<font size="2"><font face="trebuchet ms,sans-serif">You can already display them as point (sphere). show it as empty was a request of me, since I found out more helpful for accurate alignement. </font></font><div><font size="2"><font face="trebuchet ms,sans-serif">The orientation of a bundle is usually in camera space because there X & Y are on the plate and the Z is further away from the camera. There is actually nice tricks to find 3D position of points you didn't even track using that. </font></font></div>
<div><font size="2"><font face="trebuchet ms,sans-serif"><br></font></font></div><div><font size="2"><font face="trebuchet ms,sans-serif"><br></font></font></div><div><font size="2"><font face="trebuchet ms,sans-serif"><br>
</font></font><br><div class="gmail_quote">2011/9/18 Matt Ebb <span dir="ltr"><<a href="mailto:matt@mke3.net">matt@mke3.net</a>></span><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Do they even need axes? They're just points right, with no meaningful per-point orientation? Why not just display them as points?<div><div></div><div class="h5"><br><br><div class="gmail_quote">On Sun, Sep 18, 2011 at 8:53 PM, François T. <span dir="ltr"><<a href="mailto:francoistarlier@gmail.com" target="_blank">francoistarlier@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><font size="2"><font face="trebuchet ms,sans-serif">+1 for the scale of the bundles</font></font><div><font size="2"><font face="trebuchet ms,sans-serif">I wouldn't be radical on the orientation though, if it can be setup in property panel it would be nice (either if world is by default). I find it "less confusing" and messy when looking trough the camera. Especially when you'll get auto-track with 100 of trackers. </font></font></div>
<div><font size="2"><font face="trebuchet ms,sans-serif"><br></font></font></div><div><font size="2"><font face="trebuchet ms,sans-serif"><br></font></font></div><div><font size="2"><font face="trebuchet ms,sans-serif">cheers, </font></font></div>
<div><font size="2"><font face="trebuchet ms,sans-serif"><br></font></font></div><div><font color="#888888"><font size="2"><font face="trebuchet ms,sans-serif">F.<br></font></font></font><div><div></div><div><br>
<div class="gmail_quote">2011/9/18 Coen Spoor <span dir="ltr"><<a href="mailto:jcspoor@planet.nl" target="_blank">jcspoor@planet.nl</a>></span><br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div bgcolor="#FFFFFF"><div>Thanks for the answers Sergei, and I'm glad you like the proposed solution by Sebastian and myself.</div>
<div><br></div><div>Coen<br><br>Op 18 sep. 2011 om 12:00 heeft "Sergey I. Sharybin" <<a href="mailto:g.ulairi@gmail.com" target="_blank">g.ulairi@gmail.com</a>> het volgende geschreven:<br><br></div><div>
<div>
</div><div><div></div><blockquote type="cite"><div>
<small>Hi all,<br>
<br>
Answers are inlined.<br>
<br>
Ton Roosendaal wrote:</small>
<blockquote type="cite">
<pre>Hi Seb,
I'm not sure how to interpret this request; but to me it seems very sane and predictable to only draw bundles inside the camera transformation. Camera tracking is based on camera-space, it can only give camera-space results. There's no information in video/film footage to derive where 'up' or 'down' is, or how a camera is tilted.</pre>
</blockquote>
<small>Yes, there's no such information came from camera solver
directly, but it's what definitely known after you oriented camera
in scene (defining origin, floor, axis direction).</small><br>
<blockquote type="cite">
<pre>What you do by positioning/rotating/scaling camera is to provide a mapping from 'video/camera space' into Blender's scene (world space). A user can decide to either scale or rotate the objects in a scene into the camera, or the other way around. All very basic, predictable and nice I think. :)</pre>
</blockquote>
<small>Currently bundles are used as a "reference" to place objects
in Blender's scene, you can't actually parent something to bundle
and, anyway, if it was possible i don't think having bundles
oriented in camera space was so helpful. Look at bundles as
representation of real features -- real features are in global
space, not in camera space and usual workflow is to orient solved
camera in a way, that scene's floor respects real floor and X axis
respects some "axis" from real world and all objects placed in
scene respects things happening on the footage. That's why bundles
which are used as reference are nicer not follow camera rotation.<br>
<br>
It's not difficult to achieve and it should be more useful than
current behavior.<br>
</small>
<blockquote type="cite">
<pre>-Ton-
------------------------------------------------------------------------
Ton Roosendaal Blender Foundation <a href="mailto:ton@blender.org" target="_blank"></a><a href="mailto:ton@blender.org" target="_blank">ton@blender.org</a> <a href="http://www.blender.org" target="_blank"></a><a href="http://www.blender.org" target="_blank">www.blender.org</a>
Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands
On 18 Sep, 2011, at 11:16, Sebastian König wrote:
</pre>
</blockquote>
<pre cols="72">--
With best regards, Sergey I. Sharybin</pre>
</div></blockquote></div></div><blockquote type="cite"><div><span>_______________________________________________</span><div><br><span>Bf-vfx mailing list</span><br><span><a href="mailto:Bf-vfx@blender.org" target="_blank">Bf-vfx@blender.org</a></span><br>
<span><a href="http://lists.blender.org/mailman/listinfo/bf-vfx" target="_blank">http://lists.blender.org/mailman/listinfo/bf-vfx</a></span><br></div></div></blockquote></div><br>_______________________________________________<br>
Bf-vfx mailing list<br>
<a href="mailto:Bf-vfx@blender.org" target="_blank">Bf-vfx@blender.org</a><br>
<a href="http://lists.blender.org/mailman/listinfo/bf-vfx" target="_blank">http://lists.blender.org/mailman/listinfo/bf-vfx</a><br>
<br></blockquote></div><br><br clear="all"><div><br></div></div></div><div>-- <br>____________________<br>François Tarlier<br><a href="http://www.francois-tarlier.com" target="_blank">www.francois-tarlier.com</a><br>
<a href="http://www.linkedin.com/in/francoistarlier" target="_blank">www.linkedin.com/in/francoistarlier</a><br>
</div></div>
<br>_______________________________________________<br>
Bf-vfx mailing list<br>
<a href="mailto:Bf-vfx@blender.org" target="_blank">Bf-vfx@blender.org</a><br>
<a href="http://lists.blender.org/mailman/listinfo/bf-vfx" target="_blank">http://lists.blender.org/mailman/listinfo/bf-vfx</a><br>
<br></blockquote></div><br>
</div></div><br>_______________________________________________<br>
Bf-vfx mailing list<br>
<a href="mailto:Bf-vfx@blender.org">Bf-vfx@blender.org</a><br>
<a href="http://lists.blender.org/mailman/listinfo/bf-vfx" target="_blank">http://lists.blender.org/mailman/listinfo/bf-vfx</a><br>
<br></blockquote></div><br><br clear="all"><div><br></div>-- <br>____________________<br>François Tarlier<br><a href="http://www.francois-tarlier.com">www.francois-tarlier.com</a><br><a href="http://www.linkedin.com/in/francoistarlier">www.linkedin.com/in/francoistarlier</a><br>
</div>