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 Post subject: Re: XSI-->Nuke
PostPosted: 25 Oct 2010, 18:15 
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Joined: 12 Jun 2009, 17:50
Posts: 24
There was stupid little bug in the code that i just noticed today.The problem was in exporting selected camera.Sorry for that.Here is new version.


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tim_XSItoNuke_v1.2.zip [9.55 KiB]
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 Post subject: Re: XSI-->Nuke
PostPosted: 11 Nov 2010, 17:52 
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Joined: 07 Jul 2009, 11:17
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Exported camera does not match in Nuke with XSI scene :/

btw, does this script export geometry as well? Or what should it export if I select pass? All I get right now is camera. Promising script! Getting camera from Softimage to Nuke has been lot of stress so far, this makes it lot easier if it would match 100% :)


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 Post subject: Re: XSI-->Nuke
PostPosted: 13 Nov 2010, 12:01 
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Joined: 12 Jun 2009, 17:50
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Thanks Splin . It's good to have a feedback!I didn't notice this problem because obviously I didn't make enough tests with different camera Focal Length.
Now everything should work fine.Please let me know if it's ok .Any feedback it's very welcome!

Here is ver 1.3

Next version will support geometry , lights and nulls .
Hope soon to find some time to do it.


Delete the old version before install.


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 Post subject: Re: XSI-->Nuke
PostPosted: 15 Nov 2010, 12:07 
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Joined: 07 Jul 2009, 11:17
Posts: 14
Thanks, I will give it a try!


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 Post subject: Re: XSI-->Nuke
PostPosted: 17 Nov 2010, 16:01 
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Joined: 07 Jul 2009, 11:17
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It works fine now :)


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 Post subject: Re: XSI-->Nuke
PostPosted: 01 Dec 2010, 14:35 
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Joined: 12 Jun 2009, 17:50
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This version fixes padding issue with passes .The plugin was using the default XSI "#" now supports any padding.


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 Post subject: Re: XSI-->Nuke
PostPosted: 03 Dec 2010, 12:50 
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Joined: 12 Jun 2009, 17:50
Posts: 24
Here is the version 2.0

New:
Now it supports geometry, lights and nulls.

Changes:
Now setups the correct rotation order automatically.
If animation exist on the object it takes the first and the last key and exports that range
If no animation it takes the scene frame range and exports global transforms values for that range.
(this is in case you parent the object to another animated object and you want to get the transforms in Nuke)

Here is demo video:


edited by gustavoeb: vim tag


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tim_XSI2Nuke._v2.1.zip [12.03 KiB]
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Last edited by T.I.M. on 11 Dec 2010, 15:50, edited 1 time in total.
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 Post subject: Re: XSI-->Nuke
PostPosted: 05 Dec 2010, 10:36 
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Joined: 11 Nov 2009, 21:57
Posts: 9
\m/ THANK YOU MAN!


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 Post subject: Re: XSI-->Nuke
PostPosted: 05 Dec 2010, 11:38 
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Joined: 08 Jun 2009, 22:45
Posts: 177
Location: tehran-iran
\m/ \m/ \m/


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 Post subject: Re: XSI-->Nuke
PostPosted: 05 Dec 2010, 12:24 
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Joined: 08 Jun 2009, 22:45
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Location: tehran-iran
awesome,
is there any chance to export our pass through EXR buffer and have it as multipass in single file-image sequence .!? :ymdaydream: ^:)^


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