[Bf-vfx] Bf-vfx Digest, Vol 17, Issue 3

David McSween 3pointedit at gmail.com
Fri Aug 22 12:34:02 CEST 2014


This problem reminds me of sound baking to an fcurve. At least you're
propogating an editable result. Blending between stabilisation weights
would be neat.
David
On 22 Aug 2014 20:00, <bf-vfx-request at blender.org> wrote:

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> Today's Topics:
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>    1. Re: Improving the 2D stabilization tool :: Demo Video
>       (Sean Kennedy)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 21 Aug 2014 15:26:05 -0700
> From: Sean Kennedy <mack_dadd2 at hotmail.com>
> Subject: Re: [Bf-vfx] Improving the 2D stabilization tool :: Demo
>         Video
> To: Blender motion tracking & VFX <bf-vfx at blender.org>
> Message-ID: <COL127-W11AAA01427E05F464FC048A3D30 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
> That's all very exciting! Glad to hear you have ideas and intentions to
> keep improving it. :)
>
> > Date: Thu, 21 Aug 2014 03:25:54 +0200
> > From: prg at ichthyostega.de
> > To: bf-vfx at blender.org
> > Subject: Re: [Bf-vfx] Improving the 2D stabilization tool :: Demo Video
> >
> > On 21.08.2014 01:19, Sean Kennedy wrote:
> > > I was up in Vancouver at Siggraph last week, so I've only gotten a
> chance to
> > > watch this video today.
> >
> > > Really nice! Very impressive work, and Blender has definitely been
> needing
> > > some kind of scaling stabilization since stabilizing was introduced.
> > > I'd love to see these tools get into trunk. It's great that you took
> some
> > > good, real world video to demo on, video with all the problems typical
> > > stabilization projects run in to.
> >
> > thanks, I really appreciate your understanding, and indeed, the
> real-world usage
> > situation can be rather insidious at times. Doing this example showed me
> that
> > it is possible to get acceptable results with what I've implemented thus
> far,
> > which makes me think it's the right moment to aim for review and
> inclusion
> > of this version, to get it in the hands of more people.
> >
> > But it also showed me that the process is still laborious and the tool
> could
> > support the process of stabilising footage better in several ways; I'd
> like to
> > follow up on these, while I really hope to get more feedback to shape
> those
> > next ideas. To some degree, modest additional "automagic" could help,
> but I am
> > reluctant to engage in developing an elaborate automatic algorithm which
> turns
> > out to be not so helpful when put under real-world stress.
> >
> > Bjorn (sunboy) commented already on the review page, and I will
> definitively
> > have a closer look into his add-on; a lowpass looks like one of these
> ideas
> > to be explored further -- a physical steadycam is likewise some kind of a
> > lowpass after all
> >
> >
> > > Are the keyframes you set in the Expected position tool panel viewable
> in the
> > > curve editor? I imagine they are, just want to make sure.
> >
> > In theory yes. In practice no.
> > Let me explain. The animation system of blender is entirely generic,
> thus you
> > can animate (almost) all parameters found in the data blocks making up a
> blender
> > scene. Thus, if we use a persistent parameter and hook it up into the
> GUI, you
> > can press the "I" key and animate it through keyframes.
> >
> > In fact, this system turns out to be more generic than what the GUI for
> > animation curve editing assumes. Meaning that this curve editor and
> animation
> > sequence handling makes some seemingly innocuous assumptions as to
> *where*
> > the animation data is attached -- and these turn out to be too limited.
> > Thus, if you have animation data attached to a property which belongs
> directly
> > to the 3D model, then the animation editor can find this data by
> descending
> > top level into the current scene. Unfortunately, our animation data is
> attached
> > to the post processing stages of the output graph (more precisely, to the
> > movie clip editing data) and from the looks the current setup of the
> > animation editors simply don't have this possibility "on the radar"
> >
> > I haven't investigated that problem yet (and I'd appreciate any hint of
> the
> > more experienced blender coders); but off the top of my head, I can't see
> > why this should not be doable.
> >
> > Cheers,
> > Hermann
> > (Ichthyo)
> >
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