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One of the most powerful 3D applications on the market, Maya 2010, now includes three complimentary bundled applications: MatchMover, powerful camera matching software; Toxik, a node-based compositor; and Backburner, a network rendering manager for Maya, 3ds Max, and Toxik. In Maya 2010: Getting Started with MatchMover, Toxik, and Backburner, instructor George Maestri demonstrates how to use these applications with Maya's existing powerful feature set to create engaging 3D animations. Exercise files accompany the course.
Now let's take a look at how Maya organizes the data that it gets from Matchmover and really, this applies to any 3-D application. You're going to have very similar types of data come into Max or Cinema 4D or whatever application you're using, so I've loaded up my shot called CityShot.ma, which is what I've exported from Matchmover. As you can see, we've got a lot of locators in this scene. In other applications you may have what are called null objects, but basically it's going to be the same.
So, we have our camera and notice how the camera has keyframes on every single track and you notice how you can see how the camera itself is moving. In fact if I get this over a little bit, you can see, from the backing plane, how that's all moving the camera and the image plane are all moving at once and that's basically the motion of the camera in the scene, and notice how all of these points are actually still, which is really what we had in real life. The scene was still and the camera was moving.
If we go into our Outliner, you can see how this data is set up. We have the camera here and then we also have what's called the rzTrckerGroup, which are basically all the points that it tracked. If I expand this, you'll notice I have all of the Auto_Tracks and you'll notice we have several hundred of these, which is what it needed to track the scene. We really have a lot of data here and it's data that we kind of want to organize. The reason that you're actually going to be tracking a scene like this is usually to bring in 3-D Assets to combine with this live action.
So let's go ahead and bring in some 3-D. So I'm going to go ahead and close this Outliner window. We're going to go to File>Import and I have a file out here with a robot in it. It's called Robot_anim.mb and now if I import that, you'll notice I get a robot scene here. In fact, let's go ahead and take a look at this in the Outliner. You can see here, I have an object here called Robot_MAST, which is my robot and everything else. In fact, if I move him off to the side, you can see this is what I brought into the scene.
Now what I can do is I can use this to actually place the robot in the scene. So, I'm going to ahead and put him here and I'm going to start looking through the camera. So I'm actually going to go to rzCamera1 and you can see here that this robot is a little big, so I'm going to go ahead and select that Master Node, scale him down and I'm going to hit to the 5 key to shade and then just go ahead and rotate him and move him into place here and you can see also that he is actually amongst all of these little locators.
So, you can actually see that, yeah, he's kind of right there in the middle of the street where there wasn't too much data. It is actually tracking the curves and the lights on the side of the street and that's basically where the robot is. So now, if I look, you can see here the robot is actually moving amongst the scene. Now the robot is already pre-animated, so you can see how that's all working. What comes in from Matchmover, really is just location data and a camera. We can combine that with objects in the scene to actually match those objects to the location that we've created.
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