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• Re: Control camera in other comps

# Control camera in other comps

Community Beginner ,
Jan 11, 2024 Jan 11, 2024

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Hi, I am trying to control the camera in my nested comp with the camera in my "Main" comp, I have the following expression applied to the nested comps camera's position-

CL = comp("Main").layer("Camera 1"); CL.toWorld([0,0,0]);

And, this to it's orientation:

CL = comp("Main").layer("Camera 1");
getGlobal Orientation(CL, time);
function getGlobalOrientation(aLayer, aTime) {
C = aLayer;
aTime = (aTime ? aTime : time);
ghi=normalize(C.toWorldVec([1,0,0], aTime));
def=normalize(C.toWorldVec([0,1,0], aTime));
abc=normalize(C.toWorldVec([0,0,1], aTime));
A=abc[0];B=abc[1];C=abc[2]; D=def[0];E=def[1];F=def[2]; G=ghi[0];H=ghi[1];I=ghi[2];
OrX=Math.atan2(-B,C);OrY=Math.asin(A);OrZ=Math.atan2(-D,G);
degr=180/Math.PI;OrX=OrXdegr;OrY=OrYdegr;OrZ=OrZ*degr;OrX+value;
return([OrX, OrY, OrZ]);
}

The position works, but the orientation is throwing up an error on line 2. Have tried changing settings to Java from legacy

Thanks for any help

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## 1 Correct answer

Enthusiast , Jan 11, 2024 Jan 11, 2024

For me the error is at line 11:

``degr=180/Math.PI;OrX=OrXdegr;OrY=OrYdegr;OrZ=OrZ*degr;OrX+value;``

You forgot to add the * sign (OrX = OrXdegr; OrY = OrYdegr).

Also, at the end, the = sign is missing too (OrX + value should be OrX += value).

Moreover, since 'value' is an array [x, y, z] and 'OrX' should represent an angle, adding 'OrX' with 'value' doesn't make sense.

Try this:

``````CL = comp("Main").layer("Camera 1");
function getGlobalOrientation(aLayer, aTime) {
C = aLayer;
aTime = (aTime ? aTime :``````
...

5 Replies 5
Enthusiast ,
Jan 11, 2024 Jan 11, 2024

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For me the error is at line 11:

``degr=180/Math.PI;OrX=OrXdegr;OrY=OrYdegr;OrZ=OrZ*degr;OrX+value;``

You forgot to add the * sign (OrX = OrXdegr; OrY = OrYdegr).

Also, at the end, the = sign is missing too (OrX + value should be OrX += value).

Moreover, since 'value' is an array [x, y, z] and 'OrX' should represent an angle, adding 'OrX' with 'value' doesn't make sense.

Try this:

``````CL = comp("Main").layer("Camera 1");
function getGlobalOrientation(aLayer, aTime) {
C = aLayer;
aTime = (aTime ? aTime : time);
ghi = normalize(C.toWorldVec([1, 0, 0], aTime));
def = normalize(C.toWorldVec([0, 1, 0], aTime));
abc = normalize(C.toWorldVec([0, 0, 1], aTime));
A = abc[0];
B = abc[1];
C = abc[2];
D = def[0];
E = def[1];
F = def[2];
G = ghi[0];
H = ghi[1];
I = ghi[2];
OrX = radiansToDegrees(Math.atan2(-B, C)) + value[0];
OrZ = radiansToDegrees(Math.atan2(-D, G));
return [OrX, OrY, OrZ];
}
getGlobalOrientation(CL, time);``````

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Community Beginner ,
Jan 11, 2024 Jan 11, 2024

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This is perfect, thanks!

DO you know if it would be possible to also tether it to the zoom function on the camera?

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Community Expert ,
Jan 11, 2024 Jan 11, 2024

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If you Collapse Transformations, any 3D layers in a nested comp will be looked at with the main comp camera and lit with the main comp lights.

It looks like you are trying to use the main comp camera to match the view with the camera in a nested comp without collapsing transformations. The only possible reason I can see to do this would be to use different lights in the nested comp or a different 3D rendering engine.

It would help us help you figure out the most efficient workflow if you were to explain exactly what you are trying to do. A simple Copy with Property links and a paste to a nested comp will give you a camera in the nested comp that perfectly matches the camera moves in the main comp. You can do the same with any layer, including lights.

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Community Beginner ,
Jan 11, 2024 Jan 11, 2024

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Hi,

Ideally I would use Coll Tran, but as you guessed, the problem I have is I have 3d objects in "Advanced 3d" world with an environment light, but want other objects in the 3d world that use classic 3d (mainly so the light doesnt affect them, and I can use blend modes etc).  Open to tips/suggestions here if there is another way!

Thanks

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Community Expert ,
Jan 11, 2024 Jan 11, 2024

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All you need to do then is select the camera, choose Edit/Copy with Property links, and then paste the camera in the Advanced 3D comp. Every change in every camera property in the main comp will be reflected in the nested comp.