Hi Taos! It looks like the Editor Utility Widgets has an Import Level Sequence FBX node that you could utilise to import an FBX onto a specific binding from a specific path. However, this seems like it would need a quite a bit of supporting functionality, and even some UI to get this working nicely. I've done some camera importing and setup in Sequencer via Python on a previous project, and that was super straight forward to setup - that may be a better port of call if you are familiar with Python? Thanks dude!
Animation data is always relative to it's parent, so if the camera is in the root of the hierarchy, and not in any groups, yes the data will be in world space from Maya to UE. :) hope that helps!
Anyone got an idea how to apply a keyed setting of an actor/camera from a level sequence to the default values of the asset? I have cameras that I imported as seen in this video via level sequencer and the cameras only have one key (but not only posrot) and I want to apply these settings onto the camera itself. So that if I open the scene without the level sequencer open, the cameras are already in place. And thoughts /ideas here?
As in offset the entire animation of the camera? If so, then attach it to another actor and move the actor the offset you desire :) Or an additive layer!
its perfect man but i follow all steps but the camera come to sequencer without any keys and i tried many time and the same result what the solution for that? im use unreal 5.1
Hi there! I suspect there may be something is wrong with the FBX data - as I can successfully do this in UE5.1. Have you tried re-opening the FBX file in Maya to see if there is any data in there? If there's no animation, perhaps the data is not baking, or cameras are not set to export in the FBX export dialog. Are the attributes locked prior to export? Hope this helps get to the bottom of it! Thanks!
@@oznfts5649 Hey again, So if the FBX has data then there must be something wrong with the import. On your import settings, do you have Reduce Keys enabled? I have found in UE5 and UE5.1 there appears to be a bug that causes the Reduced Keys to be not accurate to the camera data. Perhaps it is reducing all your data? When you import, do you get a error warning in the bottom right corner of the screen? Thanks.
@@adithyasreecharan6678 Hello Adithya, If you re-open the FBX file in Maya is there animation data? Or is it static in the FBX too? I find this can happen if I had the cameras animation channels locked when exporting. Hope that helps track it down
NICE! One quick question...Is there a way to export a camera and aim(camera1_group) so I can imported it in unreal engine 5? I have a camera and aim(camera1_group) following a curve with this functions applied: 1- Constrain ->motion paths-> attach to motion path(to attached the camera1_group to the curve). 2- Then I selected the object I want it to aim and the camera aim(the blueish icon that is similar to a locator) and I made a contrain-> point. I am trying to follow the video for this but, when I imported the camera from Maya in Unreal, all the animation keyframes I have in maya are missing. Thank you so much for the tutorial!
Hello Sergio! I have personally had this issue where a camera on a group with offsets does not import accurately. To get around it, I constrained a second camera that is in the root of the hierarchy to my grouped camera: then exported the constrained camera instead. This made the transforms export properly. If you find a better solution please let me know! Hope that helps! Thanks!
If you have a Camera that you want to match in Houdini and Unreal Engine 5, do you have to do anything special to the Maya FBX camera export in Houdini?
Hi Sean, For the Maya camera to Unreal workflow, you should only require the steps detailed in the video. As for Houdini, I haven't had the fortune of learning that software yet so I am unsure of the pipeline currently. I do not imagine it will be much different however. Have a good day! Matt Lake.
Hello Matt, thanks for the tutorial but it does not seem to work for me? I have tried everything, but it does not seem to work in Unreal Engine, I have tried importing my FBX file into Blender and 3ds Max, both seem to work fine. Am I doing something wrong? I made sure to import to the camera actor and disabled match names. Thanks.
Hey there Lachlan, Sorry to hear you're having trouble. I suppose we would need to begin breaking down the problem to find out the exact issue; is nothing getting imported? Or incorrect data? Is the data in Maya under a parent group? That often causes a lot of troubles, I would make sure all the camera data is on the camera itself rather than any parent groups. Secondly I'd try import on a different row, as you can import to the camera actor but also to the camera component in sequencer, I've had issues in the past where it would import on one but not the other. Hope that helps! - Matt Lake
@@MattLakeTA Oh yes, you are right, the camera is grouped, silly me. I created another camera and constrained it to the group and that fixed it, thanks a lot for the swift response Matt!
