Does the nuke importer support animated uvws? Just curious.
thanks,
l
Does the nuke importer support animated uvws? Just curious.
thanks,
l
Yes. The mechanism is intended to be identical to any behavior in max or maya. The uvw’s can change or stay the same. If you find any bugs where xmesh is not correctly triggering an update in Nuke, please file a bug report.
The only differences for xmeshNK I’ve considered adding is (1) a way to couple the input graph time on the textures to the timing of the xmesh, and (2) a way to map channels from the sequence into nuke channels. (3) some overrides to help with performance if good settings cannot be deduced automatically.
Thanks! We are still in the very early phases of introducing the nuke plugin, but hope to provide more feedback shortly. I believe the build we tried a month ago destabilized nuke, so got removed, but ill make sure the latest is tried again.