Return-Path: Received: from mail-ob0-f169.google.com ([209.85.214.169] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with ESMTP-TLS id 4850762 for AE-List@media-motion.tv; Tue, 18 Sep 2012 19:02:47 +0200 Received: by obhx4 with SMTP id x4so84266obh.28 for ; Tue, 18 Sep 2012 10:04:13 -0700 (PDT) DKIM-Signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=20120113; h=mime-version:in-reply-to:references:from:date:message-id:subject:to :content-type; bh=yFGbbsdGlGTaMpuulrgpHTtU+wODpE0nzTr9/3uL+dk=; b=moOsJeanUux/18UhDJ5IjIRGXSHHP4gXNZwK8xxBcqDHeniUYIpV6PrsOzBDj1r5wT MEnKZXDKrAmbeEEV+Z67adPsrBEAsLZbP+Y2Ev6Tbt0iaqQaqL0TlMNLSiGIj+uNTAI5 XqU6rcUOVVPRMbfh+iCGG5MMOMHcsbcy0GNqAxzCRUSXax3ulB5RjbTjn4H1P87msgXG 6JYn4x3ARvUy1uEj61pmxCBbs9v6Fpbqrsmg1e8sGNDYkLZlat48NE2Cp1PpZxsD4x2B jAyPnlt8ziQAiHXBaRWR+RZYZlPOdFxv0NZTPAwfAFU/PMtRCvYyGZVSB5Vv4q83itDb Uc1g== Received: by 10.60.172.143 with SMTP id bc15mr777718oec.73.1347987853636; Tue, 18 Sep 2012 10:04:13 -0700 (PDT) MIME-Version: 1.0 Received: by 10.182.92.165 with HTTP; Tue, 18 Sep 2012 10:03:53 -0700 (PDT) In-Reply-To: References: From: Nathan Shipley Date: Tue, 18 Sep 2012 12:03:53 -0500 Message-ID: Subject: Re: [AE] importing maya scene into after effects To: After Effects Mail List Content-Type: multipart/alternative; boundary=bcaec54c527c2d729804c9fce1b2 --bcaec54c527c2d729804c9fce1b2 Content-Type: text/plain; charset=ISO-8859-1 It's definitely doable. Couple things: - Be sure to bake keyframes on anything animated. (the camera, the locators) (Edit > Keys > Bake Simulation) The curves don't line up otherwise and things will drift. - Make sure to name your locators so their names start with "null" instead of "locator" or they won't import - You need to bake the same range of keys for everything you bake or you'll get an error on import. - Save as Maya Ascii -- usually best to just select your camera and locators you want and do Export Selection. By default, the units in AE will match the Maya units you're using. So if the camera is at [10, 15, 0] in Maya, it'll be at the same in AE. You need to move things to 0,0,0 in AE to be at the center of the scene. This also makes for a very small scene scale in AE so you can have to scale things down to, like 2% to get them to be the right size in AE. Solution is to scale your scene up in AE: Make a Null in AE, make it 3D, put it at 0,0,0, parent the camera and nulls you've imported to this null, scale the null up 1000% (or more or less, depends), then unparent. Sometimes things won't match up if you're using some expressions or funky parenting to modify the animation. If a locator isn't matching, it usually works to create another one, point and orient constrain your new locator to the original, and then bake keyframes on the constrained one. Delete the constraints and then export that. I've had to do this on cameras as well when I've used a MEL script to add some camera shake. It's not as easy as Cinema, but it works. Are you having any particular problems? Hope that's helpful, - Nathan On Tue, Sep 18, 2012 at 11:39 AM, Louai Abu-Osba wrote: > hey all, > > I'm working on a shot where I'll need to integrate a maya camera and > locators into my AE comp and am wondering if you can offer any > pointers or gotchas I should look out for. I've heard from some people > that were never able to get the resulting AE camera to match the Maya > camera perfectly and locators didn't translate correctly either. What > I'd like to do is import the maya camera and several locators that > will be parented to several characters finger tips. Any insight that's > not in the official documentation is appreciated. Thanks! > > -louai > > +---End of message---+ > To unsubscribe send any message to > --bcaec54c527c2d729804c9fce1b2 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable It's definitely doable. =A0Couple things:

- Be sure to bak= e keyframes on anything animated. =A0(the camera, the locators) =A0(Edit &g= t; Keys > Bake Simulation) =A0The curves don't line up otherwise and= things will drift.
- Make sure to name your locators so their names start with "null= " instead of "locator" or they won't import
- = You need to bake the same range of keys for everything you bake or you'= ll get an error on import.
- Save as Maya Ascii -- usually best to just select your camera and lo= cators you want and do Export Selection.

By defaul= t, the units in AE will match the Maya units you're using. =A0So if the= camera is at [10, 15, 0] in Maya, it'll be at the same in AE. =A0You n= eed to move things to 0,0,0 in AE to be at the center of the scene. =A0This= also makes for a very small scene scale in AE so you can have to scale thi= ngs down to, like 2% to get them to be the right size in AE. =A0Solution is= to scale your scene up in AE: =A0Make a Null in AE, make it 3D, put it at = 0,0,0, parent the camera and nulls you've imported to this null, scale = the null up 1000% (or more or less, depends), then unparent.

Sometimes things won't match up if you're using= some expressions or funky parenting to modify the animation. =A0If a locat= or isn't matching, it usually works to create another one, point and or= ient constrain your new locator to the original, and then bake keyframes on= the constrained one. =A0Delete the constraints and then export that. =A0I&= #39;ve had to do this on cameras as well when I've used a MEL script to= add some camera shake.

It's not as easy as Cinema, but it works. =A0Are yo= u having any particular problems?

Hope that's = helpful,
=A0- Nathan

On = Tue, Sep 18, 2012 at 11:39 AM, Louai Abu-Osba <me@louai.org> wrot= e:
hey all,

I'm working on a shot where I'll need to integrate a maya camera an= d
locators into my AE comp and am wondering if you can offer any
pointers or gotchas I should look out for. I've heard from some people<= br> that were never able to get the resulting AE camera to match the Maya
camera perfectly and locators didn't translate correctly either. What I'd like to do is import the maya camera and several locators that
will be parented to several characters finger tips. Any insight that's<= br> not in the official documentation is appreciated. Thanks!

-louai

+---End of message---+
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