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Solving for the camera

From: Entertainment Creation Suite: Getting Started with MatchMover

Video: Solving for the camera

So once you have all of your manual points entered, you still need to calculate the yellow for medium and red for a bad track.

Solving for the camera

So once you have all of your manual points entered, you still need to calculate the 3D information in the scene. So far, we've only tracked the data in 2D. So, all of these points are matching the pixels in the image. Now, we need to take these and derive a camera from these, as well as the depth information in the scene. We do that in the 3D tracking menu. Now, we've been playing with the 2D tracking menu, which is again the byte map.

Now, we're actually going to derive our 3D information using that 3D tracking menu. And we do this by solving for camera or F9. So, once we do that, it will go ahead and calculate where the camera is based upon all of these points. One of the other things it's going to do, is it's going to rank the points. It's going to give them green for really good track, yellow for medium and red for a bad track. So most of these are green.

It looks like we've got a lot of green tracks. It looks pretty good. If we want to, we can take a look at this in 3D. If we look at this in 3D, we can use our Rotate tool to see where all of our data is, and it looks pretty darn good. If I want to see exactly what the camera sees, we have to use what is called lock on camera. Or the short cut is C. So once you mock on camera, it will actually view through the camera that it's calculated and show you exactly where all those 3D points are.

And those look pretty darn good. So now all we have to do is export this And again, we can select which tracks we're exporting. And I'm just going to call this pier01, and it's going to save it as a .ma or maya, ascii file. And once that's saved out, I can go into Maya, open the scene, and it should work. So let's go ahead look through our camera, and there it is. It looks pretty good. Now one of the things is when you manually track a scene.

Again, we're going to have some of that problem that we had before, in that our ground plane may be a little bit skewed or whatever, and we can just use those same techniques to put everything back to normal. If we want, we can tilt the camera or move the object. So I'm actually going to put this sphere in the scene. Maybe scale that down just a little bit. And let's just take a look at what that looks like. So, as you can see, we've got this pretty much matched. So, the process for manually matching is to first lay in your tracks, and then track them to the 2D image.

Then in the next phase, you solve for camera, and then you can export and import into the 3D package that you want.

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