Absolute position and orientation of the camera

Hey folks, I'm banging my head against the wall trying to figure what I think should be a fairly simple expression.

I'm trying to get my camera to an animatic of a moderator move offshore, and is not imported correctly on its system at least that the camera is not related to what whether in sequels.

So, my relatively simple (I thought) solution was to use the term toWorld on a new camera to watch the old one and generate the absolute position and X, Y, Z rotation.  However, nothing I do seems to put the new camera in the right place, and I can't figure out how to make the rotation of key frames work not at all.

Little information about the project, the camera has separate X, Y and Z position keyframes and rotation keyframes X and Y as well as Orientation (although I want the final device to have X, Y Z rotation keyframes).  The camera is related to a null value which has alterations Y rotation.

If anyone can help me to collect these expressions I would be so grateful!  Thank you!

See if this helps:

position

C = thisComp.layer ("camera 1");

C.toWorld ([0,0,0])

point of interest

C = thisComp.layer ("camera 1");

C.toWorld (C.pointOfInterest)

orientation

C = thisComp.layer ("camera 1");

u = C.toWorldVec ([1,0,0]);

v = C.toWorldVec ([0,1,0]);

w = C.toWorldVec ([0,0,1]);

SINB = clamp (w [0], 1, -1);

b = Math.asin (sinb);

co. = Math.cos (b);

If (Math.abs (co.) >. 0005) {}

c = - Math.atan2 (v [0], u [0]);

a = - Math.atan2 (w [1], w [2]);

} else {}

a = (sinb< 0 ="" -1="" :="">

c = 0;

}

[radiansToDegrees (a), (b) radiansToDegrees, radiansToDegrees (c)]

Dan

Tags: After Effects

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