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Nested camera parenting FBX import

Helpful techniques for working with TouchDesigner. Answers only, no questions.

Nested camera parenting FBX import

Postby vertexshining » Thu Nov 30, 2017 5:03 pm

Hi,

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.

Any hint is appreciated
Attachments
FBX_Forum_Test.2.toe
(7.13 KiB) Downloaded 98 times
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Re: Nested camera parenting FBX import

Postby raganmd » Fri Dec 01, 2017 12:07 pm

Have you looked at the Camera Blend COMP? That will let you blend between multiple camera locations.
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Re: Nested camera parenting FBX import

Postby vertexshining » Fri Dec 01, 2017 1:12 pm

oh yes sure!
My first attemp was to parent all the cameras with a Camera Blend COMP with sequential option like in the attached .toe

In this case my attempt was to use:
- segment param to switch the camera in sync with correct segment
- cumulative_samples timer output to drive the animation via lookup

but feel still far from rebuilding the correct animation
Attachments
FBX_Forum_Test_camblend.toe
(8.46 KiB) Downloaded 91 times
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Re: Nested camera parenting FBX import

Postby raganmd » Fri Dec 01, 2017 1:35 pm

Rather than reconstructing, what about baking out the animation? This would let you play back the path at any rate you want.
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Re: Nested camera parenting FBX import

Postby vertexshining » Fri Dec 01, 2017 2:02 pm

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 :(
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Re: Nested camera parenting FBX import

Postby raganmd » Fri Dec 01, 2017 10:31 pm

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.

animation_example.zip
(135.79 KiB) Downloaded 96 times


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.

Does that help / make sense?
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Re: Nested camera parenting FBX import

Postby vertexshining » Sat Dec 02, 2017 7:00 am

Hi ragan, thank you

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
Attachments
CameraBlendd_Sequence.tox
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Re: Nested camera parenting FBX import

Postby raganmd » Sat Dec 02, 2017 9:46 am

I don't think I understand what you're trying to achieve.

Are you wanting to snap from camera position to camera position?

Are you wanting to blend between camera positions?

Are you wanting to import transformation data and then use that to drive a camera?
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Re: Nested camera parenting FBX import

Postby vertexshining » Sat Dec 02, 2017 10:08 am

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.

I'd like to figure out why approach_1 doesn't work
Attachments
CameraAnimation_Problem1.tox
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Re: Nested camera parenting FBX import

Postby raganmd » Sat Dec 02, 2017 11:51 am

I see.

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.

Notice in this example how 1 and 2 are equivalent, but not 3.
base_parenting_nesting_differeinces.tox
(2.59 KiB) Downloaded 93 times


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 this example take note of a similar configuration:
base_parenting_nesting_differeinces2.tox
(2.58 KiB) Downloaded 99 times


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.

I don't know if that helps or is more confusing.
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