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Tracking out-of-frame targets

From: Nuke 6.3 New Features

Video: Tracking out-of-frame targets

One of the most common tracking problems is trying to track a target moving out of frame. The Planar Tracker is able to cope with this situation amazingly well. Here, we'll take a look at two different cases of tracking out of frame. We're going to need our training clip, so let's get a Read node, select our Project Media folder, go to Lesson_06_Media, our TrainingClip, and select the frames. Click Open; connect to the viewer. We'll need our PlanarTracker node, so make sure the Read node is selected, go to the Transform tab, and add PlanarTracker.

Tracking out-of-frame targets

One of the most common tracking problems is trying to track a target moving out of frame. The Planar Tracker is able to cope with this situation amazingly well. Here, we'll take a look at two different cases of tracking out of frame. We're going to need our training clip, so let's get a Read node, select our Project Media folder, go to Lesson_06_Media, our TrainingClip, and select the frames. Click Open; connect to the viewer. We'll need our PlanarTracker node, so make sure the Read node is selected, go to the Transform tab, and add PlanarTracker.

We need some more screen space, so lets open this up; cursor in the Viewer to type H to re home the viewer. Now, let's say our problem is that we want to track this area over here. Now, by the end of the shot, we can see lots of the floor, but it starts off by being mostly out of frame. So the way we'll tackle this is, we'll start at the end of the shot, and track backwards. So I'm going to draw my shape here.

Oops! I went out of frame; oh no. Actually, the Planar Tracker doesn't care if the shape goes outside the frame a little bit. Not a problem; it knows where the edge of the frame is. So I'm ready to track backwards, so the first thing I do is I check my tracking motion. Well, Perspective is fine for this, so I'll leave it there, and then we'll select track backwards. The tracker stays locked to the target, even though it's drifting out of frame, because it's comparing each frame to the next.

So there's enough pixels left here for it to follow the action all the way out of the frame. Even when we get to the very end of this shot, over half of the target area is gone; there's more than enough of the texture left in frame to compare to the previous frame. Okay, I'm going to set the playhead for ping-pong, and let's play, and see how we did. It looks like my tracking shape is sticking quite nicely, so we can stop that. We come up here and turn on the planar surface.

Oops; we're not on the reference frame. As you know, the planar surface will be yellow on the reference frame, and you have to be on the reference frame in order to adjust it. So we'll select the jump to the reference frame button here. There we are. Then we have to turn on the planar surface adjustment tools, which is here, and now we can adjust it. I don't like seeing the animation tracks in frame, so I'm going to type O on the keyboard to turn off the overlays for the animation path, just to tidy things up a bit.

Okay, so now we can put this guy in here; get it roughed in, and now we can push in. Now we can turn on the planar grid to help us line things up. I want the planar grid to be absolutely parallel with the floor. So I want this line right here to stay on the edge of the floor; that's nice. I want these lines to be parallel to the floor boards. So let's adjust this one over here like this, and we'll adjust that one over there like that, and this corner down a bit.

Okay, so this looks nice and parallel here, that looks parallel there, this is good, that stays even with it -- oops, nope, I'm off a little bit. So let's brings this down a little bit here. There. This edge is now good. The lines all look good. Let's play, and see that it sticks nicely. We're looking good, so we'll stop that. The next thing we want to do is use to Stabilize Viewer option to confirm that we have no drift. We can turn off the planar grid if we want, and we don't need the planar adjustment tools anymore.

So we'll set the viewer to Stabilize, maybe zoom in just a little bit to get a nice close view, and play. And what we're checking for is that the points don't drift. Good; that seems to be sticking quite nicely. So we'll stop that, and re-home the viewer. Okay, we're ready to drop in our graphic, and corner pin it. Remember that the corner pin will always be to the planar surface; it will not be to the spline that you draw.

