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
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
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
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
@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.
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,
Hi TwentyStudios,
That setting just changes the bindings of your keyboard and mouse, when you use the Camera Mover module or edit camera paths.
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,
If I'm not mistaken, it doesnt matter where you have aximmetry camera. What is important is basic 0 0 0 position.