Search Unity

  1. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Let us know a bit about your interests, and if you'd like to become more directly involved. Take our survey!
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  5. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Import Export Cinemachine Cameras to Maya + After Effects + FBX. Bake Camera Keyframes?

Discussion in 'Cinemachine' started by josterday, Aug 15, 2018.

  1. josterday

    josterday

    Joined:
    Jan 22, 2018
    Posts:
    8
    We've looked everywhere for this workflow, but there seems to be a shortage of information.

    Problem:
    - Export Cinemachine camera(s) to Compositing software (After Effects)


    We need to pull the camera data from our Cinemachine timeline into our Compositing pipeline and can't find a reliable solution. There are FBX roundtrip walkthroughs, but none of them discuss how to export a working Cinemachine timeline into Maya / After Effects / C4D.

    As it stands, the only workaround is to use a linked prefab instance on a standard camera that is keyframed in either Maya or Unity. But, my assumption is that you wouldn't be able to use those keyframes within timeline, since that is conducting the animation track for the camera's parameters.

    Ideally, you would right click a CM camera and say "Export to FBX" and that would bake the camera's PTZ/PSR into keyframes for Maya to then export. We don't want to lose the flexibility of making realtime camera adjustments within Cinemachine, but we also need to composite these cinematics within our post pipeline.

    Thanks!

    Edit: Currently, Maya does not see any animation keyframes on the camera that is imported with FBX Exporter, so either there's an additional step needed in the plug-in or a different workflow with Cinemachine specifically.
     
  2. Mad_Banny

    Mad_Banny

    Joined:
    Jun 25, 2018
    Posts:
    1
  3. josterday

    josterday

    Joined:
    Jan 22, 2018
    Posts:
    8
    Does Alembic support Camera import/export from Timeline? Looking through, it seems to be specifically for Alembic files.
     
  4. josterday

    josterday

    Joined:
    Jan 22, 2018
    Posts:
    8
    Bump on this. Any method to export Cinemachine cameras for Compositing workflow?

    This is the last piece to us completely moving to a Unity pipeline.
     
  5. markvi

    markvi

    Unity Technologies

    Joined:
    Oct 31, 2016
    Posts:
    26
    Hi, can you clarify if you want to export individual Cinemachine vcams, or just the resulting camera controlled by the Cinemachine brain?

    If it's the latter, the FBX exporter now supports cameras and animation. It's still in preview, but you can still install it with Package Manager as long as you don't mind editing the package.manifest by hand: #309
    There should be a demo video in that thread, too.

    We don't have any way to export individual Cinemachine vcams, although I suppose you could put a deactivated camera component onto every single vcam with a MonoBehaviour that sets its properties to be the same as the vcam. The exporter should then be able to export those cameras.
     
  6. josterday

    josterday

    Joined:
    Jan 22, 2018
    Posts:
    8
    Hi, thanks for the response. Thought I would jump back in for updates since I'm hearing this issue echoed from a lot of fellow 3D artists and compositors who (unfortunately) aren't touching Unity/Cinemachine.

    We want to export the resulting primary camera controlled by Cinemachine. This needs to be a keyframed camera via FBX. The issue seems to be confusion over whether the FBX Exporter Plugin supports "baking" the Cinemachine camera animation and how to actually properly export a camera (in general). We seem to receive mixed results from the FBX that Unity spits out and the walkthroughs that have been posted aren't clear enough.

    Edit: Just to specify -- Do we select the primary camera with the CM Brain and do "Export to FBX"? Or do we do the VCams? Anything specific for "Transfer Animation"? Export format?

    When importing into Maya, the camera appears, but contains no animation.
     
    Last edited: Oct 4, 2018
  7. josterday

    josterday

    Joined:
    Jan 22, 2018
    Posts:
    8
    Bump. Any guidance on FBX export and Cinemachine?