[Bf-vfx] Bundle display orientation

François T. francoistarlier at gmail.com
Sun Sep 18 21:15:53 CEST 2011


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.
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.




2011/9/18 Matt Ebb <matt at mke3.net>

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