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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,048 Hello there and welcome back 2 00:00:02,304 --> 00:00:06,400 In this video we're going to do a brief overview of 3D tracking in nuke 3 00:00:06,656 --> 00:00:07,680 So let's gets 4 00:00:08,192 --> 00:00:14,336 So we can bring in our footage first I have this 3D track for this version 24s here 5 00:00:14,592 --> 00:00:16,128 Because it's looking for aces 6 00:00:16,384 --> 00:00:18,176 What's the headset for Project 7 00:00:18,432 --> 00:00:18,944 This is 8 00:00:20,224 --> 00:00:20,736 5 9 00:00:20,992 --> 00:00:22,272 This is HD 10 00:00:23,296 --> 00:00:24,576 HD 11 00:00:25,088 --> 00:00:27,392 Change your colour management ocio 12 00:00:27,648 --> 00:00:33,792 I have an environment variable right now that's setting my OCI ok but trust me it is 8 13 00:00:34,048 --> 00:00:36,352 He says 1.1 here and will 14 00:00:36,608 --> 00:00:37,120 Get together 15 00:00:37,632 --> 00:00:39,168 This is using the input 16 00:00:39,424 --> 00:00:40,192 Sony 17 00:00:40,960 --> 00:00:41,472 Where is 18 00:00:41,728 --> 00:00:44,032 The input Sony sr1 Sky 19 00:00:45,568 --> 00:00:47,360 Pretty nice I'm actually using a 20 00:00:47,616 --> 00:00:49,408 DJI Mavic Pro 21 00:00:49,664 --> 00:00:52,224 To hear but they don't have that look up her 22 00:00:52,480 --> 00:00:54,784 I'm using this as a placeholder cos I think it were 23 00:00:55,040 --> 00:00:55,552 Pretty 24 00:00:56,064 --> 00:01:00,141 What's go ahead and get started first man to make a camera tracker no 25 00:01:00,143 --> 00:01:02,491 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 26 00:01:02,492 --> 00:01:03,744 Make sure you were in nuke x and when you're doing this 27 00:01:04,000 --> 00:01:06,048 Tracker does not work in standard 28 00:01:06,304 --> 00:01:09,632 So what we need to do first is feed a camera tracker a bit of information 29 00:01:09,888 --> 00:01:13,984 You always need to have the sensor size of a camera that shot your 30 00:01:14,240 --> 00:01:18,080 For the Mavic Pro 2 it's 13.2 and 31 00:01:18,336 --> 00:01:19,872 .8 mm 32 00:01:20,384 --> 00:01:22,432 And then is going to ask a couple other question 33 00:01:22,688 --> 00:01:24,480 Is it going to say what kind of camera 34 00:01:24,736 --> 00:01:25,248 Is there 35 00:01:25,504 --> 00:01:29,856 Is it on a tripod in it's just rotate in so there's a little bit of parallax 36 00:01:31,392 --> 00:01:34,976 Is it going with a really anywhere that's what a free camera is 37 00:01:35,232 --> 00:01:38,304 Is it on a dolly that a linear motion 38 00:01:38,816 --> 00:01:40,096 Or is it a TUPE 39 00:01:40,352 --> 00:01:42,400 5D surface that were try 40 00:01:42,912 --> 00:01:44,960 You can actually get corner pin 41 00:01:45,216 --> 00:01:45,728 Tracks 42 00:01:45,984 --> 00:01:47,520 With 3 trackers 43 00:01:47,776 --> 00:01:52,384 But I don't recommend doing it unless you have to because it's way more time consuming 44 00:01:52,640 --> 00:01:53,408 The normal to 45 00:01:54,176 --> 00:01:54,688 Track 46 00:01:55,200 --> 00:01:59,296 What kind of motion has it asking is there a lens distortion on 47 00:02:00,320 --> 00:02:02,624 And in this case there is an unknown lens 48 00:02:02,880 --> 00:02:04,928 We don't have a lens grid 49 00:02:05,184 --> 00:02:10,048 For this I wanted to calculate what lens distortion is going on in the shop based on 50 00:02:10,304 --> 00:02:10,816 Track 51 00:02:11,328 --> 00:02:13,632 And Nexus asking us 52 00:02:13,888 --> 00:02:14,400 Focal 53 00:02:15,168 --> 00:02:20,288 We know this is approximately and 11 mm depending on your confidence 54 00:02:20,544 --> 00:02:22,336 You can do noun verses 55 00:02:23,360 --> 00:02:27,712 I typically to approximate just a little room to wiggle around with 56 00:02:27,968 --> 00:02:30,272 And you can also do very 57 00:02:30,528 --> 00:02:34,112 This is when the lines is zooming you choose one of these two options 58 00:02:34,368 --> 00:02:37,696 So in the shot if we play it we can take a look at this 59 00:02:37,952 --> 00:02:40,512 It's a pretty 3D trackable shot 60 00:02:41,024 --> 00:02:42,048 It's moving 61 00:02:42,304 --> 00:02:46,144 Forward it's a free camera this is a drone flying through the air 62 00:02:46,656 --> 00:02:50,240 And there's a lot of parallax in this and that makes it a good 63 00:02:50,496 --> 00:02:51,008 Candida 64 00:02:51,264 --> 00:02:52,032 Track in 65 00:02:52,544 --> 00:02:58,688 Next 30 tracker can handle easy to set my complex 30 moves but it's really not the best 66 00:02:58,944 --> 00:02:59,968 Nothing more complicated 67 00:03:00,224 --> 00:03:01,760 I recommend using a 68 00:03:02,016 --> 00:03:05,344 3D tracking specific software like Centre 69 00:03:05,600 --> 00:03:09,184 I have tracker 3D equaliser but Nick should be more than getting 70 00:03:09,696 --> 00:03:10,208 Indeed 71 00:03:11,232 --> 00:03:14,304 Alright so we have this ready to go 72 00:03:15,328 --> 00:03:17,120 What's check out or other settings 73 00:03:17,376 --> 00:03:18,656 All these are red 74 00:03:19,168 --> 00:03:23,008 We can specify what range we want a track we can use mask if we want to 75 00:03:23,264 --> 00:03:23,776 Skewer 76 00:03:24,032 --> 00:03:26,592 Certain areas that are moving in our frame 77 00:03:26,848 --> 00:03:32,992 For example if there is a bird flying across here we could make a mess around and say don't track your bird be 78 00:03:33,248 --> 00:03:35,552 If anything is moving In Your Scene 79 00:03:35,808 --> 00:03:40,672 It's not going to track correctly with a 3D track everything needs to be static that work 80 00:03:42,208 --> 00:03:46,048 So the next step in this is we need to get some 81 00:03:46,304 --> 00:03:47,072 Points killing 82 00:03:47,584 --> 00:03:53,728 It shouldn't be too big of a deal here so let's go ahead and get our other tracks setup it's not in the auto trade 83 00:03:53,984 --> 00:03:55,520 Tablet actually in the settings tab 84 00:03:55,776 --> 00:03:56,800 What are the initial setup 85 00:03:57,056 --> 00:04:00,128 And what we can do here is hit preview features 86 00:04:00,384 --> 00:04:01,920 And this is going to show us where 87 00:04:02,176 --> 00:04:05,248 It's going to try to track each one of these represent 88 00:04:05,504 --> 00:04:06,784 Appoint track is going to try 89 00:04:07,040 --> 00:04:08,320 Automatically 90 00:04:09,344 --> 00:04:15,232 And based on parameters that we give it they will stop tracking or turn off at a given point 91 00:04:15,488 --> 00:04:17,536 Based on hell wobbly that 92 00:04:18,303 --> 00:04:20,351 And so the first thing I typically do 93 00:04:20,607 --> 00:04:25,983 Is I change the number of features to 500sl I want a lot of features 94 00:04:26,239 --> 00:04:29,311 Track because that's going to ensure more consistent results 95 00:04:29,823 --> 00:04:32,127 And then we have this detection threshold 96 00:04:32,383 --> 00:04:34,943 And this is going to help us just kind of ISA 97 00:04:35,199 --> 00:04:35,711 Two areas 98 00:04:35,967 --> 00:04:36,735 Hiya can't 99 00:04:37,247 --> 00:04:39,807 Alarm points in our sky right