Mocha Pro 3 with 3ds Max

Could someone please explain how I would overcome the problem whereby 3ds Max’s axis is different to Maya, Nuke etc (ie Z is up)

After I have imported the FBX file, what do I do to the nulls (and camera) thereafter please ?

Thank you - that makes sense.

BTW: How does Mocha get size and distance information into the 3D application ?

In point trackers, you usually have to specify co-ordinates and also estimate a distance between two selected tracker points.

Thanks

Your best bet is to parent the imported fbx contents to a null and then rotate the parent null. This way you don’t destroy the relationship between the camera and the nulls from the fbx but can orient the scene the way you need it.

We define and arbitrary unit, but we will be making this more user-defined in later versions.