MAYA CAMERA AND OBJECT POSITIONS TO AFTER EFFECTS SCRIPT

The ability to have Maya Cameras in After Effects has been available for a long time. However anyone who has successfully used this feature becomes immediately aware that there are a few steps required to get this information correctly into After Effects. Most artists don’t want to deal with or even think about these limitations and the steps required in Maya to make this transition easy. If you really want to know all the rules necessary skip to the bottom for a breakdown on how to manually do it.

I saved you all that technical headache. All that is required is 4 easy steps!

1. GOTO creativecrash.com and download my script

2. source AE.mel and run AE_UI;

2. Select the transform node of the desired camera, press “Bake  Selected Camera”.

3. Select any number of objects positions desired in After Effects and press Bake Selected Objects.

Decide How the Export Button works by checking or unchecking Import in After Effects. The script uses your current timeline length and has options to force a 1080 Camera. If Import doesnt work. Open the file with a texteditor and near line 111 look for the AppLocation_(YOUR OS) in quotation. Change this to your location.

BENEFITS OF USING THIS SCRIPT

If the names of the objects you bake stay the same, when you replace the nulls by pasting the new and deleting the old from your comp file in After Effects all work done in After Effects (expressing objects in After Effects to match the position of the object in Maya) would not have to be redone.

You can spend one and a half minutes of the 2 minutes your given to make a change, to actually make a change, instead of figure out why your change isnt working correctly!

If you use this script to bake a copy of the object, you can save the file and retain the original unbaked animation. This saves you the pain of accidentally saving a scene when you have baked the camera to export it only to find that you need to to change the camera.

REQUIRED RULES FOR ACCURATE AFTER EFFECT OBJECTS SAVED IN A MAYA ASCII FILE

All objects needed in After Effects:

1.  Must have a key for every frame. Bake all Channels in Graph Editor.

2.  Must not be grouped under anything (grouping changes world position when imported into After Effects). The workaround to this limitation is to create a locator that is point and orient constrained to the object and bake that object instead.

3. Must have the prefix  ”null” to  its name.

RECOMMENDED RULES

The World Scale of the scene to be imported should be set to millimeters, so that position and scale data in After Effects is 0-100 rather than 0.00 to 1.00.