[Bf-vfx] Bundle display orientation
Ton Roosendaal
ton at blender.org
Sun Sep 18 11:38:58 CEST 2011
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.
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. :)
-Ton-
------------------------------------------------------------------------
Ton Roosendaal Blender Foundation ton at blender.org www.blender.org
Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands
On 18 Sep, 2011, at 11:16, Sebastian König wrote:
> It just looks a bit weird when you orient the camera so that the
> solution matches the floor and the bundles are rotated and parallel
> to the camera but bit to the floor. (Bad) example: https://img.skitch.com/20110918-niyuk3gcbhe52rcfwpfh4113ec.png
> That's why me too would be for bundles that follow the camera's
> orientation without changing their rotation.
> And I'd go further, I think that the only thing the bundles should
> inherit form the camera is their position. I would find it much
> better if the bundles had a fixed size and rotation, instead of
> becoming bigger and smaller with the camera-scale, or becoming
> rotated in themselves when orienting the camera. Which, by the way,
> should also not become bigger/smaller when adjusting the scene
> size. :)
> I hope that makes sense.
>
> Cheers!
> Sebastian
>
>
> Am 17.09.2011 um 22:10 schrieb François T.:
>
>> then again you can snap an empty on it ? Actually I'm not quite
>> sure what your issue is here ?
>> But maybe it could be an option in the property panel ? Sergey ?
>>
>> F.
>>
>> 2011/9/17 Coen Spoor <jcspoor at planet.nl>
>> I totally understand your point of view, Its just for quick
>> reference when your aligning/offsetting the orientation of the
>> camera in global space. The markers are indeed in camera space,
>> which would be correct, only we almost always have to manually
>> adjust the camera rotation, and I would find it more convenient to
>> not only rely on the grid floor.
>>
>> Hope it makes sense, I can manage without it, but it's just my 2
>> cents :)
>>
>> Email: jcspoor at planet.nl
>> Twitter: @nachtwerk_vfx
>> Skype: coenspoor
>>
>> Op 17 sep. 2011 om 16:51 heeft François T.
>> <francoistarlier at gmail.com> het volgende geschreven:
>>
>>> To me it makes since that bundles are in "camera space" which I
>>> believe is the case right now because you want to align them
>>> through the camera.
>>> You wouldn't change there position anyway, except snapping an
>>> emtpy on it or so for mesh reconstruction. Again in that case it
>>> is better to have it in camera space.
>>>
>>> not sure why you would need them in world space though ?
>>>
>>>
>>> cheers,
>>>
>>> F.
>>>
>>>
>>>
>>> 2011/9/16 Coen Spoor <jcspoor at planet.nl>
>>> Hi guys,
>>>
>>> This is mostly addressed to Sergei(nazgul) but I'm open for some
>>> additional input. I just noticed that the bundles orientation is,
>>> I presume, local. What I was expecting when rotating the camera
>>> after applying the reconstruction to it, that the
>>> bundles(displayed as plain axes) would align themselves in global
>>> space, and therefore, the axes would align with the scene axes.
>>> It's not a showstopper by any means, but with a properly
>>> orientated reconstruction, I found it somewhat distracting. If you
>>> can find the time to look into it, I'd be very grateful!
>>>
>>> Thanks again for all the hard work so far on the tracker and other
>>> projects youre working on!
>>>
>>> Cheers,
>>> Coen Spoor
>>> NachtWerk vfx
>>>
>>> Email: jcspoor at planet.nl
>>> Twitter: @nachtwerk_vfx
>>> Skype: coenspoor
>>>
>>> _______________________________________________
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>>>
>>>
>>>
>>> --
>>> ____________________
>>> François Tarlier
>>> www.francois-tarlier.com
>>> www.linkedin.com/in/francoistarlier
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>>> Bf-vfx at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-vfx
>>
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>>
>>
>> --
>> ____________________
>> François Tarlier
>> www.francois-tarlier.com
>> www.linkedin.com/in/francoistarlier
>> _______________________________________________
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>> Bf-vfx at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-vfx
>
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