here 100 00:04:40,063 --> 00:04:43,391 And those aren't looking to good Sophie bring that 101 00:04:43,647 --> 00:04:45,439 Those points World go away 102 00:04:46,207 --> 00:04:46,975 Alright 103 00:04:47,487 --> 00:04:47,999 Awesome 104 00:04:48,767 --> 00:04:52,095 And feature separation is just how close can you get together 105 00:04:52,607 --> 00:04:55,935 If we change it to 6:40 there stacking on top of each other 106 00:04:56,191 --> 00:04:56,703 A bit 107 00:04:56,959 --> 00:04:59,007 12th August in Sherwood green spread out 108 00:04:59,263 --> 00:05:00,031 A little bit more 109 00:05:00,543 --> 00:05:03,615 Refine feature locations or try to move them to my contacts 110 00:05:04,639 --> 00:05:07,455 Typically that's a good thing so I always turn that on 111 00:05:07,967 --> 00:05:12,831 And then when it comes to the actual tracking process the features has to do with me 112 00:05:13,343 --> 00:05:13,855 Tried a try 113 00:05:14,367 --> 00:05:15,903 Our auto tracks will 114 00:05:16,159 --> 00:05:18,207 Turn off based on the spread 115 00:05:18,975 --> 00:05:19,999 If the track 116 00:05:20,255 --> 00:05:23,327 Is not longer than 3 frames it's not go 117 00:05:23,839 --> 00:05:24,351 Count what 118 00:05:24,863 --> 00:05:25,375 Is doing 119 00:05:25,631 --> 00:05:29,471 The track threshold here is our overall area rating 120 00:05:29,983 --> 00:05:32,031 If the track gets too wobbly 121 00:05:32,543 --> 00:05:34,847 It's going to turn it off and this is just a tool 122 00:05:35,103 --> 00:05:35,871 For Huawei 123 00:05:36,127 --> 00:05:37,919 I can get points 7 is a good start 124 00:05:38,175 --> 00:05:39,711 I don't really change these 125 00:05:39,967 --> 00:05:40,479 On my 126 00:05:40,735 --> 00:05:41,759 Version of a track 127 00:05:42,271 --> 00:05:45,855 And then he's next to you have to do with house move your track should be 128 00:05:46,111 --> 00:05:47,391 And House movie chilling 129 00:05:47,903 --> 00:05:50,207 Because if you have a very complicated scene 130 00:05:50,463 --> 00:05:51,743 You can make sure the track 131 00:05:51,999 --> 00:05:57,119 He is at 0 who can just panties up a little bit because this is a very smooth 132 00:05:57,375 --> 00:05:58,143 Seen another 133 00:05:58,399 --> 00:05:58,911 Albatross 134 00:05:59,167 --> 00:06:03,519 Banana solving we have this camera motion this is a duplicate of what we 135 00:06:03,775 --> 00:06:04,287 Here 136 00:06:04,543 --> 00:06:05,567 And it will up 137 00:06:05,823 --> 00:06:08,383 Accordingly to change this to rotation on 138 00:06:08,895 --> 00:06:09,407 Dates here 139 00:06:09,663 --> 00:06:10,687 Are we going to keep the sack 140 00:06:10,943 --> 00:06:11,711 Free camera 141 00:06:11,967 --> 00:06:14,271 And then for the solving section I don't really 142 00:06:14,527 --> 00:06:15,551 Ever touched 143 00:06:15,807 --> 00:06:18,879 Go ahead and start tracking the sky 144 00:06:19,391 --> 00:06:22,207 But one thing I want to make sure I'm doing first as I feel like the 145 00:06:22,719 --> 00:06:23,743 Ali Abdullah 146 00:06:24,255 --> 00:06:27,839 Super well let's take a look at how we can mask with the camera track 147 00:06:28,607 --> 00:06:30,911 In so what I can do here 148 00:06:31,679 --> 00:06:32,959 Make a right there 149 00:06:33,215 --> 00:06:35,775 And what I can do is just draw 150 00:06:36,287 --> 00:06:37,823 Here roughly 151 00:06:40,639 --> 00:06:44,991 That's not doing anything currently we want to change to a mask Alpha 152 00:06:45,503 --> 00:06:48,831 And now anything that's within the shape it's not going