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Maya Camera Import – Unit Translation
Posted by Death_or_glory on December 1, 2006 at 7:22 pmThe problem is this:
When importing a camera from maya, what is the factor for translating units of Maya’s worldspace into AE’s quote-unquote worldspace – pixels?For example, say my camera in Maya does an x-trans of 100 inches.
When I bring this camera into AE, this trans is interpreted as 100 pixels, hardly the same. The distance relationships of everything is off.
The move needs to be scaled up by a factor in order for everything to be properly rebuilt and comped. Is there a specific factor that makes the translation seamless, effectively recreating the distance relationships from the original Maya scene in AE’s world? (so far we’ve eyeballed it and a factor of appx 15 is almost right, but we’re not that into ‘almost’)Anyone?
I’ve posted this in the Maya forum as well just in caseThanks everyone!
Tobias Pfeiffer replied 19 years, 5 months ago 5 Members · 12 Replies -
12 Replies
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Tobias Pfeiffer
December 1, 2006 at 7:38 pmim curious about that, too.
please post it here if you gathered some more knowledge about that.i had some problems with comp sizes when importing maya scenes. they were everytiem 320X240. that sucked.
is that your problem, too? i fixed it with the usage of image planes. this way i forced maya and AE to recognize the right comp size.thanks,
payton -
Tobias Pfeiffer
December 1, 2006 at 7:58 pmwell, i just wanted to test this again.
but no luck with the image plane.
right now im not able to import a maya scene into AE with the correct resulting comp size…
do you get this working, death_or_glory?
thanks,
payton -
Mylenium
December 1, 2006 at 8:01 pmDo not use inches. I believe the correct unit to use in Maya is cm. All calculations are based on SI/ metric units anyways, US unit conversion is a mere interface thing. My info may be outdated, though. Haven’t seen a Maya interface in a while…
Mylenium
[Pour Myl
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Death_or_glory
December 1, 2006 at 11:25 pmNo, whether using cm or mm or whatever, what I’m hoping to find is the conversion. For example, 100 cm in Maya = X pixels in AE.
I’m looking into the image plane as a solution as well, no luck yet.
Thanks
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Tobias Pfeiffer
December 2, 2006 at 8:41 amplease tell me what size the imported comps have?
if anything other than 320*240. how do you did that?
isn
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Mylenium
December 2, 2006 at 9:57 amAs I recall, Maya stores its values in meters (like 90% of all 3D programs), this is regardless of what actual interface unit you use. It will only store a global multiplier somewhere. You are right that units are converted 101 – one meter/ centimeter or whatever will always become one pixel. I was assuming he uses an odd inch-based resolution which AE doesn’t re-create properly for whatever reason.
Mylenium
[Pour Myl
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Wisorxn
December 3, 2006 at 11:18 pmHi,
I also have this issue. As for the comp size issue, it seems to be tied to the 648×480 default . . . the .ma file will come in as 320×240 . . . there is proably a more techincal reason for this, but making a custom size, say 800×600, or whatever, has yielded a correct comp reading in After Effects.
But yes, the problem is that the .ma information (camera + null_objects) do not line up with a corresponding set of rendered frames from maya.
death or glory . . . how do you go about changing the “move” by your eyeballed factor of 15? What is the process you use to get the comp to match uo better? Is it actually dealing with the .ma file info or in AE?
Why is there no info on this anywhere? Surely this method has been used correctly before no?
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Tobias Pfeiffer
December 4, 2006 at 3:18 pmthis problem really sucks.
i thought that i got rid of it, but its still there. just tried it without any luck.but when i go through boujou and use the .ma file generated by boujou everything works perfect. even if i take the boujou-generated scene and scale things up or down – everything stays lined up.
there need to be a way to force the correct alignment. boujou knows how to do it.
someone else?
payton
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Wisorxn
December 4, 2006 at 8:18 pmTry this, things seem to be working, but I have just tested literally 5 minutes ago and posting because |I think it could be the answer. In maya I checked was looking through my camera attributes. There is a section called film back. there is an attribute called film fit. My camera was set to FILL. I switched to horizontal, rerendered frames, reexported camera/null info and brought to AE. Things are lining up perfectly now. Please try this out ane let me know if you get the same results as me. For some reason the FILL attribute does not work. There is probably a more technical reason for this, but for now I am happy that this is working.
Look through the maya MEL command reference for filmfit, there will be some explanation on the attribute and why it does what it does.
Let me know if it works . . .
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Mauro Carlieri
December 4, 2006 at 8:29 pmHi there, I have the same problem as well,
What I’m doing now is linking the camera to a null and scale the null,
but it’s not perfect, you still need to fine-tune…Check this link as well, I don’t think is possible but I’m a quite new Maya user so
might be..https://forums.creativecow.net/cgi-bin/new_read_post.cgi?forumid=2&postid=98396&archive=T
Mauro
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