I am attempting to use the “Bake Transform” feature to bake out the transform track of a camera that is attached to a track/crane rig. This unfortunately does not work as the “Bake Transform” function only bakes out the local space changes which when working with the camera rigs is always 0,0,0 for an attached camera. Is there any way to bake out the world transforms for a camera that is being animated by a camera rig actor?
I got an example of how to do this using an Attach track in the sequencer editor from @LordNed on UnrealSlackers (THANKS!!!). However it appears not to work in 4.23. It looks like 4.24 has updated the FSequencer::BakeTransform to handle attached actors and the camera rail rig.
I’m using 4.25, and I’m having a similar issue exporting out a tracked camera that’s attached to a characters to maya. But for the life of me I can’t seem to get the camera to export correctly. There seems to be some sort of offset that is stemming from the character the camera component that I can’t figure out. Any help would be appreciated. If there was just a way to get the world position of the camera from unreal to maya.