Matching volumerays center animation

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  08 August 2012
Matching volumerays center animation

I have a room scene, with light coming in a window and a vlumeray node providing some streaks coming in through the blinds.

i want to have the light coming in also light up the oposing wall.

i have animated the volumeray's center node to act like cars or whatever driving by.

anyone know a way of taking that animation and making a camera point at it?

example of what i tried that kinda worked,

copy animation from volumeray and paste to a card. transformgeo that card to the wall, and now it moves as the rays do. but NOW how do i make a camera point at that card?

-thanks
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Chris Bryant
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  08 August 2012
create an axis node and attach it to the camera. You can copy the animation or the position to the axis. I hope that answers your question
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  08 August 2012
hmm, not really what I'm looking for. the volume ray is animated with just x,y, its a 2d node. so i can get that animation copied to an object such as a card. and then transform that all together with transform geo or axis... but what i need is the camera i place outside the window, to aim at that animated node. and only effect its rotation as if its aim was parented to it.

maya: very simple. parent the aim of the camera to the animated locator.

nuke... i don't know.

hope that explains a bit better.

thanks for the reply!
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Chris Bryant
animator|compositor|time traveler
 
  08 August 2012
Can you post a generic script of what you are doing? if you are trying to get a camera to look at a card... it is as simple as creating an axis node or 2.
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  08 August 2012
Is this what you are looking to do?


set cut_paste_input [stack 0]
version 6.3 v8
push $cut_paste_input
Camera2 {
rot_order XYZ
translate {0 0 32}
rotate {0 {-random(frame/6)*20} 0}
pivot {0 0 0}
name Camera1
selected true
xpos -312
ypos -165
}
set Nc401b600 [stack 0]
push $Nc401b600
CheckerBoard2 {
inputs 0
name CheckerBoard1
selected true
xpos -150
ypos -469
}
Card2 {
translate {{random(frame/6)*20} 0 -5}
uniform_scale 14
control_points {3 3 3 6

1 {-0.5 -0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0 {0 0 0}
1 {0 -0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0 {0.5 0 0}
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0 {1 0 0}
1 {-0.5 0 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666716 0} 0 {0 -0.1666666716 0} 0 {0 0.5 0}
1 {0 0 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666716 0} 0 {0 -0.1666666716 0} 0 {0.5 0.5 0}
1 {0.5 0 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666716 0} 0 {0 -0.1666666716 0} 0 {1 0.5 0}
1 {-0.5 0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0 {0 1 0}
1 {0 0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0 {0.5 1 0}
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0 {1 1 0} }
name Card1
selected true
xpos -150
ypos -343
}
Scene {
inputs 2
name Scene1
selected true
xpos -140
ypos -265
}
push 0
ScanlineRender {
inputs 3
output_motion_vectors_type accurate
name ScanlineRender1
selected true
xpos -150
ypos -140
}
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  09 September 2012
You should take a look at the Reconcile3D node.
 
  09 September 2012
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