I've posted before about Boomerlabs' Max2AE plugin that integrates 3dsMax cameras, lights and layers with After Effects, but they've since released the 2.0 version and it certainly warrants another close look.
This particular post takes you through the creation of an entire project, from modelling in 3dsMax to ray traced materials, rendering issues to After Effects, and how to make it all work together. Click here to view the tutorial.
One thing: I do not have the final rendered movie to refer to (I mention it in the tutorial), but you can instead see elements of this look in my demo reel.
New to this release of Max2AE is the ability to go from After Effects to Max. This capability is something new and quite exciting: to the best of my knowledge, this is the ONLY way that you can take your AE worldspace and export it TO a 3d application if you decide that you want to add some extruded elements to an existing AE project. I'm still playing around with this capability and I don't touch upon it in this particular post, but keep your eyes pointed this way for a tut covering AE2Max one day soon.
Matthew from Boomerlabs sent me a note pointing out a few changes to my tut:
1) Timestamp 22:13. You no longer need to create a layer to export a camera or use MAX2AE. MAX2AE is also available in the Utility Panel.
2) Timestamp 28:08. Maintain heirarchy will keep the existing object hierarchy when you export. If you turn this off, all objects _will_ properly move relative to each other and the world. However, their hierarchy is not maintained. For most users, keeping it on or off is no big deal. However, if you are only exporting _individual_ layers that aren't already arranged in the proper hierarchy in AE, it is best to turn this option OFF otherwise you will be importing motion that is relative to a parent that doesn't exist.
Thursday, May 31, 2007
Posted by Alan Shisko at 5/31/2007 03:32:00 PM