Absolute position and orientation of camera
Hey folks, I'm banging my head against the wall trying to figure out what I think should be a pretty simple expression.
I'm trying to hand off my camera move from an animatic to an animator, and it doesn't import properly on his system unless the camera isn't parented to anything in after effects.
So, my relatively simple (I thought) solution was to use the toWorld expression on a new camera to look at the old one and generate absolute position and X,Y,Z rotations. However, nothing I'm doing seems to put the new camera in the proper place, and I can't figure out how to make the rotation keyframes work at all.
Just a little info on the project, the camera has separate X, Y, and Z position keyframes and keyframes for X and Y rotation as well as Orientation (though I want the final camera to just have X, Y Z rotation keyframes). The camera is parented to a null which has keyframed Y rotation.
If anyone can help me put these expressions together I would be so grateful! Thanks!