Hey Oscar, What preset is your camera set to? 16:9 DSLR gives me 1:1 results from Maya->UE. Alternatively, a common issue I see is if the camera is in a group it can put offsets on. The camera needs to be in the root of the hierarchy. Hope that helps!
@@oscarlowe1872 is there any form of constraints or anything that could potentially not be baked down properly? Animlayers or anything of that sort? I'd check the FBX that is exported, as there must be an issue between your Maya scene and the UE import. Something in the bake or export process most likely.
Hi, great tuto, I saw that your Current Focal Lenght also changed. When I import, It did not change the current Focal Lenght. Did you do something in particular for it ?
Hi there! Thank you! I've had that issue in the past, if I recall correctly to fix it you are required to add a key on the focal length attribute for it to be brought through into Unreal. Hope that helps! :)
Am I missing something? I followed this entire process and the camera animation won't import. I'm coming form 3DS Max but the FBX export options are exactly the same. What gives?
Hey there! Sorry to hear you're having some trouble. I haven't used Max in years (miss it dearly), but I do specifically remember there being additional steps to get the camera exporting correctly. The steps should be fairly similar to this to export data, but due to the axis conversions it was usually incorrect data. I remember having to reorient the data before exporting, however this could've been fixed since I last used it 5 years ago.
Hey Ben, I have noticed that in Unreal 5.0.1, there's a bug with the reduce keys option that causes the data to be very wrong - I need to check in newer versions if it is fixed, but disabling this may be what you are after? Hope that helps Ben!
Unfortunately this isn't working. Reduce keys is disabled. Multiple re imports and exports. same result where no animation data at all. Even baked keys before export.
Hi Byron, Sorry to hear you're having issues. I assume there may be something wrong with the data exported in the FBX - have you tried opening the FBX to see if the camera data has exported properly prior to importing? In the past I've had animators send scenes with the camera in locked mode, so each channel is locked, when it gets exported it exports only in the first or last pose with no animation. Unlocking the camera attributes helped fix this. In some scenes, I've seen a camera constrained to another object in Maya, and the camera data does not export properly. This is again, down to the FBX data being wrong, with the camera needing to be first baked down to every frame to export. Bake simulation can do this for you. So first call I would try to open the exported FBX file and see if there is exporting any data at all :) hope that helps! - Matt Lake.
@@byronencar Hello again! Okay that's great. We can start eliminating each area one by one. My next port of call would be on the actual import. When you right click import, which row are you importing on? The camera component or the camera actor? You need to make sure it's on the camera actor. The option to import is available on both sections, but it misbehaves for the component. The next area would be the import settings. Is the match by name disabled too? Which version of Unreal are you using btw? Hope we can solve this for you :) Thanks, Matt Lake.
@@MattLakeTA I checked that before as well. I tested both camera actor and component. Match name is off. Naturally camera actor actually changed the axis. But I found a website that has a lot more steps in 2018. Working in 5.1.1
@@byronencar Hey again, There doesn't seem to be any reason why it wouldn't work then? If you would like, do you want do you want to send me the camera FBX to see if I can get it working on my end? As for engine versions, I haven't made the jump to 5.1.1 just yet, were still on 5.1 but I use this process almost daily with no issues thus far from UE4-5.1. Perhaps there's a 5.1.1 issue? Let me know if you want me to take it for a spin Byron :)
Any change you can show how to do this through Blueprints/EUW? Thanks!
Hi Taos!
It looks like the Editor Utility Widgets has an Import Level Sequence FBX node that you could utilise to import an FBX onto a specific binding from a specific path. However, this seems like it would need a quite a bit of supporting functionality, and even some UI to get this working nicely.
I've done some camera importing and setup in Sequencer via Python on a previous project, and that was super straight forward to setup - that may be a better port of call if you are familiar with Python?
Thanks dude!
Do the cameras autoamtically go to where they are in world space in maya? I have a dragon flying scene and the cameras are around a large area
Animation data is always relative to it's parent, so if the camera is in the root of the hierarchy, and not in any groups, yes the data will be in world space from Maya to UE. :) hope that helps!
Anyone got an idea how to apply a keyed setting of an actor/camera from a level sequence to the default values of the asset? I have cameras that I imported as seen in this video via level sequencer and the cameras only have one key (but not only posrot) and I want to apply these settings onto the camera itself. So that if I open the scene without the level sequencer open, the cameras are already in place. And thoughts /ideas here?
is it possible to move this camera around a scene with its keyframes?
