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Autodesk MatchMover is the perfect camera-tracking companion for Maya, and it now comes bundled with Maya 2010 and later. Staff author George Maestri gives you an introduction to MatchMover's interface and automatic matching capabilities, and then shows how to import MatchMover scenes into Maya, solve for cameras, and do object-based tracking.
So now our scene is totally matched. In fact, I've saved this out to a file called BldgShot.mmf. And you can see how we have the building pretty much matched to the scene. So I can go ahead and export this, and bring it in to the 3D app of choice. So I'm going to go File > Export, and I'm just going to call this building01. And I'll make sure I export the cameras, and I don't want to export just the selected points, I want to make sure I, I export all of the tracks.
And make sure everything else is set up that we're actually animating the camera and not the scene. And then just go save and we're saving to Maya ASCII, again we can save out to any 3D format we want. And I'm just going to hop over to Maya and bring it in. So bring in Bldg_01.ma, Open. There it is. Let's go ahead and look through the camera and see what we have. Now what MatchMover has done is exported the tracking data but did not export the model. You're going to have to bring the model back in.
So, in order to bring the model back in I just have to import it so go Import, and again it's an OBJ file so Building.obj > Import. And there it is. Now because MatchMover used this as a reference, everything is in line. And so we have a pretty nice match. We don't have to do any messing around with it in order to get it nice and square because it is. If you notice, this building here is exactly, rectangular.
It's exactly on the ground plane, and makes it very easy to match this, in a scene. So let's go ahead and actually add in a little bit more. Let's go ahead and, drop in a plane for that parking lot that we've been wanting to use. And if you notice here we've got this parking lot. But oops! I have a little bit of a problem here. I've got, looks like it's kind of cutting off. And that's just because MatchMover set the clipping plane of the camera. And this is something that may come up, is that you may get things that disappear and those are usually clipping pane problems.
So it says anything before four units away don't look at. Well, I don't want to look at everything that's close to the camera. So I'm just going to make that a very low number. And you can see how that pops right in, you can do the same on the other side which is your far clipping plane. But again we have everything matched. If I wanted to, I could actually bring in my object. Let's say I wanted to bring that robot in again. So I'm going to Import, and let's just import Robot_anim.mb, and we'll import that.
And wow, he comes in a little bit too big. There he is. In fact, I'm going to actually do a little trick here, I'm going to take a look at my image plane, go into my Image Plane Attributes, and I only want to look at this through the camera, not in all views, and that way, I get a little bit of a better view here. And you can see, he's actually really big in comparison to this building. So I'm just going to go ahead and scale him down, and rotate him, and kind of place him in the parking lot.
He's still a little bit too big, but let's go ahead, just make him the right size. And again, this can be really any sort of object or animation that you want. So again, I'm just using the robot as an example. And there you have it. So now, I've got a completely matched scene. I've got the robots scaled properly to the building. And I also have the building in the scene so I can actually use it to do things such as casting except shadows in the scene. As well as for any sort of special effects I want to use.
So as you can see, using a model that's accurately measured can really help you with MatchMover.
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