Tracking Data Position

 

Hi! As we have some high-class projects coming up, we´re testing the tracking data rewcording feature right now. What I noticed:

- we record the tracking data like described in the documentation for further use as FBX in Maya / Unreal / Blender, etc.

- everything works as it should be, but when I load the FBX back to Unreal in the same scene, th camera is positioned very far away from the position in Aximmetry.

- I left the Scene settings at 0.0.0 and only changed the Camera Origin in Aximmetry.

Is there a way to reproduce the exact camera position in Unreal based on the exported FBX? Or will it always be "try and error"?

Thanks :)

   chinzillafilms

 
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Eifert@Aximmetry
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Hi Jan,

It should be in the same exact position.
This could be the result of using different scales. Unreal has a centimeter scale while Aximmetry uses meters.
Upon importing the conversion should be automatic. However, when I just tested now by importing it into an Unreal Level Sequence, it had its model scale wrongly converted, while the location was correct:

The scale shouldn't affect your camera's actual location, but you could try setting those keyframes to 1 and see if that helps.

Otherwise, make sure you didn't change the import options:

And if you used modeling software, make sure that didn't change the overall scale units.

Warmest regards,

 
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chinzillafilms
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Hi Eifert,

my FBX-import dialogue looks different:

The only way that works for me right now is to import the camera within the sequencer:

But the position of the camera is not correct when importing this way.

Can you help me out?

Thank you, best, Jan

 
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Eifert@Aximmetry
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Hi Jan,

Yes, you should import it into the Level Sequence.
Your import settings will work.

But sadly, XAxis is different by 90 degrees and Force Front XAxis doesn't fixes it. So after importing the FBX into the camera in the level sequence, you should do this:
Add a new Actor:

Drag your camera with the imported FBX animation under the new Actor in the Outliner. And rotate it by 90 degrees in Z:

We apologize for any inconvenience this issue may have caused. We will probably change the Axis rotation in a future release to better fit with Unreal.

Warmest regards,

 
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chinzillafilms
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Thank you Eifert, it works! :)