Mar 22, 2012

Data exchange between maya and nuke Part 1

I often need to get cameras, objects, or simply position information between maya and nuke. I show what I usually use for this:

- Objects: most of the time I export an obj sequence from maya with this script. Quite fast, does multiple objects, so does the job I need. I don't really like using fbx in nuke, much slower than obj sequence. But if I want motionblur, unfortunately I have to use fbx. 1 thing: from maya, I use fbx version 2009, nuke seems unable to read newer types.


- Cameras: from maya I use the pass2nuke script from 3dmation mocon package. Usually works great, there were only 1 or 2 times with complicated camera motion when didn't get exact path. (Maybe the problem was with maya camera aperture fitting, but I'm not sure.) You should turn visibility off for everything in the maya scene (to make the export fast) and call this script, and this writes out a .nk script containing the camera, and a transform node (not needed). Actually I use also this for getting simply 3d position information from maya, then I use that transform node that is in the .nk file. (I even wrote a wrapper script around this, so that it automatically bakes a multi-grouped, here-and-there transformed camera to a simple camera, and writes with proper path in our system. This is the simplest way to our artists :) )

If this pass2nuke script is not working for some reason, then I use importExportChan.mel or export to fbx.