Thread: Nuke 6 Paint/Roto thread

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  1. #1 Nuke 6 Paint/Roto thread 
    As requested by doodle, here's a separate thread for everything regarding the new roto/paint thread.

    As i've asked in the previous thread...Has anyone got the time offset to work in the paint node?
    And another thing i was wondering, how do you reset your onion skin source when you transform it?


    Pretty sure there will be loads of other questions
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  2. #2  
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    Hey,

    I should have been clearer.. I meant new threads for every different question (even if they are about the same node), i.e. as the forum usually works . Bunching many different issues into one thread is going to be terrible for following a single issue, searching, etc.
    Sometimes you're just looking at the wrong side of the table
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  3. #3  
    Haha ok...

    I find it useful sometimes though, to have everything in one thread (as long as it's the same general topic of course ie. new paint and roto node.

    But then again...when it gets too long it gets a bit of a nightmare searching through all the pages...i agree.

    Anyway...people can still answer my questions
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  4. #4  
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    Since this is the Paint threat, I am asking how to successfully clone with a time offset?

    I tried all variations and somehow I am to stupid

    So for example, I am at frame 2 and want to clone from frame 1. How? I tried the timeoffset in the clone settings, but I cannot really understand the workflow. Because the timeoffset is active if I paint a stroke. But then, I already painted it?? Confusing...
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    Probably a dumb question, but where do i find the individual keyframes for the roto points? Aka bezier points
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  6. #6  
    Quote Originally Posted by Dezperados View Post
    Since this is the Paint threat, I am asking how to successfully clone with a time offset?

    I tried all variations and somehow I am to stupid

    So for example, I am at frame 2 and want to clone from frame 1. How? I tried the timeoffset in the clone settings, but I cannot really understand the workflow. Because the timeoffset is active if I paint a stroke. But then, I already painted it?? Confusing...
    yeah i tried it as well...i just think it's not working properly yet...maybe they had to rush it for a certain release date?
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  7. #7  
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    I should have been clearer.. I meant new threads for every different question (even if they are about the same node), i.e. as the forum usually works . Bunching many different issues into one thread is going to be terrible for following a single issue, searching, etc.
    I fully agree with doodle on this. It's going to turn into a mess, and a nightmare to string together conversations. Cross-posting on multiple issues is not a good idea. (Not a personal attack on you here Tommy, it's just that I've seen this go to hell on many an occasion in the past).
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  8. #8  
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    Hey guys,

    hopefully this answers your questions.

    -Tommy and Dezperados to get the offset to work correctly you will need to have 2 different images coming into the roto paint tool. As far as i can tell using the same source image doesn't work with the offset. Also another thing is you will need to set the offset first then paint and not the otherway around if you are using the offset built into the node. Otherwise you will need to add a timeoffset node below your input (source) image and manually time offset it.

    as for the built-in offset there is couple things you need to do if you want it to work.
    - if you are using one frame of a sequence for the entire "reveal" then set the top right drop down box to absolute and enter the frame number you want to use in the value box next to it.
    -if you're going to use it as a frame offset you will need to set it to relative and enter the frame offset in the box next to it.
    For example if you want to offset the image by negative 2 frames than the frame your working on. just set the drop down to relative and enter the value -2.

    as far as the onion skin goes as long as your viewing the correct input through the paint / roto tool it should automatically update.

    raksol as long as you select your shape / paint stroke in the property panel of the node it will show you the set keys for that shape / paint stroke. on the other hand you can select the folder and animate the folder so all shapes / strokes within that folder get the same animation.

    Cheers,
    Farhad
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    Quote Originally Posted by raksol View Post
    Probably a dumb question, but where do i find the individual keyframes for the roto points? Aka bezier points
    It only shows keys for entire spline ,not points
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    Quote Originally Posted by georgeivan View Post
    It only shows keys for entire spline ,not points
    It shows keys for the individual points once you start moving them individually. If your only keying the shape as a whole though it won't show you the point keys since there aren't any created yet.

    To get to them in the curve editor just click the + next to the shape_meta.
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  11. #11  
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    I'm loving the new roto/paint tool, however my only gripe is the lack of per point bezier keys... or maybe I just haven't discovered them yet.
    I also thought the spline warping tools would get a rewrite aswel. I hope they get around to this for the next release... please
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  12. #12  
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    Quote Originally Posted by beaker View Post
    It shows keys for the individual points once you start moving them individually. If your only keying the shape as a whole though it won't show you the point keys since there aren't any created yet.

    To get to them in the curve editor just click the + next to the shape_meta.
    Thanks!, i never checked that i was assuming that entire shape was keyed
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  13. #13  
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    Hey,
    I'm wondering what kind of performance everyone is experiencing with the new roto/paint node.

    I'll be the first to say THANK YOU FOUNDRY! I love the new tool. however, I've been using it on a shot now for a couple days and while it's way more stable, usable and efficient, I still find myself lagging like crazy when I get upwards of 200 paint strokes. In the old nuke, I'd make a new paint node and that would help a little, but now it seems that splitting it up doesn't make a difference. Any insights as to why this is? what should i expect an upper limit to be?
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  14. #14  
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    Thanks for the answers guys, but what's really bothering me is that once you've keyed the shape under the "Transformation" tab, those keys will always be visible in the timeline. Not like the Bezier node in Nuke 5 where you could switch back to the "Bezier" tab and ONLY see the per-point keyframes. Therefore I can't find a proper way to remove keys per point without removing the key for the transformation too (if there is one at that particular frame)

    Thanks!

    EDIT: I found a way to do this smoothly. If I apply all my shape transformations (i.e moving the whole shape in the x/y axis, rotate the whole shape etc) to the folder instead of the shape and keeping the animation on the shape itself restricted to animating the points, the keyframes get separated and i can toggle between them easily!
    Last edited by raksol; January 27th, 2010 at 02:41 AM.
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  15. #15  
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    Hey minkey,

    thx for the reply. But unfortunately, this somehow is really not understandable. I made it he good old way and it works (see screenshot), but if you can make step by step what really to do with the timeoffset inside the paint node, I am willing to listen. In other Comp Apps, it is just a click (pick source in the frame before, and paint the frame after), it cannot be that difficult in Nuke, or?

    "you will need to set the offset first then paint"

    I would, but I cannot click on it since it is greyed out as long as there is no stroke...
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    Last edited by Dezperados; January 27th, 2010 at 05:37 AM.
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