008, 6:30:06 PM7/14/08
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That won't be a variable, you just need to reference the knob it self.

So this.yourKnobName or nodeNameThatIsHoldindTheKnob.yourKnobName or parent.yourKnobName should do it.

Case this slider knob that you've created is on a user tab on the same color expression node it would be something like:

b>g?((g*this.knobName)-(b/this.knobName)):b

Case the color expression node is inside a group and the slider is on this group panel use parent instead:

b>g?((g*parent.knobName)-(b/parent.knobName)):b

You should take a look on the docs that come with Nuke, you can find some info in there. Also you can copy some gizmos to groups and study them.

Hope it helps.


Cheers,
Diogo

Jeremy Fernsler

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Jul 15, 2008, 10:03:17 AM7/15/08
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Hey hey...

I've created a new camera to use in a 3d scene and wanted to look thru
it and use the standard navigational shortcuts to position it where I
need it however every time I look thru and navigate I simply navigate
the default camera away from it. I understand that you can look thru
an adjust the transforms in the properties palette but most of the
time it's got to be much faster to use the standard alt-click
navigation. Is there a way to accomplish this for created cameras and
lights?

Thanks!

-JF

dg

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Jul 19, 2008, 2:12:32 AM7/19/08
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That's how it use to work once in some 4.x version (4.2 or
something).

I also miss that and I believe that has been requested in the beta, so
this might return in a enhanced version soon.

The problem with the previous implementation if I remember correctly
was that once you had a camera locked you were locked to that specific
camera but the camera it self was not really locked since you were
still able to change (thus mess) pre-existent animation data. So that
was somehow wrong since it would allow to completly mess camera
animations and imported cameras.

The current suggestion if I'm not mistaken here is to either make the
camera lock button a 3 state button where you would have camera
unlocked, camera locked (where everything is locked) and animate
trough camera where you would be able to create or change the camera
position and animation. Or add a per parameter lock swicth in Nuke
kinda like in Maya and other 3D apps where you could simple lock the
camera SRT fields to have it really locked preventing changes while
having the camera locked in the viewer.

Let's wait and see when and how that returns.


Cheers,
diogo
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