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Hi gang;
I am coding a relatively simple plugin with basic particle effects. At the moment, I have sliders that can rotate my around my particles but I would like to use the After Effects 3D camera since that's what it's for.
I have gone through the Resizer project and I have successfully pulled the camera and light info. I also carefully read through this thread as well: https://community.adobe.com/t5/after-effects-discussions/glator-for-dummies-and-from-dummy/m-p/69303...
I see that using the camera matrix, I can pull the camera X, Y and Z coordinates using:
matrix.mat[3][0];
matrix.mat[3][1];
matrix.mat[3][2];
I can't find anywhere in the documentation how to pull the remaninig info, like orientation. If I follow the GLater example, it suggests orientation would be:
matrix.mat[0][1];
matrix.mat[1][1];
matrix.mat[2][1];
But that returns floating point data.
Additionally, taking a look at the camera target, the GLater examples show:
matrix.mat[2][0];
matrix.mat[2][1];
matrix.mat[2][2];
But that too returns floating point data.
So my issue is two-fold: how to I get the remaining camera info, and more importantly, once I have it, how do I use it such as to adapt it to work with a 3D point in space?
It is a shame Adobe erased so many valuable forum threads that probably showed some great examples on how to use the camera. I searched the documentation and I can't even find a description anywhere on what camera matrix corresponds to what.
Can anyone help here? I realize it is a loaded question but seeing as how there is no relevant help anywhere else, a good reply (ideally with some example source code) would no doubt help a lot of other developers also trying to understand how to use the 3D camera in the SDK.
Thanks!
-Richard
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start with AEGP_GetEffectCameraMatrix, and then create the perspective matrix from the camera's FOV and concat with the camera transformation matrix.
https://ae-plugins.docsforadobe.dev/artisans/artisan-data-types.html?highlight=film%20size#film-size