Nuke to maya, 2 cameras

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  • #203350
    joelarvidsson
    Participant

    I got an crane shot with a stillstanding crane (the boom moves from upper positon to its lower position). I want to virtually “dolly out” in the end of the shot when the tallent is standing still in the end. Does any body have a good approche for this?

    I think I should in some way make another camera and parent that to the orginal camera and offset it in the end. Im a shake compositor just switching to nuke so Im not sure how to to this or if its the best way. The greenscreenplate need to follow the extended move aswell.

    Then I want to export the camera/cameras and some geometri to maya. I can export FBX throw Atomslplit but I cant get the geometri to work in maya. Also the scale between maya and nuke is off as usual. Is there a fixed value (I used 0.024).

    I hope I dont have to start from maya and go to nuke. I like the idea of fixing the camera move in nuke and use some simple gemoetry to navigate. Then export the scene to maya and have the simple geometri as guide for building up the complex 3d./Joel

    #218678
    felicity remezani
    Participant

    This isnt exactly what you are looking for but it might help you get there. This is an export for maya cameras to Nuke and After effects and it works wonders. You can also add locators to your scene and export them as markers as well.

    http://www.3dmation.com/

    Find the mocon tools here. If anyone knows a way to go the other direction I’ll check back as well. I just read actually that it says “To and From” Maya, After Effects and Nuke.

    Let me know if you get it working. It really easy to setup an use from my past experiences using it.

    Rob

    #218679
    John Huikku
    Participant

    Hi Rob you can export a chan from Nuke and convert it to FBX with the plugnin atom splitter and then import that in in maya.
    http://www.fxmogul.com/uploads/ViewUpload.aspx?UploadID=936

    I did find a solution yesterday using 3 cameras. This since I had to have one seperate offseted camera for the “camera tracked” greenscreen plate.
    This beacuse the offseted camera added/inherited the cameratrack movement aswell. This was not a good workflow either since everytime i wanted to change the animation of the dolly I had to change in both of the offseted cameras. I got a tip to use the axis node instead and I thinks thats a more proper way to solve this and you can probely do it all with one camera wich would give an much easier export to maya.

    Cheers
    Joel

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