to 153 00:06:49,087 --> 00:06:49,599 Track 154 00:06:50,111 --> 00:06:54,975 Just realised that means we have to roughly track as in actually looks like this is me 155 00:06:55,231 --> 00:06:55,999 Freddie Stead 156 00:06:57,535 --> 00:07:00,607 What does keep that the whole time that was really lucky 157 00:07:01,119 --> 00:07:01,887 That we did 158 00:07:02,143 --> 00:07:04,447 The track this for distant background 159 00:07:04,703 --> 00:07:09,311 We can do is hit track and it's going to automatically track these 500 160 00:07:11,359 --> 00:07:13,663 Like I said earlier this is a really good 161 00:07:13,919 --> 00:07:16,223 How to 3D track because of the amount of parallel 162 00:07:16,479 --> 00:07:18,527 In the shot everything in it is static 163 00:07:18,783 --> 00:07:19,807 And that's what you are 164 00:07:20,575 --> 00:07:24,159 If this was a handheld camera of someone running around film 165 00:07:24,415 --> 00:07:24,927 Car check 166 00:07:25,439 --> 00:07:29,535 Potentially be very difficult to get a track with Luke and maybe even 167 00:07:30,559 --> 00:07:31,583 Just keep that in mind 168 00:07:31,839 --> 00:07:32,607 Nuke is good 169 00:07:32,863 --> 00:07:33,887 Easy to medium 170 00:07:36,191 --> 00:07:40,287 All rates are all other points are all said and done right now 171 00:07:40,543 --> 00:07:46,687 And we can see one museum in this is actually showing us how long these tracks go for and you can see it up half 172 00:07:46,943 --> 00:07:47,711 They're going down 173 00:07:47,967 --> 00:07:51,295 It looks like these are pretty consistent which is always good to see 174 00:07:51,807 --> 00:07:55,391 Go ahead and actually solve this we have a solve button right here 175 00:07:55,647 --> 00:07:57,183 And let's see how 176 00:07:58,975 --> 00:08:01,279 Because this error right here is going to tell 177 00:08:01,535 --> 00:08:03,839 How off our track is based on 178 00:08:04,095 --> 00:08:05,887 The consistency of the 179 00:08:06,143 --> 00:08:08,447 The parallax is how I can give us this year 180 00:08:09,471 --> 00:08:12,543 And will be able to see it per frame as well on the right side 181 00:08:12,799 --> 00:08:15,103 Looking for something that is below 182 00:08:16,127 --> 00:08:19,455 Anything but no-one is typically pretty good and what would you know 183 00:08:19,711 --> 00:08:24,063 Were just below one here let me know if you're pretty good track on our hands 184 00:08:25,087 --> 00:08:26,111 To take a look 185 00:08:26,623 --> 00:08:30,975 And just kind of scrub through the sea can see a few different colours just popped up on our screen 186 00:08:31,487 --> 00:08:32,767 Read means this is a 187 00:08:33,023 --> 00:08:34,559 Bad track it does 188 00:08:34,815 --> 00:08:35,839 Think that 189 00:08:36,095 --> 00:08:37,631 We haven't here is any good 190 00:08:37,887 --> 00:08:42,495 Yellow is just kind of discarded and green means that contribute into overall 191 00:08:42,751 --> 00:08:43,263 Saw 192 00:08:43,775 --> 00:08:44,543 Alright 193 00:08:45,055 --> 00:08:45,567 Sweet 194 00:08:45,823 --> 00:08:47,871 So if you're looking through this 195 00:08:48,127 --> 00:08:50,431 And I feel like our points are looking pretty good 196 00:08:50,687 --> 00:08:52,223 As a whole we can see a couple 197 00:08:52,479 --> 00:08:54,271 That are just sliding 198 00:08:54,527 --> 00:08:55,551 Frizzy hair 199 00:08:56,575 --> 00:08:57,855 Crab through this 200 00:08:58,111 --> 00:08:59,391 Always get shot 201 00:08:59,647 --> 00:09:00,159 To see if 202 00:09:00,415 --> 00:09:01,695 Any that don't look 203 