[Bf-vfx] Plane Tracking naming
François T.
francoistarlier at gmail.com
Tue Aug 13 00:58:29 CEST 2013
I
haven't tested it yet, but as far as I have seen the demo, this is not
quite a corner pin as well. It defines a plane by estimating a normal from
your tracks and deform the original normal of your plane as you defined the
init shape.
So it looks like corner pin in simple example as they did in their demos,
but in extrem shot, that is not corner pin either. (or am I not getting
this planar tool ? )
2013/8/12 Sean Kennedy <mack_dadd2 at hotmail.com>
>
> Hey everyone (especially Keir and Sergey),
>
> I'd like to propose that the name of the new plane tracking tool be
> changed to something like Corner Pin, along with the plane deform node
> becoming something like Corner Pin Deform node.
>
> My reasoning is based off of standards that have already become entrenched
> in the vfx industry. People hear "plane track" and think "planar track",
> which has already been established and defined by Imagineer Systems (
> http://www.imagineersystems.com/ ) as tracking a featureless object that
> moves as if it's a 3d plane in 3d space. Plane track implies that we are
> tracking a plane in space with a single track, rather than tracking 4
> individual corners of a plane.
>
> People get confused. Like this:
>
> http://blenderartists.org/forum/showthread.php?302914-Blender-getting-authentic-Plane-Tracker!&p=2439913&viewfull=1#post2439913
>
> And, amazingly, Blender can actually planar track. It would be great to
> save the tool names relating to "plane" and "planar" for when those tools
> mature and become usable in the way they are in Imagineer's Mocha.
>
> (A single track set to Affine or Perspective actually tracks a plane. If
> we could then position the corner pin outline on a plane based of that
> single track, I would support calling that plane/planar tracking.)
>
> In the vfx industry, tracking 4 corners and deforming an image to fit
> those 4 tracks is called corner pinning, and calling it anything else not
> only confuses people who are familiar with other tools, but it may alienate
> some people who don't understand why we can't just call our tools what the
> rest of the industry calls tools. And with Imagineer winning a technical
> Oscar (
> http://blog.imagineersystems.com/2013/01/mocha-team-wins-academy-award.html )
> and supporting export to Nuke (
> http://www.imagineersystems.com/videos/learn-mocha-export-to-nuke-workflow1/view ),
> they are very much defining the terms professional artists use and are
> familiar with. Corner pinning has been around for years, and this is
> definitely what this tool is doing.
>
> And I don't mean to keep comparing to Mocha, I definitely like that we're
> doing this our own way. I could just as easily point to After Effects'
> multiple corner pinning tools (corner pin and CC power pin,
> http://help.adobe.com/en_US/aftereffects/cs/using/WS3878526689cb91655866c1103a9d3c597-7b8ba.html#WS3878526689cb91655866c1103a9d3c597-7b88a )
> and Red Giant's Warp tool, which is a corner pin tool with pretty much
> every option imaginable ( http://www.redgiant.com/products/all/rgwarp/ )
>
> I just think we should stick to conventional naming conventions. Artists
> who use more than one piece of software will certainly appreciate it and be
> able to pick it up much faster. I myself even thought Blender was going to
> be able to do Mocha-style planar tracking back when Keir released this clip
> - http://www.youtube.com/watch?v=5FBqpE4XO_s . And Blender *can *track
> like Mocha, it just uses that data to solve for the center point more
> accurately instead of piping that plane info into the compositor to use.
>
> Sean
>
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>
--
____________________
François Tarlier
www.francois-tarlier.com
www.linkedin.com/in/francoistarlier
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