[Bf-vfx] Bundle display orientation

Matt Ebb matt at mke3.net
Sun Sep 18 13:46:14 CEST 2011


Do they even need axes? They're just points right, with no meaningful
per-point orientation? Why not just display them as points?

On Sun, Sep 18, 2011 at 8:53 PM, François T. <francoistarlier at gmail.com>wrote:

> +1 for the scale of the bundles
> 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.
>
>
> cheers,
>
> F.
>
> 2011/9/18 Coen Spoor <jcspoor at planet.nl>
>
>> Thanks for the answers Sergei, and I'm glad you like the proposed solution
>> by Sebastian and myself.
>>
>> Coen
>>
>> Op 18 sep. 2011 om 12:00 heeft "Sergey I. Sharybin" <g.ulairi at gmail.com>
>> het volgende geschreven:
>>
>>  Hi all,
>>
>> Answers are inlined.
>>
>> Ton Roosendaal wrote:
>>
>> 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.
>>
>>  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).
>>
>> 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. :)
>>
>>  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.
>>
>> It's not difficult to achieve and it should be more useful than current
>> behavior.
>>
>> -Ton-
>>
>> ------------------------------------------------------------------------
>> Ton Roosendaal  Blender Foundation    <ton at blender.org>ton at blender.org     <http://www.blender.org>www.blender.org
>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>
>> On 18 Sep, 2011, at 11:16, Sebastian König wrote:
>>
>>  --
>> With best regards, Sergey I. Sharybin
>>
>> _______________________________________________
>>
>> Bf-vfx mailing list
>> Bf-vfx at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-vfx
>>
>>
>> _______________________________________________
>> Bf-vfx mailing list
>> Bf-vfx at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-vfx
>>
>>
>
>
> --
> ____________________
> François Tarlier
> www.francois-tarlier.com
> www.linkedin.com/in/francoistarlier
>
> _______________________________________________
> Bf-vfx mailing list
> Bf-vfx at blender.org
> http://lists.blender.org/mailman/listinfo/bf-vfx
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-vfx/attachments/20110918/808feee4/attachment.htm 


More information about the Bf-vfx mailing list