Hey all,
I am making a custom camera digital asset for my studio that helps us deal with camera export and import.
Within the asset is a source alembic archive that reads in a camera abc and then a destination camera that receives processed transform and view settings.
This means that for each instance of the asset in scene there will be two cameras that appear in the viewport camera menu, and the paths to these can get quite long depending on how the camera was published.
Ideally what I want is that the asset itself appears in the camera menu without any of the sub-cameras.
Does anyone have any idea if this is possible using standard otl workflows?
Thanks,
Alex
What defines a Camera node?
1393 2 1- Alex Twigg23
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- tamte
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1. add viewmenu render property to the cameras you want to hide and uncheck it
2. in type properties of your camera HDA, point Representative Node parm to your internal destination camera (something like ./cam1), so that your asset will behave as that cam
then you will have just your camera asset showing in the viewport menu, without any sub cameras
2. in type properties of your camera HDA, point Representative Node parm to your internal destination camera (something like ./cam1), so that your asset will behave as that cam
then you will have just your camera asset showing in the viewport menu, without any sub cameras
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- Alex Twigg23
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- Joined: Feb. 2016
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