I have some issues importing an .fbx made with C4D with camera animation.
I have the camera divided in 5 segmets, each one with an offset related to the previous one.
When importing in TD I have 5 COMPs, each one with nested COMPs inside to give the correct offset with the usual convertedtoTD Comp I usually parent to the main camera.
I’m trying to merge all those parts in one single “camera path COMP” but it seems pretty impossible since the parenting can’t happen with nested COMPs like those.
what do you mean exactly with “baking out the animation”?
Actually I don’t need to play the camera at the rate I want but instead I need the animation to be played “as it is”.
What I can’t figure out is why in spite of every param is mapped, animation is timer controller so it’s independent from timeline, I still can’t see the main camera moving correctly and following all the segmented path
I don’t know about how C4D works in this regard, but here’s a simple set of examples. In the ZIP you’ll find the blender file where the animation was made, an exported FBX where the animation has been included, and a TOX where the file has been ingested in Touch.
You can track down the CHOP animation that’s driving all of the movement. Rather than using a timeslice CHOP you can drive time with a speed CHOP, a Timer, or any other means of scrubbing through the animation.
I’m totally fine with the CHOP animation part, I use timer instead of timeslice as you can see in the latest .toe (I’ve uploaded again as .tox, sorry)
What I really can’t get working is the CameraBlend side:
I’ve five different cameras, each one is a specific part of the total camera path, blended as “sequenced” in the CameraBlend COMP. Can’t still get a way to really sequence the camera related to my timer, even with segments, like:
1st camera frame 0-500
2nd camera frame 0-1000
[…]
When a segment of the timer starts it switches the param Sequence on Camera Blend CameraBlendd_Sequence.tox (5.4 KB)
sorry ragan I’ll try to explain clearly by splitting in smaller problems:
Problem #1: Camera Parenting (CameraAnimation_Problem1)
A. I’m only able to see the animation on the render by using “Approach_2” (right branch)
B. I’m not able to drive the camera if the ConvertedtoTD is contained/child into a NULL which I can use to add transformation offsets.
You’re issue is arising from the nature of parenting and hierarchy.
Placing an object inside of (nesting) a null, geo, or camera applies the same transformation as using the top bottom connectors. Transformations applied to a nested object, however, do not apply to the parent, or to top bottom connectors.
Top bottom connectors do not allow for a flow of data in / out of the object like the left right connectors do.
Hierarchy and nesting provide the same results / behave the same… in 3, however, the transformation is being applied to the object inside of the null… and that transformation does not pass through to an object connected with hierarchy (top bottom connectors).
In 1 notice that the top bottom connectors pass transformations to the child. In 2 notice that transformations are applied to the nested null which passes the transformation to child… NOT out through the top/bottom connectors.
every word is crystal clear,
my question is:
is there any method to make 3 works like 1 and 2 keeping this kind of “nested” hierarchy?
At the moment the only way I can keep the offset from the nested null and move the object is to use Object CHOP but it’s a total hell in case of larger projects
Can you use the pre-xform page for this - that would be my first go-to suggestion.
First enable pre-xform, then apply your transformation. In a larger project I’d automate this with a script - going through finding vals and applying them where appropriate.