00:09:01,951 --> 00:09:02,975 Sticking 204 00:09:03,999 --> 00:09:05,535 Because that will happen 205 00:09:05,791 --> 00:09:06,815 From time to time 206 00:09:07,327 --> 00:09:07,839 On 207 00:09:08,095 --> 00:09:09,375 The sky here 208 00:09:09,887 --> 00:09:11,935 Is the best steak in the whole time 209 00:09:13,471 --> 00:09:16,031 It doesn't look like this one's working too well so you can just delete 210 00:09:16,543 --> 00:09:18,847 Poinsettia bad you can just like them in the lead on 211 00:09:19,103 --> 00:09:20,639 Projected ones we don't need 212 00:09:21,151 --> 00:09:23,455 If we had anything that was slide in a car 213 00:09:23,967 --> 00:09:24,479 Screen 214 00:09:24,735 --> 00:09:26,527 Indus go ahead and delete them 215 00:09:28,575 --> 00:09:30,623 Alright and once you've cleaned 216 00:09:30,879 --> 00:09:36,511 Any obvious issues what you want to do is hits solve again this probably won't really do much because I might delete it 217 00:09:37,791 --> 00:09:38,303 And 218 00:09:40,607 --> 00:09:41,631 It is 1.4 219 00:09:41,887 --> 00:09:44,703 500 bolognese would do it just to see what happens 220 00:09:46,495 --> 00:09:48,031 What does finished calculating 221 00:09:49,055 --> 00:09:49,567 There 222 00:09:50,591 --> 00:09:52,895 Are you still really changed much at all 223 00:09:53,151 --> 00:09:56,735 So what we want to do next to start weeding out the area 224 00:09:56,991 --> 00:09:58,527 That we have in our track 225 00:09:59,039 --> 00:10:00,716 You can look through here there's a couple of 226 00:10:00,717 --> 00:10:02,889 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 227 00:10:02,889 --> 00:10:02,879 Thresholds that we can change 228 00:10:03,135 --> 00:10:07,231 Some information in here this is the max area of any given tracker 229 00:10:07,743 --> 00:10:09,023 On a frame 230 00:10:09,279 --> 00:10:12,607 And say what we can do as we can start you control 231 00:10:12,863 --> 00:10:14,399 What does maxcera 232 00:10:15,423 --> 00:10:16,703 Restart lowering them 233 00:10:16,959 --> 00:10:19,263 We can see a lot of points start turning 234 00:10:20,287 --> 00:10:22,847 And so we can actually update our souls 235 00:10:23,359 --> 00:10:24,383 To get rid of 236 00:10:24,639 --> 00:10:30,271 Points that are over our allotted threshold cos you're probably contributing to a track not being a salad as it 237 00:10:31,039 --> 00:10:32,319 And we can just lower 238 00:10:32,575 --> 00:10:34,111 There's a bit of this 239 00:10:34,367 --> 00:10:34,879 2 240 00:10:35,647 --> 00:10:36,671 This may be 241 00:10:36,927 --> 00:10:37,951 3.5 242 00:10:38,975 --> 00:10:42,047 You want to get rid of a good amount of trackers but you don't want to get rid 243 00:10:42,303 --> 00:10:43,839 So many that 244 00:10:44,095 --> 00:10:45,631 You don't really have any 245 00:10:45,887 --> 00:10:46,655 To inform 246 00:10:46,911 --> 00:10:47,423 Your track 247 00:10:47,679 --> 00:10:50,495 So what we can do is hit delete rejected right here 248 00:10:53,567 --> 00:10:57,407 We can see that our solve our is now at 0.75 249 00:10:57,663 --> 00:10:58,687 And that's pretty good 250 00:10:58,943 --> 00:11:02,271 Anything a .5 or below is really really really good 251 00:11:02,527 --> 00:11:04,831 Anything that's below 1 is Sam 252 00:11:05,599 --> 00:11:06,879 So I think this is working 253 00:11:07,135 --> 00:11:07,647 Pretty well 254 00:11:08,927 --> 00:11:09,695 And 255 00:11:09,951 --> 00:11:13,023 Kemet records also calculated the Leinster store 256 00:11:14,047 --> 00:11:19,423 We check on the store input