Join Andy Needham for an in-depth discussion in this video Integrate a model with the tracked shot, part of Cinema 4D R20 Essential Training: VFX.
- [Narrator] In this movie we're going to integrate a model of a can into our tracked shot. So first we need to use some simple geometry to test the object track. So I'm going to add a cylinder and we'll make it a child of the object tracker. The next thing we need to do is zero out the position and rotation values and we can use a handy shortcut for that or a command called reset PSO, so we'll type Shift + C to bring up the commander and then just start typing reset. And you can see it appears and we'll press Enter and that will zero out those coordinates for us. Now this is rather large and if we come in to our four views, you can see it is huge in comparison to our points here. So let's just change the radius to something that's a lot smaller and we'll change the height. And we need to position this so that it's more or less lining up with these green points here. So I'm going to just bring it over on the X, maybe a bit too much, up on the Y. Let's bring it down. Something around there. And on the zed, we'll just key in our value. So now it's looking kind of in place. Let's just change our display to lines, increase the perspective view, and I think we just need to add a little bit of rotation, so we can just add a touch on the pitch and a little bit of bank as well. Let's play through and see what we've got. So it looks like our test GO is lining up. Now we can do a couple of things now. We can import our can model and then make it a child of the cylinder, so it inherits the position and rotation, or we could convert this cylinder to a null object and then keep all the data on that. Let's do the latter as it's useful technique to know. So with the cylinder selected, I'm going to bring up the commander once again, so shift C. And I will type convert and we want convert to nulls. Let's just do that again. and that cylinder has been converted to a null object, which has the position and rotation values. Let's import the can now. So we got this really simple geometry in a can. Let's change our display to rotating lines. And you can see there's no in pull, it's just more or less the shape. It's a bit further along then the basic cylinder, so we'll just copy and then paste that in. And I'm going to make it a child of the cylinder null. We'll just call this Can Object. What we want to do is reset the position and rotation on the can. So Shift + C, reset PSR, and we'll hide the cylinder that we have there and we'll just play through now. And that's looking really cool. Quite pleased with that. So now we have our can in our scene. and add materials and lighting and that ring pull of course, and before you go ahead and do that, I'd encourage you to check out the content browser. There's some very good models of cans in the content browser and this sort of can would be a perfect candidate. And so I took it a little bit further with a little bit of rato we can make a fairly convincing composite. It's, you know, by no means a final shot, but as a means of testing this technique it certainly works and yeah, it's kind of cool. So I'm quite enough happy with the way that this shot was object tracked and I think it's a useful technique to take with you going forward.
- What are VFX?
- Automatic and manual 2D tracking
- Solving the 3D camera
- Calibrating a camera
- Scene reconstruction
- Object tracking
- Animating geometry
- Animating cameras
- Creating and applying materials
- Working with Projection Man
- Creating fractures
- Making fractures move
- Rendering using takes and tokens
- Compositing multipass renders