As in offset the entire animation of the camera? If so, then attach it to another actor and move the actor the offset you desire :) Or an additive layer!
How can I import a camera with an aim that has a point constraint?
You'll first need to bake the data down then export :)
its perfect man but i follow all steps but the camera come to sequencer without any keys and i tried many time and the same result what the solution for that? im use unreal 5.1
Hi there!
I suspect there may be something is wrong with the FBX data - as I can successfully do this in UE5.1.
Have you tried re-opening the FBX file in Maya to see if there is any data in there?
If there's no animation, perhaps the data is not baking, or cameras are not set to export in the FBX export dialog. Are the attributes locked prior to export?
Hope this helps get to the bottom of it!
Thanks!
@@MattLakeTA hi thanks for replay yeah the fbx file work well and maya file also
@@oznfts5649 Hey again,
So if the FBX has data then there must be something wrong with the import. On your import settings, do you have Reduce Keys enabled? I have found in UE5 and UE5.1 there appears to be a bug that causes the Reduced Keys to be not accurate to the camera data. Perhaps it is reducing all your data?
When you import, do you get a error warning in the bottom right corner of the screen?
Thanks.
@@MattLakeTA im not getting any error but the import is not cmng at all the camera is static even after importing it from maya
@@adithyasreecharan6678 Hello Adithya,
If you re-open the FBX file in Maya is there animation data? Or is it static in the FBX too? I find this can happen if I had the cameras animation channels locked when exporting.
Hope that helps track it down
NICE! One quick question...Is there a way to export a camera and aim(camera1_group) so I can imported it in unreal engine 5?
I have a camera and aim(camera1_group) following a curve with this functions applied:
1- Constrain ->motion paths-> attach to motion path(to attached the camera1_group to the curve).
2- Then I selected the object I want it to aim and the camera aim(the blueish icon that is similar to a locator) and I made a contrain-> point.
I am trying to follow the video for this but, when I imported the camera from Maya in Unreal, all the animation keyframes I have in maya are missing.
Thank you so much for the tutorial!
Hello Sergio!
I have personally had this issue where a camera on a group with offsets does not import accurately. To get around it, I constrained a second camera that is in the root of the hierarchy to my grouped camera: then exported the constrained camera instead. This made the transforms export properly.
If you find a better solution please let me know! Hope that helps! Thanks!
@@MattLakeTA TYSM! It worked!
If you have a Camera that you want to match in Houdini and Unreal Engine 5, do you have to do anything special to the Maya FBX camera export in Houdini?
Hi Sean,
For the Maya camera to Unreal workflow, you should only require the steps detailed in the video. As for Houdini, I haven't had the fortune of learning that software yet so I am unsure of the pipeline currently. I do not imagine it will be much different however.
Have a good day!
Matt Lake.
Thanks so much this was a huge help!!!
Happy to help Jonathan!
Hello Matt, thanks for the tutorial but it does not seem to work for me? I have tried everything, but it does not seem to work in Unreal Engine, I have tried importing my FBX file into Blender and 3ds Max, both seem to work fine. Am I doing something wrong? I made sure to import to the camera actor and disabled match names. Thanks.
Hey there Lachlan,
Sorry to hear you're having trouble. I suppose we would need to begin breaking down the problem to find out the exact issue; is nothing getting imported? Or incorrect data?
Is the data in Maya under a parent group? That often causes a lot of troubles, I would make sure all the camera data is on the camera itself rather than any parent groups.
Secondly I'd try import on a different row, as you can import to the camera actor but also to the camera component in sequencer, I've had issues in the past where it would import on one but not the other.
Hope that helps!
- Matt Lake
@@MattLakeTA Oh yes, you are right, the camera is grouped, silly me. I created another camera and constrained it to the group and that fixed it, thanks a lot for the swift response Matt!
@@lachlantrescott5533 oh that is wonderful! Glad we could get to the bottom of that for you :)
did this but camera doesnt match 1:1, I tried deselecting reduce keys as well. Not sure what to do
Hey Oscar,
What preset is your camera set to? 16:9 DSLR gives me 1:1 results from Maya->UE.