We do not have to be on the reference frame in order to hook up the planar surface. Oops, I didn't turn off the stabilize viewer. There it is, and one more time, home the viewer. Okay, now we're good. Okay; to drop in our graphic element, let's go get Marcie. So we'll get a Read node; select Project Media. Remember that Marcie lives in the Lesson_ 04_Media, and there is Marcie; open. Okay. To drop the graphic into the planar surface, we need to, first, start the Read node, second, make sure the planar track layer we want to use is selected, and third, come to the Output pop-up, and select CornerPin2D (absolute).

There's our corner pin node. All we need to do with the node selected is type M to get a Merge node, and then hook it in to the main composite. There we are. I'll turn off all the overlays by typing O in the viewer, and then we'll play to confirm that everything is sticking quite nicely. Okay, that looks really nice. Let's take a look at another case.

Show transcript

This video is part of

Image for Nuke 6.3 New Features
Nuke 6.3 New Features

52 video lessons · 2279 viewers

Steve Wright
Author

 
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  1. 2m 10s
    1. Welcome
      1m 50s
    2. Using the exercise files
      20s
  2. 9m 0s
    1. Building the mesh
      4m 12s
    2. Projecting images on the mesh
      4m 48s
  3. 26m 6s
    1. Exploring basic setup
      6m 21s
    2. Using camera track points
      10m 5s
    3. Understanding how to do a corner pin
      9m 40s
  4. 7m 22s
    1. Demoing the PointsTo3D node
      45s
    2. Using the PointsTo3D node
      6m 37s
  5. 15m 28s
    1. Setting the locators
      5m 4s
    2. Keyframing the locators
      2m 30s
    3. Doing the camera solve
      5m 34s
    4. Creating 3D cards
      2m 20s
  6. 5m 27s
    1. Working with the GeoSelect node
      5m 27s
  7. 8m 58s
    1. Understanding the Displacement node
      5m 19s
    2. Working with the ScanLineRender settings
      3m 39s
  8. 8m 49s
    1. Using the AudioRead node
      8m 49s
  9. 7m 44s
    1. Deep compositing briefing
      7m 44s
  10. 32m 55s
    1. CameraTracker overview
      7m 3s
    2. Tracking the scene
      4m 48s
    3. Solving the camera
      5m 28s
    4. Building the 3D scene
      6m 48s
    5. Adding 3D geometry
      8m 48s
  11. 9m 18s
    1. Tracking the scene
      4m 52s
    2. Filtering the point cloud
      4m 26s
  12. 19m 59s
    1. Analyzing the image
      8m 5s
    2. Exploring three workflows
      7m 18s
    3. Using the STMap node
      4m 36s
  13. 19m 41s
    1. Modeling new 3D geometry
      6m 46s
    2. Lining up 3D objects
      3m 16s
    3. Building the whole set
      7m 4s
    4. Exporting Modeler geometry
      2m 35s
  14. 1h 0m
    1. Exploring the PlanarTracker workflow
      6m 47s
    2. Correcting tracking drift
      2m 40s
    3. Coping with tracking occlusions
      6m 30s
    4. Tracking with multiple shapes
      6m 34s
    5. Tracking out-of-frame targets
      5m 32s
    6. Placing the planar surface out of frame
      4m 35s
    7. Exporting: corner pin (relative)
      4m 24s
    8. Exporting: Tracker node
      4m 24s
    9. Exporting: corner pin (stabilize)
      5m 15s
    10. Adding a roto shape to a track layer
      3m 42s
    11. Adding multiple roto shapes to a track layer
      3m 24s
    12. Using the mask input
      6m 40s
  15. 46m 20s
    1. Using the ParticleEmitter node
      4m 26s
    2. Creating particles
      4m 42s
    3. Adding emitters
      5m 59s
    4. Adding forces
      8m 18s
    5. Bouncing particles
      5m 28s
    6. Changing particle appearance
      7m 21s
    7. Adding streaks
      5m 42s
    8. Setting streak attributes
      4m 24s

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