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In Nuke 6, the SplineWarp node also received major improvements in both new features and stability. Its controls closely follow the Roto node, and it can be used to warp images as well as do morphs. The SplineWarp node is best suited for situations where you need a great deal of fine control. For a simpler warp, such as bending part of one image to fit another, the GridWarp node is easier to work with. So let's get a picture, get our Read node. We will select our Project Media and go get our friendly purple face, open that up, hook it to the viewer, and a little more viewer space.
Now let's go get the SplineWarp node. We will find it on the Transform tab, all the way down here right below GridWarp. Hook that in and make sure we have hooked the Read node up to the source input of the SplineWarp node. And we don't need this Read node anymore. We will close that Property panel. Okay, the SplineWarp node of course has a Property panel over here, but like the GridWarp in Roto, it adds a bunch of tools over here. Starting here at the top, this is the Selection tool for selecting either splines or control points.
This tool is for actually editing the different control points, add them, delete them, make them smooth, cusp, and as you can see, to open and close the curve, again, just like the Roto node. Here of course is our actual spline, Bezier, B-Spline, Elipse and Rectangle, again like the Roto node. Here is something new. This tool is for editing the correspondence points. The correspondent points define how the image will be in shifted between the spline, so it correlates this part of the spline from the source to that part of the spline to the destination.
We will see more about that later. And then here is the Pin tool. This is used to pin down a peace of the image so it is not affected by the warp. Up here, we have mostly visibility controls. We will come back and take a look at these later. And of course, at the top, this is your Autokey button, so you will be doing keyframes or not if you turn it on. Turning on the point labels, showing the transfer handles. Here is the Ripple Edit that we saw in the GridWarp node. We will be using that again here. Here is your Add/Delete Keyframes which are also duplicated over here.
So as you can see, the SplineWarp node really is a child of the Roto node. Many similarities between the controls. Okay, let's zoom in to the eye here and take a look at drawing a spline. We will select the Spline tool, click and drag, click and drag, click and drag, click and drag, and return to close. When you draw a spline, it's actually drawn two of them. We are looking at the destination spline, which is blue, and you will see that when you're looking at the source warped. This means show me the source image that's been warped.
This pop-up here shows you the source image without any warping, and here you're seeing the source spline, which is red. We'll go back to the source warped and look at the destination spline. You will notice the splines were identical, and they will be identical until I edit my destination spline like this. And now I'm looking at the source image warped. If I go back to the source image, it's unwarped, and I'm looking at my source spline. By the way, you can also switch views over here: source warped and source.
We will go back to the source warped image and the destination spline. Now we can edit these control points using all the same controls that we do with the Roto node, including, if we select the bunch of points, we get the transformation, so we can use that to change them all. Deselect. You also have a similar right mouse pop-up as the Roto spline on the control point. Click that and you'll get Cusp and Smooth and Delete and all of those. Now we saw by switching the output to the source and the source warped, we could see the source and destination splines.
There is another option. Up here, this Auto mode can be turned off. With the Auto mode turned on, it shows the source spline with the source image and the destination spline with the source warped image automatically. Here, you break that connection and you can say what you want to see when you want to see it. So with it turned on, it's going to follow your output choice. With it turned off, you can see any or all or none of these splines. Now this gives me a chance to show you correspondence points.
See these little lines here? Those are the correspondence lines, and that means that this point on the source spline will be pushed to that point on the destination spline. We have a set of tools for controlling the correspondence points. The Modify allows us to move them, and you can move them from either side, either spline. Or you can add correspondence points. You can click on either spline to add the correspondence points or remove them--again, clicking either place. You can also hide the correspondence lines if you don't have the Correspondence tool selected. Up here at the top, this will turn the correspondence lines on and off.
Often you don't care where they are and it will unclutter your screen. Now sometimes you want to just start over, so what you'd like to do is copy the source shape into the destination shape. Here is how you do that. First, we will select our spline and then cursor on the spline and not a control point, right mouse pop-up, and select Copy. And what we want to do is we want to copy the source spline values, that is, all the control points. Click there. Then cursor back on the spline, not a control point, right mouse pop-up, paste into the destination value, bang! And now the two splines are absolutely identical.
If we go to Source--let me turn off my Auto view--we see the source spline and source warped. We see the destination spline, and the two splines are identical.
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