Cinema 4D camera with Film Offset to 3ds Max export

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Old 01 January 2013   #1
Cinema 4D camera with Film Offset to 3ds Max export

Hi,

I try to export my C4D-scene to 3ds Max via FBX, in normal cases no problem. But in C4D I have a animated camera with "film offset" (see picture) and 3ds Max is not able to read the file correctly.
3ds Max imports the camera anyway, but the view is not the same as in C4D.

Any workarounds for this problem? Chan files, obj....? The sequence is 500 frames long and the camera moves all the time.

Thanks for your help.
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File Type: jpg camera.jpg (82.8 KB, 15 views)
 
Old 01 January 2013   #2
you just need to be able to replicate the film offset in Max as the position and rotation data in the FBX should all be fine. Max seems to be a bit odd when it comes to these basic features in the camera.

last time i needed to transfer a camera with film offset from Cinema to Max i believe the Max artist used a plugin that rendered the scene with overscan and they then cropped the resulting files to get the correct image. this is obviously not very elegant.

a quick google of 'film offset Max' also gets the mention of a hidden Camera Modifier that might help.

cheers, simon w.
 
Old 01 January 2013   #3
Ok, thanks for the help so far. But a "all in one solution" would be better for me, because I need the camera also in Nuke.

For example, how can I export a .chan file from C4D?
 
Old 01 January 2013   #4
the film offset is just a shift on the view plane of an 'virtual' camera with a bigger fov. you
have just to create a camera with a fov which matches the viewplane on which your shifted
camera is being shifted. on top of that you could create a polygonal clipping planeto minimize
rendertimes in 3dsmax.

45 mm FL, 100% shift in any direction = 15 mm FL export camera

http://en.wikipedia.org/wiki/Angle_of_view

edit :eh, should have red more carefully, simon already wrote it. -@ op - there is no
better or easier way to do this. this is the natural approach. and i would do it directly
in c4d, as it would be easier to chek if the clipping plane is working as expected. for my
100% shift example the image size to be rendered would have to be nine times
bigger to match original resolution. without a clipping plane the render times could easily
explode into unrenderable.

Last edited by littledevil : 01 January 2013 at 07:58 PM.
 
Old 01 January 2013   #5
there aren't any one shot ways of dealing with multiple packages. you might wish to look into the alembic exchange as an alternative.

cheers, simon w.
 
Old 01 January 2013   #6
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