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View Full Version : 3d cam following a spline in AE


th3ta
04-18-2006, 04:41 PM
Ok, this might be kind of complicated, but I'll try to describe it the best I can.

I created a camera in my 3d package(3ds max) following along a spline. I exported the frame sequence as .rpfs, so I could import that 3d cam into AE. That works fine.

I exported the spline as an .AI file, then used that as the mask for 3d stroke in AE. Basically what I'm trying to do is create a 3d camera move in max, following a spline, then use that same camera in AE, as well as the spline as a mask , for 3d stroke. That way I can animate the stroke being written via 3d stroke, while the camera follows it.

So the camera part works fine, but when i import the .AI file for the mask, it doesnt line up right with the camera at all. I've tried rotating it and scaling it(it imports into the scene Way to big). The scale between the camera move and the line are really different. But nothing I do really lines it up the way it was in Max.

Has anyone tried this before? Any tips or other ways to go about doing this? Thanks guys.

cgmandv
04-19-2006, 07:56 AM
C4D (Cinema4D) is the best solution to interact with AE. C4D exports cam data n layers straight to AE. Its not a very complicated APP. If possible give it a go.

10x

WillRyan
04-20-2006, 04:22 PM
If you're spitting the camera data out of Max, try Max2AE (http://www.boomerlabs.com/cart/product.php?productid=8&cat=3&page=1). It gives you the ability to export camera, lights, and helper planes. It's worked wonders for me on my latest project.

th3ta
04-20-2006, 06:40 PM
cool, ill have to give that a try. THanks

JohnnyRandom
04-20-2006, 08:19 PM
I would say the proper way to do this would be to create the original spline in Illustrator and import that into max for your camera path and that same ai file into AE for your 3d stroke path.

Max default settings work with a lot larger scales than Illustrator.
The default Max generic units are calculated with centimeters and illustrator you would generally use pixels for anything other than print.

Try setting up the max system units to millimeters. customize>units setup>system units setup.

A little diversion: example if you draw an 600x600 pixel box in illustrator and import that into max it will appear alot smaller than 600x600 pixels in fact you would barely see it in max. But if you set up your illustrator units to centimeters then draw say a 300x300 centimeter box and import that into max it will appear more like you would expect.

So moving to AE which works entirely with pixels your going to have to do some math. That 300x300 centimeter box converts to something like 8504x8504 pixels at 72 dpi. That wont work! You'll kill AE:D

The moral? Setup you units correctly in max/or deal with tiny objects or pay $150 for Max2AE, either way it will work.

If you want more info on how max deals with units of measure Bobo (Borislav Petrov) has written out some pretty intensive posts on the subject. All of this really helps you understand inter-application workflow, it can end up saving you alot of time in the process.:)
This is a good thread to start (http://http://forums.cgsociety.org/showthread.php?t=198800)

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04-20-2006, 08:19 PM
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