I like doing various small projects, they let me un-earth little stepping stones it’s important to have the knowledge to overcome.
My latest stepping stone was passing data between Maya and Nuke.
Nuke has a fantastic 3D space and I’m very happy with the way it makes some tasks in Maya extremely easy.
To get things lining up nicely between my 2D rendered comps and passing out new elements from Nukes 3D system, happily this is dead easy once you remember a few things
Maya to Nuke
- The big one for camera alignment – do not plan your camera in resolution gate, plan it in film gate or lament the slight but extremely annoying mis-match between your 2D comps and Nukes 3D output
- Export from maya as 2010 FBX (others may have artefacts – such as a camera not showing in Nuke)
- Bake animation
- If the mesh is looking weird (by weird I mean polys bridging in un-wanted places) in Nuke triangulate the mesh in Maya (under mesh menu)
When importing into nuke
- Import the file directly into a camera node
- Import the file again into a read geo node
- tick “read every frame”
- if you want all objects select that in the drop down
- If you need textures on the objects and wish to use lighting use the diffuse material node
Nuke to Maya
Nuke can export FBX files with ease (write goe node). If you want the camera don’t be alarmed by the in-ability to attach a write geo node to the camera… just attach the camera to a scene node and export your FBX straight off the scene, you will have your camera with any animation.
Point clouds also come into Maya as humble locators, extremely handy for camera tracking.
Keep in mind point one – “The big one for camera alignment – do not plan your camera in resolution gate, plan it in film gate or lament the slight but extremely annoying mis-match between your 2D comps and Nukes 3D output” this is the one that causes the most head aches.