Alternatively, a common issue I see is if the camera is in a group it can put offsets on. The camera needs to be in the root of the hierarchy.
Hope that helps!
Hey, what I have currently is dslr
it wont be sensor data making it not match though
since its a positional offset and not a view offset@@MattLakeTA
@@oscarlowe1872 Ah! If it's not a view offset I suspect it's to do with the animation bake then. Is the camera in the root?
The camera is in the root yeah.Not nested in any group. That's all correct@@MattLakeTA
@@oscarlowe1872 is there any form of constraints or anything that could potentially not be baked down properly? Animlayers or anything of that sort?
I'd check the FBX that is exported, as there must be an issue between your Maya scene and the UE import. Something in the bake or export process most likely.
Thank you so much! These are pure gold! 👍👍
Thanks Alberto!
Anytime! 😊
Hi, great tuto, I saw that your Current Focal Lenght also changed. When I import, It did not change the current Focal Lenght. Did you do something in particular for it ?
Hi there! Thank you!
I've had that issue in the past, if I recall correctly to fix it you are required to add a key on the focal length attribute for it to be brought through into Unreal. Hope that helps! :)
Am I missing something? I followed this entire process and the camera animation won't import. I'm coming form 3DS Max but the FBX export options are exactly the same. What gives?
Hey there!
Sorry to hear you're having some trouble. I haven't used Max in years (miss it dearly), but I do specifically remember there being additional steps to get the camera exporting correctly. The steps should be fairly similar to this to export data, but due to the axis conversions it was usually incorrect data. I remember having to reorient the data before exporting, however this could've been fixed since I last used it 5 years ago.
Unreal and Maya have different axis, so shouldn't we change the axis when we export them from Maya?(y to z)
Hey JK!
Maya's FBX exporter will automatically convert the axis for you :) Just follow the steps in the video and it'll work perfectly!
Thanks!
@@MattLakeTA thanky
Great tutorial! thank you my friend
Happy to help Rafaei!
Thank you much!
Happy to help!
it is working but not matching 100%
Hey Ben,
I have noticed that in Unreal 5.0.1, there's a bug with the reduce keys option that causes the data to be very wrong - I need to check in newer versions if it is fixed, but disabling this may be what you are after?
Hope that helps Ben!
Unfortunately this isn't working. Reduce keys is disabled. Multiple re imports and exports. same result where no animation data at all. Even baked keys before export.
Hi Byron,
Sorry to hear you're having issues.
I assume there may be something wrong with the data exported in the FBX - have you tried opening the FBX to see if the camera data has exported properly prior to importing?
In the past I've had animators send scenes with the camera in locked mode, so each channel is locked, when it gets exported it exports only in the first or last pose with no animation. Unlocking the camera attributes helped fix this.
In some scenes, I've seen a camera constrained to another object in Maya, and the camera data does not export properly. This is again, down to the FBX data being wrong, with the camera needing to be first baked down to every frame to export. Bake simulation can do this for you.
So first call I would try to open the exported FBX file and see if there is exporting any data at all :) hope that helps!
- Matt Lake.
@@MattLakeTA yup there is animation data. Read an earlier comment to test.
@@byronencar Hello again!
Okay that's great. We can start eliminating each area one by one.
My next port of call would be on the actual import. When you right click import, which row are you importing on? The camera component or the camera actor? You need to make sure it's on the camera actor. The option to import is available on both sections, but it misbehaves for the component.
The next area would be the import settings. Is the match by name disabled too?
Which version of Unreal are you using btw?
Hope we can solve this for you :)
Thanks, Matt Lake.
@@MattLakeTA I checked that before as well. I tested both camera actor and component. Match name is off.
Naturally camera actor actually changed the axis. But I found a website that has a lot more steps in 2018.
Working in 5.1.1
@@byronencar Hey again,
There doesn't seem to be any reason why it wouldn't work then? If you would like, do you want do you want to send me the camera FBX to see if I can get it working on my end?
As for engine versions, I haven't made the jump to 5.1.1 just yet, were still on 5.1 but I use this process almost daily with no issues thus far from UE4-5.1. Perhaps there's a 5.1.1 issue?
Let me know if you want me to take it for a spin Byron :)
1. Export camera as FBX.
2. Create cine camera in Unreal and import your FBX camera into it.