[Bf-vfx] Bundle display orientation

Sebastian König koenig.sebastian at gmx.net
Sun Sep 18 11:56:50 CEST 2011


Hey Ton!

It is indeed sane and predictable that the bundles follow the camera's orientation. 
What I'm saying is that the initial camera-solution, as it comes out of the first solve, is sometimes oriented in a weird way, and often way too big. Sometimes the scene would take up hundreds of Blender Units. So in the orientation-process (Reconstruction mode) we define floor and scale. That will orient the camera, so far all nice and fine. 
The issue that we are having is that after setting the scene scale the camera-object is sometimes very very small and hard to see. And also hard to select! Because a scaled down camera apparently cannot be select from the camera-view (probably because the object border doesn't fit to the view-size anymore).
And the bundles are also too small then and we have to go to the display panel and adjust the bundle-size. And apart from that the bundles are rotated. I am not talking of the overall position and orientation of all bundles, but the single bundle itself. When the draw type is set to Plain Axis the single bundle sits askew in the scene. 
I'd find it better if the bundles had a fixed size in terms of drawing, that is always the same size (e.g. 0.1 BU), and always have it's z-axis pointing up. It would just look nicer, and in terms of scale it would be an improvement to visibility and usability. 

Seb




Am 18.09.2011 um 11:38 schrieb Ton Roosendaal:

> 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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>>> 
>>> 
>>> -- 
>>> ____________________
>>> François Tarlier
>>> www.francois-tarlier.com
>>> www.linkedin.com/in/francoistarlier
>>> _______________________________________________
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>> 
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