Adverti horiz upsell

Camera and Object Positions to After Effects 2.0.0 for Maya (maya script)

Camera and Null Export to After Effects

License
Button download
6,504 Downloads

Compatibility

  • 2010

Operating Systems

  • Mac
  • Windows

History

Created:02/27/2012
Last Modified:03/18/2019
File Size: 19.9 KB

Feature Request

How about camera with SHAKE enabled

Status:pending
Date:08/11/2014
Submitted by:domib domib
Hi RobC, Congratulations for your Script, I really appreciate it and it helps winning a lot of time. Thanks very much for its simplicity, it's a real help in :) I just want to ask a question here perhaps could you help me: I was today exporting 34 cameras of my project to import in AE6 when I realized that some of my cameras in my project have an expression in the shake (horizontal and vertical). But I sadly discovered that when I export my camera the shake feature is lost. I wonder how to manage keeping it in AE6. First idea: can AE6 understand it ? Second idea: how could I find a way to keep this feature because I don't want to have to reanimate all my shakes of cameras, it's such a shame... Thanks for helping if you can :)

Comments on this feature request:

  • domib

    domib said about 12 years ago:

    Thanks very much for your quick help, Rob C. This confirms that I should rather have animated my shaking cameras using the transform nodes instead of the "shake" attribute of cameras which is a 2D film offset feature. This is perhaps what I'm going to do, and I will render again all the images of these cameras. Hope I have enough time before the deadline. The thread link you gave is very useful too, thanks again. I should have to study about it and test it with Maya. But for my present project I would have to be sure it works perfectly and this takes time. I'm not going to import the sequences in AE6 myself, so I need to be sure about what I give to that person who will do it so he can work on the Maya exports and renderings without any surprise. Thanks very much Sorry for my language I hope you understand my english which is not perfect :) Domi B
  • domib

    domib said about 12 years ago:

    For information, for each camera, I managed creating a new camera names cameraX_SHAKED with expressions to be as near as possible from the last camera, including the focal length. In the expression I have something like this : camera5_SHAKED.translateX = camera5.translateX ; camera5_SHAKED.translateY = camera5.translateY ; camera5_SHAKED.translateZ = camera5.translateZ ; camera5_SHAKED.rotateX = 40*cameraShape5.verticalShake + camera5.rotateX ; camera5_SHAKED.rotateY = -40*cameraShape5.horizontalShake + camera5.rotateY ; camera5_SHAKED.rotateZ = camera5.rotateZ ; camera5_SHAKEDShape.focalLength=cameraShape5.focalLength; The old cameras had a fractal noise affected in their shake nodes. My scenes are figuring planes flying within a very big spherical environment sky and a ground. The animations are not exactly identical of course because creating an 3d offsets in ROTATIONS instead of 2D offsets in TRANSLATIONS, but very close to what I had already done. Of courses it depends on scales and focal length. Domi B

Post a comment: