We are not evaluating the support for Blender at the moment, but I think that some test could be executed whitout any code modification based on import/export fbx parameters configuration to and from AE.
You could try!
I remember that some users got positive results, also with Udini, if I'm not in error.
I'm having a slight issue when I export an FBX from AE 2018 (Mac). Everything works perfectly except that after I export (Maya) i get a "Export Completed" message that I can't close. It does't go away and theres no X to close the window. This makes after effects unusable so I have to force quit and reopen AE. Not a huge deal, but I have a lot of exports to do and its getting a little tedious. Any ideas on whats going on?
Thanks for you help, and even with this little issue this script is saving my butt so thanks!
I bought this plugin - but I can't get it to show up in AE 2019. Can you give more detailed instructions for how to install on Windows 10? I tried copying the aex files to the C:\Program Files\Adobe\Common\Plug-ins\7.0\MediaCore location... but nothing shows up in the AE UI. Do I have to create a sub-folder (I tried making one, but this didn't seem to work either) - do I need to locate a key file or something? Help!
I can't get it to show up in AE 2019. Can you give more detailed instructions for how to install on Windows 10?
I initially had this issue as well. Seems that you just "Import File" and the fbx is a File Type. So it's there, it's just easier than you thought bringing stuff in.
What are the limitations of the demo, and how do we initialize once we have purchased?
Thanks.
Sam
Hi Sam,
the trial version is complete and its duration is of 4 days from installation date.
If you buy the plugin you will be furnished of a serial activation key.
It's all.
I suggest to you to create a complete and compless project test before to install the trial version so you can test all aspect and using all full 4 days at the best.
Is it possible to get perfect keyframe conversion between the programs?
Currently importing an AE file, except that I cannot get the original keyframes inside my 3d applications, only the baked animation with keyframes generated every frame the object is moving.
is not possible to export only the original keyframes.
This is why ...
Each animation program, as AE for example, have its own interpolation system between main animation keys (tangents, easy in and out ... ). So the only way to export correctly the object animation via FBX is to sample at each time.
Is there a way to set rotation order when importing FBX into AE? I'm getting incorrect rotation with FBX exported from Lightwave 3D which has ZXY rotation order.
The same fbx imported into C4D with correct rotation.
Is there a way to set rotation order when importing FBX into AE? I'm getting incorrect rotation with FBX exported from Lightwave 3D which has ZXY rotation order.
The same fbx imported into C4D with correct rotation.
Hi,
not at the moment but ...
it seems to me that the problem of rotations order is not due to the plugin, because it collect time by time (resample all) the orientation curves. The problem arise by the interpretation of each software so that we assure the correct behavoiur with some software that we have tested. If we admit that cartesian axes are the same, the object's orientation depends only by the order of rotations and thus it's a program task not the communication channel (plugin). This I think.
Let me know if my reasoning is correct or we can apply any mechanism to the plugin to modify this behaviour.
Can you explain the steps for bringing an FBX exported from Houdini into After Effects with this plugin?
I created a simple scene with two moving objects and a moving camera along with some stationary nulls - and all of the items are brought into After Effects - and I can see their keyframes in the timeline - but not sure how to get any of those lined back up with the image sequence (exported from Houdini), and I can't seem to parent any 3d solids to the nulls and have them show up. (have watched the videos above, but still can't get things working)
Can you explain the steps for bringing an FBX exported from Houdini into After Effects with this plugin?
I created a simple scene with two moving objects and a moving camera along with some stationary nulls - and all of the items are brought into After Effects - and I can see their keyframes in the timeline - but not sure how to get any of those lined back up with the image sequence (exported from Houdini), and I can't seem to parent any 3d solids to the nulls and have them show up. (have watched the videos above, but still can't get things working)
Thanks for any help.
Hi Robert,
I never used Houdini but I have known, from other user, that is possible to export from Houdini and import in to AE without problems. Obviously you have to set correctly the Houdini FBX exporter taking into account some elements. I hope some people of this community, that use Houdini and the plugin, can give you the exact procedure soon before mine. I have to install Houdini and make some test. Can you send to me the most simple example of an Houdini project that exported dosen't work as you expect? It will help me to best understand the issue you have encounterd. Open a ticket end send it as attached file.
I not able at the moment to answer to your question. Perhaps all goes fine. I have seen you have already downloaded the plugin ... test it and let me know. If something is wrong I can support you or otherwise I can refund you.
I tracked camera, and camera moves all 8500 frames. Everything is fine.
When i export it with FBX to AE, in my 3D editor (Blender) animated is only frames 0-8219. Frames 8219-8500 has keyframes, but all of them contains same value.
I tracked camera, and camera moves all 8500 frames. Everything is fine.
When i export it with FBX to AE, in my 3D editor (Blender) animated is only frames 0-8219. Frames 8219-8500 has keyframes, but all of them contains same value.
What is the problem?
I ice99
I'm not sure, but it could be a problem of different timelines fps inside the two softwares you are using.
Check it and let me know if this is of help for you.
I tracked camera, and camera moves all 8500 frames. Everything is fine.
When i export it with FBX to AE, in my 3D editor (Blender) animated is only frames 0-8219. Frames 8219-8500 has keyframes, but all of them contains same value.
What is the problem?
I ice99
I'm not sure, but it could be a problem of different timelines fps inside the two softwares you are using.
Check it and let me know if this is of help for you.
Cheers
-------------------
I checked framerate in AE. 29.97.
Framerate in blender also 29.97.
(Blender not import Ascii fbx, so i convert it with Autodesk fbx converter)
I tried to import original ascii fbx it in 3ds max 2017. It imports successfully, but in 3dsmax i receive 9864 frames (but footage has 8493 frames).
I opened original FBX with 3D Exploration, and it shows me following:
Does the Trial version work different then the Pro version? When I import an FBX it comes in 320x200 instead of full resolution. Is this a limitation of the trial version?
I tracked camera, and camera moves all 8500 frames. Everything is fine.
When i export it with FBX to AE, in my 3D editor (Blender) animated is only frames 0-8219. Frames 8219-8500 has keyframes, but all of them contains same value.
What is the problem?
I ice99
I'm not sure, but it could be a problem of different timelines fps inside the two softwares you are using.
Check it and let me know if this is of help for you.
Cheers
-------------------
I checked framerate in AE. 29.97.
Framerate in blender also 29.97.
(Blender not import Ascii fbx, so i convert it with Autodesk fbx converter)
I tried to import original ascii fbx it in 3ds max 2017. It imports successfully, but in 3dsmax i receive 9864 frames (but footage has 8493 frames).
I opened original FBX with 3D Exploration, and it shows me following:
Then I will send you an email back to your email vs doing it here.
Seems like not only are the dimensions wrong for the comp size coming out of Unreal - but the XYZ are all messed up.
I bought the plug in but I really need to figure out a workflow from Unreal into AE. If you could help that would be fantastic, Im sure there are many other people that would use this plug in if it can go from unreal into AE.
I tracked camera, and camera moves all 8500 frames. Everything is fine.
When i export it with FBX to AE, in my 3D editor (Blender) animated is only frames 0-8219. Frames 8219-8500 has keyframes, but all of them contains same value.
What is the problem?
I ice99
I'm not sure, but it could be a problem of different timelines fps inside the two softwares you are using.
Check it and let me know if this is of help for you.
Cheers
-------------------
I checked framerate in AE. 29.97.
Framerate in blender also 29.97.
(Blender not import Ascii fbx, so i convert it with Autodesk fbx converter)
I tried to import original ascii fbx it in 3ds max 2017. It imports successfully, but in 3dsmax i receive 9864 frames (but footage has 8493 frames).
I opened original FBX with 3D Exploration, and it shows me following:
Then I will send you an email back to your email vs doing it here.
Seems like not only are the dimensions wrong for the comp size coming out of Unreal - but the XYZ are all messed up.
I bought the plug in but I really need to figure out a workflow from Unreal into AE. If you could help that would be fantastic, Im sure there are many other people that would use this plug in if it can go from unreal into AE.
Did you ever have any luck with this Mike? I'm trying to do AE <---> Unreal and I'm having similar problems (animation not lining up). Now I'm trying to use Blender as an intermediary, but I'm pretty Blender-stupid so that's not a great fix. In any case my animation isn't lining up in Blender either. I don't have 3ds or Maya.
Greetings to all,I have an animation of a moving camera and some shots linked to the camera.I'm having trouble importing into After Effects, it doesn't preserve the animation of the planes correctly.How should I do so that the linked elements retain their animations?
