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Editing shapes

From: Nuke 6 New Features

Video: Editing shapes

Okay, let's delete all these. I'm just going to draw a big selection square around them and hit the Delete key on the keyboard. Let's take a look at editing shapes. Let's go and get a new Bezier. We'll click and drag, and Return to close. All right, we want to adjust the points of the shape. To make this easier to see, I'm going to turn off the RGBA and set the output to none. So we can just look at the spline. So now we can move the points and see how they look. If you want to insert points, Alt+Command and click on the line to insert points.

Editing shapes

Okay, let's delete all these. I'm just going to draw a big selection square around them and hit the Delete key on the keyboard. Let's take a look at editing shapes. Let's go and get a new Bezier. We'll click and drag, and Return to close. All right, we want to adjust the points of the shape. To make this easier to see, I'm going to turn off the RGBA and set the output to none. So we can just look at the spline. So now we can move the points and see how they look. If you want to insert points, Alt+Command and click on the line to insert points.

To delete points, select the point and hit Delete. Select the point and hit Delete. If you draw a box around several and hit Delete, you'll delete several points. To adjust the tension, select the point, drag the tension arrow, and you will adjust the tension on that one side. Hold down the Shift key to adjust the tension equally on both sides. Move the handles to adjust the slope, and you hold down the Command key to break the continuity at any point.

If you want to restore the continuity, you can select that point, right mouse pop-up, and say smooth. You can also select one or more points, cursor inside the bounding box, right mouse pop-up and say cusp, and that will get you nice big square corners on everything. Again, if you want to put them back, just select those points, and choose smooth and you get back to your Bezier splines. A really nice feature of the new RotoPaint node is the transform handle box.

I'm going to select several points here, and we get this rectangle. Now you see the cursor is shaped as a plus. That means I'm ready to move translate X and Y. If I move out here to the outside corner, I get the little arc. That means we're ready to rotate. If I put it on the edge, I get that horizontal arrow. I'm ready to scale. By the way, if you hold down the Alt key, it will scale towards one edge or the other.

With the cursor on a corner like this, you'll get the diagonal arrows to do a uniform or constrained scale. Put your cursor on the edge, and hold down the Shift key, you can do a skew. We'll undo that. Click off to the side to deselect. So let's talk about adding a feather to the edge. To do that, we're going to set the output back to RGB so we can see what we're doing. We'll select our spline, hold down the Command key and drag out an edge, and there is the feather.

Now the behavior is if you move the inner point, the feather point moves with it. However, if you move the feather point, it moves independently. Now if you want to leave the feather point where it is and still move the inner point, hold down the Command key and now you can move the inner point and it won't move the feather with it. To collapse the feather for one or more points, select the points, right mouse pop-up and say, reset feather. The QuickKey of course is Shift+E. There, I've reset the feather.

If you select the entire shape, you'll get the transform jack right here, which is exactly like the one from the old Bezier node. So we can do the rotate thing. One nice thing they've added is to see the cursor shape looks like an X. I move it inside, it looks like a plus. When you see the X, you know you're ready to scale. When you see the plus, you know you're ready for Translate. Of course, we have the scale in X only, and the scale in Y only, and the skew as before.

Okay, I'll delete the shape simply by selecting the shape and then typing the Delete key. To take a look at how you adjust the B-Spline, it has a little bit of a different characteristic. So we will come back to our Shapes pop-up, select the B-Spline tool, click, click, click, click, click, and Return to Close. What I wanted to show you is how to adjust the tension on each of these control points, a little unusual. Hold down the Shift and the Command key, click and drag horizontally only. Okay, Shift+Command+Horizontal, not vertical, not diagonal.

Okay, to pull out a feather. Same as the Bezier, Command, click and drag. Of course, if you want to adjust the tension of the feather different from the tension of the inner line, you then select the feather point, Shift+Command+Horizontal, click and drag. Again, to undo the feather for however many points you want, select the points, right mouse pop-up, reset feather. The QuicKey is Shift+E. Now that we know how to draw and edit shapes, in our next segment we'll take a look at animating shapes.

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This video is part of

Image for Nuke 6 New Features
Nuke 6 New Features

59 video lessons · 5858 viewers

Steve Wright
Author

 
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  1. 7m 45s
    1. Welcome
      1m 56s
    2. What is NukeX?
      5m 0s
    3. Using the exercise files
      49s
  2. 1h 11m
    1. Learning the interface
      5m 15s
    2. Drawing shapes
      1m 41s
    3. Editing shapes
      5m 1s
    4. Keyframe animation
      6m 4s
    5. Property panel tabs
      7m 8s
    6. The shape list
      4m 26s
    7. Output settings
      1m 11s
    8. Workflow examples
      5m 33s
    9. Creating garbage mattes
      4m 55s
    10. Drawing strokes
      4m 16s
    11. Editing strokes
      4m 30s
    12. The Clone tool
      1m 37s
    13. Editing the Clone tool
      2m 54s
    14. The Reveal tool
      9m 2s
    15. The Blur tool
      2m 21s
    16. The output mask
      2m 57s
    17. The Dodge tool
      2m 32s
  3. 27m 38s
    1. Basic compositing
      3m 51s
    2. Using the Screen controls
      2m 50s
    3. Using the Screen Matte controls
      3m 37s
    4. The Crop feature
      2m 28s
    5. Holdout and garbage mattes
      2m 19s
    6. The Tuning controls
      1m 58s
    7. The Bias controls
      2m 37s
    8. Screen replacement
      2m 15s
    9. Multipass keying
      4m 37s
    10. Color-correcting the foreground
      1m 6s
  4. 17m 8s
    1. Basic setup
      3m 24s
    2. The Ultimatte workflow
      5m 18s
    3. Using the matte tools
      4m 16s
    4. Spill suppression
      4m 10s
  5. 28m 8s
    1. Overview
      2m 42s
    2. Pre-processing the greenscreen
      3m 25s
    3. Creating specialized keys
      7m 14s
    4. The preliminary composite
      6m 14s
    5. Creating supplemental keys
      6m 22s
    6. Alternative workflows
      2m 11s
  6. 24m 39s
    1. Editing control points
      4m 49s
    2. Editing the warp grid
      2m 52s
    3. Keyframe animation
      4m 42s
    4. Morphing
      10m 7s
    5. Additional tabs
      2m 9s
  7. 33m 20s
    1. Drawing splines
      6m 3s
    2. Drawing open splines
      2m 0s
    3. Limiting the warp
      7m 1s
    4. Warping to a target image
      5m 54s
    5. Morphing
      8m 1s
    6. The correspondence points
      4m 21s
  8. 9m 3s
    1. The MotionBlur2D node
      5m 55s
    2. Using the VectorBlur node
      3m 8s
  9. 10m 29s
    1. The ZBlur node
      6m 33s
    2. Image-based blurs
      3m 56s
  10. 11m 13s
    1. Navigating the Dope Sheet
      5m 17s
    2. Shifting keyframes
      5m 56s
  11. 5m 22s
    1. Making a group
      2m 50s
    2. Making a gizmo
      2m 32s

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