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7 Messages

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200 Points

Tue, Sep 16, 2014 10:22 AM

Solved

Photoshop CC 2014: Problems with 3D camera import

Hello!

I'm trying to import a 3D Model with a camera into the latest Photoshop (CC 2014). Its a Collada DAE File generated by 3ds max 2014.
Following problems arise:
The one camera I need photoshop to render the model with only shows up as a folder. So I copied the cam in 3dsmax and now the copy gets listet as a camera after import. Not ideal.
But the main problem: the camera doesn't align with the render I made in Photoshop. The image dimensions are exactly the same, I didn't change anything in the 3d import dialog.
3ds max (2014) exports the camera correctly. In Blender the render lines up exactly with the 3dsmax render.
The screenshot shows the grey PS layer above the 3dsmax render. They have to line up perfectly so our client can use the PSD files!



Here are the 3dsmax 2014 scene, the exported collada DAE file and the PSD shown in the screenshots:
https://www.dropbox.com/s/qnv3vcvk5g2...
https://www.dropbox.com/s/pikqcwejdow...
https://www.dropbox.com/s/4i5g1j3tc6k...

I'd be happy to provide any further info or invest time in order for this feature to work correctly!

Regards
Henning

Responses

Employee

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66 Messages

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1.7K Points

6 years ago

Thanks for reporting this Henny,

I have had a quick look and it definitely seems like something is not right. We can tackle this offline if you like. My email is daniel at adobe dot com.

Employee

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66 Messages

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1.7K Points

6 years ago

The cam_render shows up as a folder because the file contains this "instance_camera url="#"

So there is *no* camera to tie the instance to in the file and it comes in as a group. Nothing can be done in Photoshop as there is no camera.

Whatever exported the collada file needs to write a camera.

There are examples here: https://github.com/KhronosGroup/OpenC...
"instance_camera url="#mainCamera"

7 Messages

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200 Points

6 years ago

Is there any way to extend the precision of the transformation values? It's always just a tiny little bit off.
If only I could enter a second decimal place in the rotation fields...

Employee

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66 Messages

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1.7K Points

6 years ago

I certainly understand your frustration. I will add your suggestion to our list and see if we can add that in the future.

In the mean time, we can only hope that more companies follow the Collada spec so that customers can move their creations as they wish.

28 Messages

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978 Points

6 years ago

Hi, I'm having exactly the same issue, can anyone elaborate on what i need to do to get this to work?

""
The cam_render shows up as a folder because the file contains this "instance_camera url="#"

So there is *no* camera to tie the instance to in the file and it comes in as a group. Nothing can be done in Photoshop as there is no camera.

Whatever exported the collada file needs to write a camera.

There are examples here: https://github.com/KhronosGroup/OpenC...
"instance_camera url="#mainCamera"
""

So the camera is not being written on export from 3ds Max ??

Can anyone elaborate on what I need to do to fix this ?

Thanks.

Employee

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66 Messages

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1.7K Points

6 years ago

There is nothing Photoshop can do here, we just read what is given toy us in the file format.

That would be a support question for Autodesk > with regards to adding that to their Collada Export. 

28 Messages

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978 Points

6 years ago

Yeah cheers Daniel, I sort of figured that out eventually, I ended up doing it manually.

Coastal erosion is faster than Autodesk development, so I'll stick to the manual method ;)

Employee

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66 Messages

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1.7K Points

6 years ago

That's great to hear! Did you add it to the Collada XML and it worked?
Or did you find another workaround.

I would love to know!

28 Messages

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978 Points

6 years ago

No, I gave up out of frustration and just manually aligned the object to match the render.
I thought it would be too much to ask to be able to render an image in 3ds Max, export the camera, and have it match up perfectly in PS so I could import 3d objects from the scene and they would line up perfectly...maybe in a few decades ;)

28 Messages

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978 Points

6 years ago

I had more success using OpenCOLLADA btw, the camera imported ok but the model didn't.

Employee

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66 Messages

 • 

1.7K Points

6 years ago

I understand the frustration moving from moving between 3D applications. If I can be of any help with getting your work into Photoshop successfully let me know > you can email me daniel at adobe dot com

2 Messages

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82 Points

3 years ago

Hello, I am trying to find out if there has been any progress on this. I have a collide .dae file that works flawlessly between maya and cinema4d and autodesk flame. It does not load and lineup properly coming into photoshop. I am using CC 2017, Maya 2016. Part of the problem might be the 3D Scene Size on import, which doesn't align with the typical setup of scenes with cameras. The document size matches, etc.  If I try to manually enter the values, this does not align either.

Unfortunately OpenCOLLADA openCOllada does not work with Maya 2016


Thank-you