Hi man,
First, Im not an expert. And I gather that there are more ways to do any one thing than I will ever learn. So anyone reading this who knows better should please correct anything I say.
But dhenry, I believe you may have something backwards...
QuoteI figure I'm probably going to need to export my terragen camera paths to max as well. At least for certain scenes where the camera needs to turn to follow the model off screen.
If the focus of your animation is the robo bug, and not the TG environment, then you should export your camera paths *from max* to TG. That is, animate everything including your camera with your focus on the bug. And send that to TG.
QuoteI assume you mean in After Effects right?
YEs, sorry, should have been more clear.
QuoteDue to the fact that my dragonfly is textured using mental ray ray-tracing
Ok, now this is important, I did not catch it in your OP. I have run into problems with texturing and cross platform workflows too. Using one 3D package material shaders, and sending to another is highly problematic. As I understand things, people only use materials when they will be staying in the soft that provided the materials.
So now I understand what you want to do a little better.
This is one way I might do what your trying, after seeing your youtube video.
1) Export your terrain to max for a solid character & environment position reference.
2) Animate the character animation and charter environment animations.
3) Render out your spherical E maps from TG. Im guessing one will work, but maybe you will need two or even three. Don't render one super long animation, but instead render several shots to be edited!!!
4) Render your max animation.
5)render your TG animation, and again, Don't render one super long animation!
6) Begin compositing.
BAsed on your youtube video, you should not worry so much about all these little details. Your making a cartoon, not a photo real film. Therefore, you have more freedom to do what you want, and do not have to make everything "perfect". You can getaway with a lot.
Really the only thing you have to make sure of, is that everything lines up and matches for compositing; camera moves match, basic lighting is the same (but not necessarily exact) You have a lot of power in AE to make things work together during post. In fact a little discrepancy may invoke some happy accidents and force more creativity... Its part of learning. And so is doing things over when they turn out wrong or undesirable.
Another option is to UV map your bug (if its not already done) and texture it in a way that you can export a "object sequence" to TG. THis would cut out a ton of guess work and trial and error.
You could also export to AE and use element3d, if the you can make the mechanics work.
Just my thoughts, nothing more.