WaveMachine v1.1


 
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Contributor: Fynn Laue
Website: fynnlaue.com
Generate and modify animation curves with this toolset collection
Requirements:
12.0, 11.3, 11.2, 11.1, 11.0, 10.5 or later
Linux, Mac, Windows
22 Jun 2020
344

waveMachine_title.png

Node based animation

waveMachine-v1.1_nodes_cr_rz.png

Features

Generate standard waves such as sine, triangle, square, random and more

standard-waves.gif

Grade animations. This way you can easily modify an existing animation or remap it for different ranges

grade.gif

Merge animations using different operations such as dissolve, multiple, min, max and more

merge.gif

Loop and retime custom and generated animations

loop_and_retime.gif

Trailer: https://vimeo.com/431245732


Installation

Copy the WaveMachine_v1.1 folder somewhere and add that path to the nuke plugin path via Python.

For example:

  • Copy the WaveMachine_v1.1 folder to ~/.nuke/gizmos/WaveMachine_v1.1
  • Add this line to your ~/.nuke/init.py:
import nuke
nuke.pluginAddPath('./gizmos/WaveMachine_v1.1')


New in v1.1

Changed

  • Removed version number from example files to avoid warning when opening in earlier Nuke versions
  • Removed selection and position data from tools
  • Uses 'grizmo' format (.gizmo file, Group inside) for nodes so they're easier to implement in a pipeline
  • Updated menu.py to match new file naming

 

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Comments   

 
+1 # Fabian Holtz 2020-06-25 01:14
Great idea, thanks for sharing!
 
 
0 # Bernd M 2020-08-03 16:09
Your video preview looks grand. Thank you for sharing this!
 
 
0 # Matthias Backmann 2022-09-22 09:29
Thanks a lot Fynn, this toolset helps a lot in creating all kind of random stuff.

We had a bit of an issue with the WaveMaker-Gizmo (got it from the Survival Toolkit):
There is an "onCreate"-comm and in it, which forces to gizmo to set the first frame to the root.First. This may be wanted to have a correct start, but when e.g. copying the node after changing it, you lose the value you like to copy, too. We even had an issue in our pipeline that changed this value to the startframe, without the artist noticing it, thereby changing the final result (still have to figure out, where this came from).

Perhaps a less agressiv approach without an OnCreate, but with a "set to first frame" button (and additionally a "set to current frame" button) would be better. And one could still use the nodeDefaults to create it with the first/current frame if needed - like most artists do it with the FrameHold.
 

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