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[Request] FBX camera import

I'd appreciate having the ability to directly import keyed cameras from Maya as an fbx file.

Currently I'd have to export the entire scene via matinee, import my animated cameras into the scene in Maya, copy the keys to the matinee camera and export the whole thing again.

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asked Mar 11 '14 at 04:23 AM in Everything Else

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ue4-archive ♦♦ STAFF
50k 3667 1996 9121

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5 answers: sort voted first

Hi Christian,

You can do this currently in Rocket.

  1. In Maya, make and keyframe the camera

  2. File > Export Selection

  3. Export as FBX with Animation

  4. In Rocket, open your Matinee

  5. File > Import... (choose the FBX)

  6. When it asks if you want to create the camera, say Yes

This will create the Camera Actor in the level and the keyframed Camera Group in Matinee

Let me know if you have any issues with this.

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answered Mar 11 '14 at 04:23 AM

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ue4-archive ♦♦ STAFF
50k 3667 1996 9121

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

The movement of the camera has been transferred successfully but the location and rotation values are messed up, as you can see in the picture. Ironically only the Y to Z conversion worked. I already tried the "axis conversion" FBX option.

alt text

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Unfortunately your image did not seem to upload correctly. Can you try again?

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Hope it works now:

alt text

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Your attachment is still not working. Could you try uploading the image to your Rocket FTP folder? I can grab it from there.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Now?

alt text

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

The picture works via the FTP, thank you. I see how the values are swapped. But you do say that the actual animation is still correct, yes?

(p.s. after you respond, do not mark the answer as accepted. That actually closes this post and makes it harder for me to find it :) )

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Yes, the basic movement of the camera is correct, only the world position and rotation of the camera itself are swapped.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Okay, I'll do some more testing and report the issue. If I find a workaround I will let you know. Thanks for your help.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Have you found a workaround? I noticed that the issue has unfortunately not been fixed in the September build :[ It would be such an enormous time saver for me!

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Hi Christian,

There has been no update on this bug yet. I am not aware of a convenient workaround, except for possibly modifying the camera's position in Maya prior to exporting, accounting for the fact the FBX appears to import rotated 90 degrees counter-clockwise.

Cheers!

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

I managed to correctly offset the location so that it's correct in UE4 but I'm still struggling with the rotation.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

I finally figured it out:

In Maya the dublicated (prepped for UE4 camera) has to have:

  1. Swapped TranslateX with TranslateZ values.

  2. Mirrored TranslateX values from positive to negative.

  3. Added to rotate values: RotateX +180 RotateY +90 RotateZ +180

  4. Mirrored RotateY values from positive to negativ.

This should do the trick.

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This is a bug that has been around forever. It's even in the current version of the UDK. To fix this what I do is in my 3D Package I make a bone(Usually a very small box) that I skin and attach to my camera and then animate that bone and export it to Unreal. Then inside of Unreal I attach a camera actor to the bone and then using matinee I active the animation. Probably not the best way to go about it as you can not animate your FOV but it will work. Let me know if this works for you or if you have any issues with my suggestion and I will be more than glad to help you out. Oh on more thing I have noticed that the closer to 0,0,0 you are in the world the less that this bug seems to happen.

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answered Mar 11 '14 at 04:23 AM

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ue4-archive ♦♦ STAFF
50k 3667 1996 9121

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Hey, thanks for the hint. But it is not a practical solution for more complex scenes with 8+ cameras. I really hope EPIC fixes this soon, it's such an essential part of a Maya cinematics pipeline.

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Has this issue been fixed yet? Because animating the camera directly in Maya alongside my character would really be an enormous time saver. With a working camera import, I'd have the correct timing for both straight away, rather than doing the character animation in Maya and the camera work in UE4 separately.

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answered Mar 11 '14 at 04:23 AM

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ue4-archive ♦♦ STAFF
50k 3667 1996 9121

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Hi Christian,

There has been no update on the status of the issue yet; it is not marked as a high priority.

Sorry for the inconvenience.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Okay :[ I wonder what's the workflow you guys use regarding camera and character animation balancing/coordination in cinematics.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Go ahead and make a new UDN post for that question (feel free to make it in-depth and ask specific questions on your mind) and I'll assign it to someone in our cinematics department.

Cheers!

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Hi, not sure how helpful this will be (if it's the same problem, if my 3dsmax workaround works in maya too...), but recently I needed to export camera animation from 3dsmax and as in your case, position was imported correctly into matinee, but camera rotation was weird and also it looked like camera has a position offset.

What worked for me: - create a copy of the animated camera (copy should maintain the same animation) - create a dummy object at 0,0,0 coords with zero rotation - link the copy of the camera to the dummy - rotate the dummy by -90 degrees in vertical axis - this should also rotate the copy of the camera and it's animation - now create a new camera and align it at every frame to the copy of the camera that was rotated together with the dummy - export the new camera

Some notes: - possibly the process can be simplified (didn't try yet) - of course for this to be feasible you need at least some script (or build in functionality if maya has one) to automate the aligning of the new camera to the rotated copy of the camera - maybe in maya you will have to rotate by +90 degrees or by some different axis - on top of that all, probably some simple and elegant scripted solution could be done (which I will do in 3dsmax if it will turn out I need to do this more often)

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:23 AM

Thanks for sharing this Tomas! Although I've adapted my workflow to the current situation of the camera import bug, I may give your workaround a shot later.

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Bumping this, cuz this is still a bug in the latest version.

Sometimes the keys that imported into CameraAnim is color green, and all everything works fine. However, sometimes the keys are imported in as red keys and all rotations are mixed up. :/

alt text

Greens key are correct but very slow to edit though.

greenvsredkey.jpg (317.7 kB)
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answered Mar 24 '16 at 01:30 AM

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KillerPenguin
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avatar image KillerPenguin Aug 03 '16 at 03:25 AM

Well, for now we have to try to crash the engine to get it to import this as a green keys. (Split movement into transition and rotation, then reimport key->engine will crash, Reopen and import again, this time the key will be green. Pretty ridiculous...)

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Is there any solutions here to importing Maya camera's to UE4?

Considering epics support for "cinematic" approaches, this seems like a major limitation.

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answered Oct 18 '16 at 08:28 PM

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Jordan.Harvey
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