[Bf-vfx] Improving the 2D stabilization tool :: Demo Video

Sean Kennedy mack_dadd2 at hotmail.com
Sat Aug 23 06:30:46 CEST 2014


When you say you'd like to have a handle for animating the main camera moves back into the stabilized footage, I agree with you totally. It would even be cool to see the animation path you are creating by counteranimating right there in the MCE viewer. It's been very helpful in other apps when doing this kind of thing on a real world production.
Another way the canvas would come in handy would be another technique using this kind of stabilization. A few times on shows, I've had to stabilize a big, panning camera move (like the footage Hermann used in his demo), and then create an extremely large plate of the entire scene. I would create a gigantic canvas, then lay out the frames in a long image, like a giant panoramic image. Once that's laid out, it's very easy to recreate the camera move manually and roto back in the moving objects in the scene. Not sure if I'm explaining this in a way that's understandable, but it would be relatively easy with these great stabilizing tools and the ability to set a huge canvas size in the compositor. (Actually, I suppose you could set up the "canvas" on an image in the 3d view and recreate the camera move with a 3d camera.)
Anyway, just babbling now....

Date: Sat, 23 Aug 2014 04:23:38 +0200
From: sebastiankoenig at posteo.de
To: bf-vfx at blender.org
Subject: Re: [Bf-vfx] Improving the 2D stabilization tool :: Demo Video

Hey!I didn’t follow that closely yet, but found the video quite interesting! So yesterday I built with the patch and it works quite well. I think the workflow can be improved still, but I should test a bit more for that. The thing that is really nice is to be able to „counteranimate“ the expected location, which I believe would also be what you’d do in other compositing apps (that have a „canvas“). Since we don’t have a canvas in compositor yet, your approach seems reasonable and the clip editor also seems like a good place for that. UI wise it would be nice to have some kind of handle for that. Maybe when using stabilization it could just have a point to grab and move, just as with the new tweaking center for masks?But yeah, I should test this a bit more when I find the time. Nice work so far, and thanks for putting your time into this!
Cheers,
Seb  -- 
Sebastian König
Körnerstraße 2804107 LeipzigGermanysebastiankoenig at posteo.dewww.blendFX.comwww.3dzentrale.com 
Am 22. August 2014 bei 00:26:05, Sean Kennedy (mack_dadd2 at hotmail.com) schrieb: 








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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