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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.
MatchMover can also use 3D objects to help match a scene. Let me show you how this works. I'm going to go ahead and load a sequence. So we're going to go ahead and Load Sequence. And it's in our Chapter Two folder. It's called Building Shot. And this is really just a building photographed from a high perspective. The camera really isn't moving too much. The goal of the scene is to actually put something in this parking lot and then have it match. So, I, I actually want to match this building.
Now, MatchMover does have a 3D mode. If I click here to go into 3D mode, you can see I can actually view the scene in 3D. And because it's a 3D scene, I can actually bring 3D objects into the scene as well. I actually have, under 3D scene, an option which allows me to put basic 3D primitives into a scene. So, for example, if I brought a cube into the scene, I could actually have a 3D cube which I could use for matching or whatever.
You can notice how it comes in and it's kind of like this, almost like a semi-transparent object. I'm going to delete that, because what I really want to do is bring in an object that matches the building. What I did was I went into Maya, in fact let's just bring this up very quickly. And I did a very simple model of the building. And the way I did that was I actually used a satellite photo and some images from Google Street View to get a rough idea as to what that building is.
I didn't have access to the building to actually tape measure it, so my model is probably 90% accurate. It's not 100%. Now, with any MatchMoving, the more accurate measurements you get, the better your solution is going to be. So knowing that this is pretty close but not perfect, let's go ahead and bring this into MatchMover. So I'm going to go ahead and go Import, and I'm going to import this object. Now MatchMover only supports OBJ files. It'll support what's called REALVIZ, but for actual models, it only supports OBJ.
So export as OBJ and open it up in MatchMover. Now if you look closely, you can pretty much see that there's the model that we want. Now what I need to do is position this so I can see the model and the backing plate in the same image. So what I'm going to do here is truck in a little bit, so my model's a little bit bigger and I can also see the whole building, so you can see now I've got the model here and the building, and so we should be able to match that. Typically if I wanted to manually match, all I would have to do is just go 2D Tracking > New Track, and drop in some tracking points.
But I want to match these points to my building. So what I'm going to do here is just click on the corner of this model, drag to the corresponding point in the image. So I want to get the back corner of this building and let go. So now I've got a connection between this point on the model and that point on the building. And all I have to do is work my way through the building. Because I'm laying in points, I do want to solve each one of these for the camera.
So I want to make sure that I hit F3 after each of these, and make sure that I track each one of these. So I'm going to go back and track my first point here. So this is very similar to laying in our tracking coordinates manually, like we did in the last few lessons. So again, I'm going to get the bottom right hand corner of this building, and then I'm just going to work my way around. Go ahead and get this inside corner. And again, I want to make sure I get this as accurate as I can, because what we're trying to do is match this to the exact model.
It's not like I'm just laying in points and saying okay, well yeah, that's kind of close. We want to make sure that this is as accurate as we can make it. So be very careful when you click in these points. So now I've got this back portion of the building. Let's go ahead and get the front portion. I'm going to go ahead and match this front corner. And again, we're matching the front of the building, not the inside of that lip. And again, I'm going to click on this corner. Get this one. And then, all we have to do is the bottom front. Now make sure that you click as far forward as you can, because there's actually two vertices here. We don't want to get the inside one. We want to get the one that's exactly in the front.
And then we're going to match that to the point where the brick. Notice here how the brick fascia here It's the sidewalk. Right there is where we want to match this particular point. And let's do this again for the opposite corner. So now that I have these, you notice I have a bunch of tracks. And I'm looking at the colors and they're actually mostly green, so actually I have some pretty good tracks. Now, all I have to do is solve for camera. Just like I did before. All I have to do is either go 3D Tracking > Solve for Camera, or just hit F9. And now it's gone ahead and solved for my camera.
But I'm not looking through the camera right now, so in order to do that, again, I just have to hit C or View Lock on Camera, just the C key will do it. Now if you'll notice, I've got it very much tracked. So now I have my virtual building tracked to my image.
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