May 30, 2007 1:41 AM
Blender to After Effects exporter
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Hi,
I have just completed the exporter based on the script originally created by Thomas Volkmann aka knekke.
Below you will find the link to the tutorial explaining in details how to use it:
www.blender.bartekskorupa.com/-video/102.html
Bartek,
The very day I choose to look at blender camera exports is the day you post your very elegant updated script. Good timing!
In your tutorial video (very clear, by the way), you mention that the blender camera must be 'tracked to an empty'. I'm a complete novice to blender, and I would like to know how this is accomplished.
My particular situation is that I have imported 3d camera tracking data from voodoo and want to then export that camera move to AE. Would this involve locking an empty to the camera's existing movement? If so, how would I go about that?
Many thanks in advance,
Paul
Hi,
OK, even better. I just modified the script, so that you don't have to track your camera to an empty.
In blender:
Select your Voodoo camera and go to the editing menu (F9). In the tab: "Link and materials" there are two fields. One called: CA: .....
and the other one called: OB:...
In the tab CA:..., change the name from whatever it says (Probably something like "Camera.001") to "Camera"
Select your Voodoo camera, shift-select some mesh (You have to select the mesh. Otherwise you'll get en error), and run the script.
I attached the script to this message.
Bartek,
Thank you for such a detailed response, really very helpful. I tried your script again and performed everything exactly as you suggested, and it... sort-of worked! Copying camera attributes to the empty seemed to create a problem. I followed everything as you suggested, but copying position and rotation shunted the empty under the 'ground' plane, way off from the camera. The parenting command worked fine. Does the cursor need to be zeroed on the camera when generating the empty perhaps? Is it possible that the xyz axes have been inverted or flipped in the scene somehow?
I went ahead and ran the script to see what would come out the other end, but it gave me an error in the console, something along the lines of 'can't find the camera "voodoo_camera"', which seems odd. There's only one camera and it's a simple scene.
I'll try to attach both the .blend file in the state I left it and the original voodoo python file to this message so that you can see what I've tried to do. If you do have a moment to have a look at this at some point, I'd appreciate it very much. I'm just testing the workflow waters at the moment.
Your script DOES work, it must be something I'm doing or not doing in my ignorance.
Thanks,
Paul
OK, try this:
First of all download the script I attached to my previous message.
- Open blender.
- Erase everything in your scene
- hit F10 and change the dimensions of your scene to match the tracked footage
- Run the script created by Voodoo
- Select your Voodoo camera and hit F9
- In the panel "Link and material" change the name in both fields: OB:... and CA:... so that they are the same. Let it be "Camera"
(This is what causes the error. Name of the camera object has to be the same as the camera datablock linked to it. I found this just this morning)
- add some mesh to your scene and place it at some useful location.
- Open my script (the one called: "00_Blender2AE_newCompNoPOI.py")
- select the voodoo camera and your mesh or the "cloud" created by voodoo.
- run the script.
It should work. I tried it myself with one of my voodoo tracks.
Mr S,
Only just managed to have another look at this and... It works flawlessly!
Thanks again for your invaluable help. Stroke of genius.
Best regards,
Paul
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