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complex cam output from C4d to AE
I think I’ve pooched myself here.
Often when a client changes something I’ll just add a camera as a child of the current camera to keep most of the move and then just add tweaks to the new camera. And then render the whole thing through that new camera. Thats what i’ve done here, but I’ve also got the original camera with a target tag following a moving null. Add to all that, the original camera, with it’s new child camera (and the target object) are in a hierarchy under a null that also has keyframes.
Null – moving
Camera1 – target tag – moving
Camera 2 – render camera – moving
Target Object- movingAnd just because that wasn’t messed up enough the client wanted the scene to run slower so I’ve rendered at 60fps instead of 30.
Now I’m trying to export the camera to AE so I can do some 2.5 D stuff in Ae and have it match the camera move and renders I’ve brought in. I’ve tried a number of scenarios (we do this all the time with a regular set up and it’s as easy as falling off a log – even with the time base stretch). But with this hierarchy, time base, target object and nested cameras, I’m only getting a section of keyframes on the final render camera in AE and it bears little resemblance to the actual action.
I’ve even tried linking the objects in AE to reflect the hierarchy in C4d but that didn’t do it (and shockingly didn’t turn the camera into a whirligig which I thought it would given all the objects have different keyframes in AE and I thought they would add up to a mess)Whats the protocol for this kind of thing? Or is this all just too much for C4d’s exporter? Is there a way to bake this all down to a single object moving about?