AndersEgleus
02-01-2005, 08:02 AM
Hi. I've been experimenting with exporting camera animation from Maya to After Effects. Basically, you just save the maya scene as .ma, and import it as a composition in AE. Cameras are imported, as well as any transforms above them in the hierarchy get imported to AE, which is great.
Now, while the translations and rotations of cameras and nulls get imported correctly, the zoom factor is wrong.
My current workaround is to create a bunch of "tracking points" in Maya, each consisting of a transform and a camera parented to it, which I then place at corners of objects and other easily identifiable features so I can compare the nulls with the render in AE. I then zoom in or out until the nulls conform to their corresponding features in the render. If the zoom is static, this is fine.
If the zoom is animated I go to a good frame (where a lot of features and their nulls are visible over a large space), make a note of the current focal length in AE's camera settings, then I zoom in/out until it's correct, and make a note of this new focal length. I then divide the new focal length with the old one and get a focal length proportion factor. In Maya, I then create a multiply/divide node and insert it between the camera's focal length and its animation curve (connect the animcurve's output to input1X) and set its input2X property to the focal length proportion factor I calculated before. I then bake the animation and export again and I get it right when I import in AE.
Well, as you can see, the workaround is quite cumbersome, it would be nice to get a correct zoom factor without going through all these steps.
Has anyone else come across this problem and possibly found a solution for it? There are so many factors involved with the zoom factor (aperture, output resolution etc.), I really wish AE translated the angle of view instead of the focal length, since that's usually what you want to conform between the cameras.
|edit| It just occurred to me that Angle of View is actually not an attribute of the camera, it just shows up in the attribute editor, but still, there must be some way to translate it correctly |/edit|
Hope I made sense here.
Now, while the translations and rotations of cameras and nulls get imported correctly, the zoom factor is wrong.
My current workaround is to create a bunch of "tracking points" in Maya, each consisting of a transform and a camera parented to it, which I then place at corners of objects and other easily identifiable features so I can compare the nulls with the render in AE. I then zoom in or out until the nulls conform to their corresponding features in the render. If the zoom is static, this is fine.
If the zoom is animated I go to a good frame (where a lot of features and their nulls are visible over a large space), make a note of the current focal length in AE's camera settings, then I zoom in/out until it's correct, and make a note of this new focal length. I then divide the new focal length with the old one and get a focal length proportion factor. In Maya, I then create a multiply/divide node and insert it between the camera's focal length and its animation curve (connect the animcurve's output to input1X) and set its input2X property to the focal length proportion factor I calculated before. I then bake the animation and export again and I get it right when I import in AE.
Well, as you can see, the workaround is quite cumbersome, it would be nice to get a correct zoom factor without going through all these steps.
Has anyone else come across this problem and possibly found a solution for it? There are so many factors involved with the zoom factor (aperture, output resolution etc.), I really wish AE translated the angle of view instead of the focal length, since that's usually what you want to conform between the cameras.
|edit| It just occurred to me that Angle of View is actually not an attribute of the camera, it just shows up in the attribute editor, but still, there must be some way to translate it correctly |/edit|
Hope I made sense here.
