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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.
MatchMover can also use 3D objects to help match a scene. Let me show you how this works. I am going to go ahead and Load a Sequence, so we're going to go ahead, Load Sequence and it's in our Chapter 2 folder. It's called Bldg_Shot_0000.jpg 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 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 scenes. 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 am 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 Match Moving 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 am going to go ahead and go Import. I am going to import this object. Now MatchMover only supports OBJ files. It will support what's called REAL VIZ, 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 is 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 is 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 to 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. Then 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 am 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 am going to get the bottom right-hand corner of this building and then I am 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 just I am 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 am going to go ahead and match this front corner. Again we're matching the front of the building, not the inside of that clip, and again, I am 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 are going to match that to the point where the brick, notice here how the brick facia here hits the sidewalk. Right there is where we want to match this particular point. 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 am looking at the colors and they are actually, mostly green. So actually, I have some pretty good tracks. Now all I have to do is Solve For Camera just like it 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 the hit C or View>LockOnCamera, just the C key will do it. Now if you notice, I've got it very much tracked. So now, I have my virtual building tracked to my image.
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