A new update, v. 1.08. (same link as above)
http://www.urbanspaceman.net/shared/AEs ... Export.jsxShayder wrote:
How many pixels are there in a cm?
That's the thing, pixels are relative units. It's a bit like asking "how many cm wide are 100 apples?". Since apples come in all shapes and sizes, just like pixels, there is no answer. Think of your computer monitor resolution: you can set your monitor to 1280 pixels wide, but you may have a 15', a 17', or a 21' monitor. So in each case a pixel would be a different size in inches.
So when going from AE (pixels) to 3D software (cm), the choice is arbitrary. Making 1 pixel = 1 cm is as good a convention as any.
Shayder wrote:
Anyways this script is already awesome!
Glad you like it. It was a labour of love, that's for sure.
I spent some more time playing with Maya and I think I was right to divide AE's position values by 100 in the first place, and Russ was right that it was better before. It appears Maya likes to work with small numbers and is stubborn about changing this. If I'm going to have 1 pixel = 1 cm, Maya would prefer I call it 0.01 meters, and not 1 cm. So now I have set the world units to meters.
I also added a perspective camera in a comfortable position that should allow you to see the whole AE scene when you open up the .ma file. I also increased the size of the grid so it will not get lost so easily. Now the camera and the locators look normal sized as well.
Since this is an export script, the more I think about it the more it makes sense to pick a method that makes it comfortable to work in the 3D package, and assume that the camera isn't going to be sent back to AE again (since you already have a copy of it in AE, anyway). If there is a need to go check back with AE for the position of something, all you have to do is move a decimal point (eg. if something is at X=1.00 in Maya, it's at X=100 in AE).
If anyone here completes a project with it, make sure you tell me how it went, and even some links of videos online. Cheers!