<p dir="ltr">This problem reminds me of sound baking to an fcurve. At least you're propogating an editable result. Blending between stabilisation weights would be neat. <br>
David</p>
<div class="gmail_quote">On 22 Aug 2014 20:00, <<a href="mailto:bf-vfx-request@blender.org">bf-vfx-request@blender.org</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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Today's Topics:<br>
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1. Re: Improving the 2D stabilization tool :: Demo Video<br>
(Sean Kennedy)<br>
<br>
<br>
----------------------------------------------------------------------<br>
<br>
Message: 1<br>
Date: Thu, 21 Aug 2014 15:26:05 -0700<br>
From: Sean Kennedy <<a href="mailto:mack_dadd2@hotmail.com">mack_dadd2@hotmail.com</a>><br>
Subject: Re: [Bf-vfx] Improving the 2D stabilization tool :: Demo<br>
Video<br>
To: Blender motion tracking & VFX <<a href="mailto:bf-vfx@blender.org">bf-vfx@blender.org</a>><br>
Message-ID: <COL127-W11AAA01427E05F464FC048A3D30@phx.gbl><br>
Content-Type: text/plain; charset="iso-8859-1"<br>
<br>
That's all very exciting! Glad to hear you have ideas and intentions to keep improving it. :)<br>
<br>
> Date: Thu, 21 Aug 2014 03:25:54 +0200<br>
> From: <a href="mailto:prg@ichthyostega.de">prg@ichthyostega.de</a><br>
> To: <a href="mailto:bf-vfx@blender.org">bf-vfx@blender.org</a><br>
> Subject: Re: [Bf-vfx] Improving the 2D stabilization tool :: Demo Video<br>
><br>
> On <a href="tel:21.08.2014%2001" value="+12108201401">21.08.2014 01</a>:19, Sean Kennedy wrote:<br>
> > I was up in Vancouver at Siggraph last week, so I've only gotten a chance to<br>
> > watch this video today.<br>
><br>
> > Really nice! Very impressive work, and Blender has definitely been needing<br>
> > some kind of scaling stabilization since stabilizing was introduced.<br>
> > I'd love to see these tools get into trunk. It's great that you took some<br>
> > good, real world video to demo on, video with all the problems typical<br>
> > stabilization projects run in to.<br>
><br>
> thanks, I really appreciate your understanding, and indeed, the real-world usage<br>
> situation can be rather insidious at times. Doing this example showed me that<br>
> it is possible to get acceptable results with what I've implemented thus far,<br>
> which makes me think it's the right moment to aim for review and inclusion<br>
> of this version, to get it in the hands of more people.<br>
><br>
> But it also showed me that the process is still laborious and the tool could<br>
> support the process of stabilising footage better in several ways; I'd like to<br>
> follow up on these, while I really hope to get more feedback to shape those<br>
> next ideas. To some degree, modest additional "automagic" could help, but I am<br>
> reluctant to engage in developing an elaborate automatic algorithm which turns<br>
> out to be not so helpful when put under real-world stress.<br>
><br>
> Bjorn (sunboy) commented already on the review page, and I will definitively<br>
> have a closer look into his add-on; a lowpass looks like one of these ideas<br>
> to be explored further -- a physical steadycam is likewise some kind of a<br>
> lowpass after all<br>
><br>
><br>
> > Are the keyframes you set in the Expected position tool panel viewable in the<br>
> > curve editor? I imagine they are, just want to make sure.<br>
><br>
> In theory yes. In practice no.<br>
> Let me explain. The animation system of blender is entirely generic, thus you<br>
> can animate (almost) all parameters found in the data blocks making up a blender<br>
> scene. Thus, if we use a persistent parameter and hook it up into the GUI, you<br>
> can press the "I" key and animate it through keyframes.<br>
><br>
> In fact, this system turns out to be more generic than what the GUI for<br>
> animation curve editing assumes. Meaning that this curve editor and animation<br>
> sequence handling makes some seemingly innocuous assumptions as to *where*<br>
> the animation data is attached -- and these turn out to be too limited.<br>
> Thus, if you have animation data attached to a property which belongs directly<br>
> to the 3D model, then the animation editor can find this data by descending<br>
> top level into the current scene. Unfortunately, our animation data is attached<br>
> to the post processing stages of the output graph (more precisely, to the<br>
> movie clip editing data) and from the looks the current setup of the<br>
> animation editors simply don't have this possibility "on the radar"<br>
><br>
> I haven't investigated that problem yet (and I'd appreciate any hint of the<br>
> more experienced blender coders); but off the top of my head, I can't see<br>
> why this should not be doable.<br>
><br>
> Cheers,<br>
> Hermann<br>
> (Ichthyo)<br>
><br>
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</blockquote></div>