Danny Princz
Forum Replies Created
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was just using this expression and it wasnt working because my layer wasnt start at the beginning of the comp
i hacked in the inPoint of the layers start time and it seems to work now
i=inPoint
m = marker;
if (m.numKeys > 0){
n = m.nearestKey(time).index;
if (m.key(n).time > time) n–;
}
if (n > 0)
m.key(n).time-i
else
valuewho is that masked man…
https://www.exposedideas.com/ -
Danny Princz
February 28, 2008 at 3:17 pm in reply to: Maya camera import into AE for show intro. Help! I’ve tried everything.wow, picking up this thread almost a year later.
i totally understand where you are coming from as far as having do deal with miniscule values and the problems they cause, and how you are using your solution to make things easier to deal with.
but as aharon mentioned, due to differences in units, when you need things to be very precise they will not match.
since we started this thread, i did one project that relied heavily on 3d tracking in several programs where the data was then brought in to maya for cleanup and finessing. in almost every case where things lined up real well in maya, after importing the data in to afx there is a bit of error and that caused a slight drift that was unacceptable.
i did notice however, that when exporting a .ma file for ae directly from syntheyes (which is will give you an error if you try to read it in maya)it was very accurate.
after that experience i wound up using mocon on my next project that was done animated in maya with compositing of green screen elements in AE. the initial setup took a bit understand, but once that was done the results were fantastic. no drift. objects had pretty much the same coordinates in both ae and maya, so if you moved an object to 10 units in x in maya, you could even just go in to ae and move it the same 10 units and it would line up. you could obviously re-export the data if you wanted but there was no need.
also, when i would update the cameras animation in maya, i could simply export that data to a file and hitting a button in the mocon palette in ae would import the new camera.
i found it a very nice solution that was sooo much better than using these other workaround that is worth the little bit of extra time of set up.
who is that masked man…
https://www.exposedideas.com/ -
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have you tired opening a project done in 7 with the old keylight to see if the new version picks up the old effect vs having to rekey?
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are you working at full res?
try dropping down to half to speed things up a bit and then go back to full when you need to
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do you have the pixel aspect correction turned on?
this makes your footage look correct (ie not stretched) but is only a preview and not the best quality.
if you disable the correction the footage should look fine.
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i agree with john.
roto should not be necessary to remove most if not all your markers if its shot well.
clean up when they cross behind an actor maybe necessary but a garbage matte and a 2nd key should do the trick
Now if for some reason the above doesnt work, you could always do a quick track on the point and use that to remove the unwanted markers from key
who is that masked man…
https://www.exposedideas.com/ -
i was told that there would be an update to adventedge somewhere around the time CS3 ships… whatever that means
who is that masked man…
https://www.exposedideas.com/ -
mocon is the plugin and its only $20
i havent had a chance to use it is supposed to work just fine
https://toolfarm.stores.yahoo.net/3dmov2.html
and heres a tutorial on how to use it
https://www.3dmation.com/ae_to_maya.html
who is that masked man…
https://www.exposedideas.com/ -
i am soooo glad that was added.
not sure if i can get this project to be done in CS3, but ill try the rest out
thanks once again!