Greetings to all,I have an animation of a moving camera and some shots linked to the camera.I'm having trouble importing into After Effects, it doesn't preserve the animation of the planes correctly.How should I do so that the linked elements retain their animations?
Thanks!Mx
Hi Max,
I need some info in order to try to support you.
- First of all which is the source software from where you export as FBX format.
- Have you tried to import FBX file in other 3D software to verify its correcness?
Hi Valerio,I am exporting from 3Ds Max 2022 in FBX format and importing into After Effects 2021.The "simple shots and camera" animations are perfectly matched.The problem arises when I make a hierarchy link in the animation (the linked object loses positional reference)Greetings,
Hi Valerio,I am exporting from 3Ds Max 2022 in FBX format and importing into After Effects 2021.The "simple shots and camera" animations are perfectly matched.The problem arises when I make a hierarchy link in the animation (the linked object loses positional reference)Greetings,
Hi Max,
I'm very busy at the moment and I have not the 3ds Max and AE last versions.
First of all have you follow this rule that I have mentioned at poit 2. og "Quick start guide":
2. In order to export animations (3D cameras, plans and meshes) select bake animations with sampling of all parameters (Resample all)
If you export not animated objects remember to set a general key if it is linked to another object
So the best support I can give you is to suggest you to send the smallest wrong example (3ds Max project and FBX) to me so that I can analize it and try to find what's the error in plug in eventually.
I remember that all linking that I have tested between reference planes was exported correctly ... but
Author, where can I download the trial certificate if I want to test with the trial version
Hi, as I told to Sam DeWitt ...
"the trial version is complete and its duration is of 4 days from installation date.
If you buy the plugin you will be furnished of a serial activation key.
It's all.
I suggest to you to create a complete and compless project test before to install the trial version so you can test all aspect and using all full 4 days at the best."
When I import the FBX file to After Effects (2019) am getting two errors; please see the attached screenshot. After I click the ok button on the error, I will get the FBX comp in After Effects, which includes the camera and other null objects I created in 3DS max 2021, but all null points are not correctly aligned and do not follow the correct camera track. I follow your guide line and no luck. Please help me to fix this. Please send your email id so I can screen-record my process and send it to you so you can point out if anything wrong.
I havent been able to make this plugin install on AE2023 or 2022. I put it in the plugins folder but it doesnt show up as an import file format. Any ideas?
have you seen in detail the two videos I have attached on main page plugin?
When you import a fbx file, select "File->Import->File..." and chose your fbx file. That's all. If you whish to know all file type that you can import or select a specific one, go to bottom right in the "Import window" opened and see the list inside "All acceptable files". You will find FbxToAE file type.
Great plugin, I use it often importing from maya. Recently ran into an issue after getting the latest trapcode plugins. Trapcode wants imported .fbx files to be 3D models for use with trapcode, so it's overriding this script and doesnt create a comp with camera like it used to. Is there a way to import with this script instead (apart from uninstalling trapcode)? Thanks
Great plugin, I use it often importing from maya. Recently ran into an issue after getting the latest trapcode plugins. Trapcode wants imported .fbx files to be 3D models for use with trapcode, so it's overriding this script and doesnt create a comp with camera like it used to. Is there a way to import with this script instead (apart from uninstalling trapcode)? Thanks
Hi Stephen,
I know only something about Trapcode, but it's not my field.
I can suppose that you could force AE to import the fbx first by selecting FBXtoAE fbx association creating the comp for the camera movement at least( if the association FBXtoAE -> fbx is not completely erased from import menu by Trapcode installation) and after reimporting the fbx with Trapcode for geometry.
Sorry but, as I told you, I have not Trapcode for test this situation.
Some other user could be of help for you perhaps ... ( the main scope of forum ) : )
Thanks for a great asset tool for AE.
I like to install it on my work computer and home computer? Do I need two Single User License or will a Floating Server License allow me to do this?
Thanks,
Raj
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Recently ran into an issue after getting the latest trapcode plugins. Trapcode wants imported .fbx files to be 3D models for use with trapcode, so it's overriding this script and doesnt create a comp with camera like it used to. Is there a way to import with this script instead (apart from uninstalling trapcode)?
Thanks