Unreal virtual camera in Aximmetry

 

Hi, we are trying to cook a particular virtual camera in UE 5.1. It cooks the entire scene but not the particular virtual camera coordinates. Thank you for any suggestions how to fix it

   Bodi Concepts

 
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davidrynes
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If I'm not mistaken, it doesnt matter where you have aximmetry camera. What is important is basic 0 0 0 position.

 
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Bodi Concepts
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Thank you David for your respond. The issue is that when when we add camera in UE5 it's default position is 0  0 0. But then it takes a lot effort to move that camera to specified point in Aximmetry. And when the enivronment is very big it is very hard to find the specific point. In UE, all the actor camera scenes are listed and there is a tutorial which suggests to delete all other camera positions and just keep the one you want to use befor cooking it for Aximmetry. It seems very tedious so I was hoping there is an easier way of doing it. Thx for your input. AJS

 
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TwentyStudios
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You can just type in the coordinates from Unreal, but translating the coordinate system and scale. Takes a few seconds, so I wouldn’t describe it as “very tedious”. 

 
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Bodi Concepts
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Thank you TwentyStudios, what do you mean by translating? We managed to manually find a suitable location and set up the scene in Aximmetry but the coordinate numbers in UE and Aximmetry do not match for us. When we copy the numbers from UE to Axim it takes us beyond the environment. We will keep trying to experiment and will share our findings here. Thx

 
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TwentyStudios
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@Bodi Concepts: Unreal uses a non standard XYZ coordinate order, so you have to copy the XYZ and rotational values into the right slot in Aximmetry for each value individually. Don’t remember what goes where, but it’s easy enough to figure out. 

Same thing with the units. You have to divide the Unreal values by 100 in Aximmetry, since Aximmetry uses metered and not centimeters. 

 
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Bodi Concepts
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Thx @TwentyStudios, we managed to copy coordinates and set up a scene within Aximmetry using the coordinate values. Still no luck transferring values between UE and Aximmetry. Of course in a small environment it doesn't matter :)

 
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Eifert@Aximmetry
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Hi Bodi,

This is how they are different, this image shows the same transformation in Unreal and Aximmetry:

So in Aximmetry:
Position:
X = Unreal Y / 100
Y = Unreal Z / 100
Z = Unreal X / 100
Rotation:
X = Unreal Y  (Pitch)
Y = Unreal -Z (Yaw)
Z = Unreal X (Roll)
Scale:
X= Unreal Y
Y= Unreal Z
Z= Unreal X

Warmest regards,

 
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TwentyStudios
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@Eifert: It would be nice if you could set Aximmetry to use the same coordinates and units as Unreal. I think there’s already options to choose settings to match other programs, so it should be trivial to do the same for Unreal, right?

 
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Bodi Concepts
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Thank you Eifert@Aximmetry! I love how you put the two screen shots together. I make sure to post more specifically in the future!

 
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Eifert@Aximmetry
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Hi TwentyStudios,

That setting just changes the bindings of your keyboard and mouse, when you use the Camera Mover module or edit camera paths.
Or when using Edit Scene On:


You can change it in the Properties:


More on the bindings: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/starting-with-aximmetry/aximmetry-composer/camera-mover-mouse-control/ 

To actually use a different coordinate system would be the opposite of trivial.

Note, there is a Transformation Coord System module, but even that is not enough when you want to convert Unreal's transformation into Aximmetry's. Unreal's coordinate system is just so far from anything common. Nevertheless, there could be some helper tools to make converting easier, I added it to our request list.

Warmest regards,