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 Post subject: AE to Nuke and Nuke to AE transform data
PostPosted: Tue May 10, 2011 2:26 pm 
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Joined: Tue Jun 08, 2010 2:57 pm
Posts: 89
Is anyone else here using Nuke as well as After Effects? I do it all the time and I alway find myself wanting to move transform data between the two applications. It would be super cool if we could have a dialog box in After Effects where you could paste Nuke keyframes data and it would convert it to AE data. Also you could paste AE data into it and it would convert it to Nuke data. Or does this already exist? I've looked everywhere and all I have found is a Nuke2AE script that only works on tracker Nodes in Nuke (which can be found here if anyone is intrested: http://forkforge.org/files/tools/).

Example of an animation done in AE. Frame 1-6 in the composition, but 0-5 when I copy/paste it:

Code:
   Units Per Second   25
   Source Width   1920
   Source Height   1080
   Source Pixel Aspect Ratio   1
   Comp Pixel Aspect Ratio   1

Transform   Position
   Frame   X pixels   Y pixels   Z pixels   
   0   960   540   0   
   5   1160   340   0   

Transform   Scale
   Frame   X percent   Y percent   Z percent   
   0   100   100   100   
   5   50   50   50   

Transform   Rotation
   Frame   degrees   
   0   0   
   5   -25   


End of Keyframe Data


And a Nuke example of the same animation. Frame 1-6:

Code:
{curve x1 0 x6 200} {curve x1 0 x6 200}
{curve x1 0 x6 25}
{curve x1 1 x6 0.5}


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 Post subject: Re: AE to Nuke and Nuke to AE transform data
PostPosted: Mon Oct 03, 2011 12:26 pm 
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Joined: Fri Jul 08, 2011 3:52 pm
Posts: 14
I'm currently moving transform data from AE to Nuke and here are some things to consider:

*good idea to 'bake' keyframes (create a keyframe on every frame) - this will preserve your animations, as there's no way (to my knowledge) to preserve curves.
tip: alt/option-click the stopwatch to 'add expression' -then- animation>keyframe assistant>convert expressions to keyframes. This will bake your animation.

*AE's origin (0,0) is screen-lower-left while Nuke's origin is screen-upper-left. You'll need to perform some math operations to convert the data (i.e. yPosition)

*rotation values are inverted - [AE, clockwise - Nuke, counter-clockwise] (value * -1) to fix this issue

This should be enough to get you started. Good luck!


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