Nuke Camera Solve to 3ds Max

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  • #204194
    Creaticious
    Participant

    Hi guys,

    today i tried to integrate an FumeFX-Animation into my real footage. I tracked and solved the shot in Nuke and tested it with some primitives in Nuke….and all fits perfectly!

    Then i exported the scene to FBX and imported this to Max, created my FFX object, rendered from camera-perspective with the same resolution as the shot and merged the render-output on my shot in Nuke.
    Now i have the problem that my FFX-Animation in Nuke wiggles and drifts away in later frames…
    Does anyone has an idea were i went wrong???

    Many thx for suggestions!!!

    #219580
    Bilawal Sidhu
    Participant

    It’s possible you need to set Max to 24 or 30 fps in the timeline settings.. BEFORE you import… Also change units to cm 1unit = 1cm.

    Lastly, if your camera is framed at 16:9 ratio resolution, try setting aperture width in Max to 27.635 (Do not ask how I arrived at that number)

    FBX importer in max has a habit of trying to auto convert units – I’d try forcing cm in the units section of the FBX importer.

    This may be all voodoo in your situation…
    but slipping can come from scale of the scene, aperture changes… the fact that max is default to a 2 decimal limit to values (you can change that to 3 or 4 to get more accuracy.

    But you want to try and make sure scale is 1:1 between real world and max scene. And if you find yourself scaling the scene.. center a dummy to your cam. then group your scene + cam to the dummy.. then scale the dummy.. that way you are scaling the group from the pivot of the camera.

    anyway.. all these suggestions at least should only take a few minutes to try.

    #219581
    Anonymous
    Inactive

    many thx for your tips mmoses00, i think the problem will be in the scene scale…because i ignored this fact completly. i will measure the real world location and set the scale distance in nuke…

    #219582
    Anonymous
    Inactive

    ok, i tried a new solve with 5 real world distances in the scene. i’ve got a better scale in max but it still doesn’t match to the footage…my dummy cube still wiggles…

    i’ve tested the same scene with autodesks matchmover…just 7 user tracks and the solve
    fits perfectly in max…so i think its not a problem of the footage…

    maybe it is a general problem with camera tracks in FBX to Max….because some guys from a university in my city mentioned the same problems with Boujou to Max over the FBX-format…

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