we can see this is how it thanks the lens is being distorted 257 00:11:19,679 --> 00:11:21,215 What is the understory 258 00:11:21,727 --> 00:11:24,799 Table to extract that and use it a little bit later 259 00:11:25,567 --> 00:11:27,103 So now that we have our 260 00:11:27,359 --> 00:11:27,871 Track 261 00:11:28,383 --> 00:11:31,455 Pretty good this is a salad error percentage 262 00:11:31,967 --> 00:11:34,271 Let's go ahead and start sitting up or seeing 263 00:11:34,783 --> 00:11:39,135 We make a person 3D space we have over points here Luke does it 264 00:11:39,391 --> 00:11:39,903 The gas 265 00:11:40,415 --> 00:11:42,719 How they should be laid out but this isn't 266 00:11:43,743 --> 00:11:45,535 Let's go ahead and start adjusting that 267 00:11:46,815 --> 00:11:48,095 What you want to do Azuma 268 00:11:48,351 --> 00:11:54,495 And find a point that six pretty well let's look at this one the area is very low on this listing 269 00:11:54,751 --> 00:11:55,263 Salad 270 00:11:55,519 --> 00:11:58,335 You can right click on it and you can do quite a few things 271 00:11:59,359 --> 00:12:01,919 And so what I want to do first as I want 272 00:12:02,175 --> 00:12:03,711 To set the stew or 273 00:12:04,223 --> 00:12:06,015 You need a new scene layout before you 274 00:12:06,271 --> 00:12:08,831 Anything else and now it's nap that position 275 00:12:09,343 --> 00:12:11,391 To The Origin in 3D space 276 00:12:11,903 --> 00:12:16,255 Next you want to start defining your x y and z axis in 3D space 277 00:12:16,767 --> 00:12:18,815 Subscribe this guy here 278 00:12:19,071 --> 00:12:21,631 What's the what's this area 279 00:12:22,655 --> 00:12:24,959 The area is very very well 280 00:12:25,727 --> 00:12:28,543 What's great about him as well 281 00:12:29,055 --> 00:12:32,127 And also pretty well and with these two points selected 282 00:12:32,383 --> 00:12:33,407 We can set 283 00:12:33,919 --> 00:12:34,431 This 284 00:12:34,687 --> 00:12:35,967 Qrz 285 00:12:36,735 --> 00:12:37,247 Ground 286 00:12:38,271 --> 00:12:39,295 And now and we'll look 287 00:12:39,807 --> 00:12:44,671 This has flattened out or points significantly we look at this from our 288 00:12:45,183 --> 00:12:46,207 Right side 289 00:12:46,463 --> 00:12:47,231 We can see how 290 00:12:47,487 --> 00:12:48,255 Louder this 291 00:12:49,279 --> 00:12:50,303 And that's work 292 00:12:50,559 --> 00:12:53,375 Funny well that should be salad for our lady 293 00:12:53,631 --> 00:12:54,911 We could do it 294 00:12:55,167 --> 00:12:58,495 X and Y as well but I will show you a bit of a different technique to do that 295 00:12:58,751 --> 00:13:02,335 Now that's a bar scene sale in a grab these two points 296 00:13:02,591 --> 00:13:06,943 And set that up because if you look at this right now in 297 00:13:07,455 --> 00:13:08,223 3D viewer 298 00:13:10,015 --> 00:13:15,391 It's saying that this in total is about 10 m long right now and that's not 299 00:13:15,647 --> 00:13:16,159 Correct 300 00:13:16,415 --> 00:13:18,463 For gravel this point grab this 301 00:13:19,231 --> 00:13:25,375 And what does approximate we can add scale distance and now in Arsene tab this is how you control the layout 302 00:13:25,887 --> 00:13:26,399 We can 303 00:13:26,655 --> 00:13:30,495 Estimate how many m is Maple 660 or sell 304 00:13:30,751 --> 00:13:34,335 I don't know the exact distance from just trying to get this to be a little bit more 305 00:13:34,591 --> 00:13:37,151 Realistic soccer camera tracker here 306 00:13:37,407 --> 00:13:39,967 Zoom we can see the scale or seen 307 00:13:40,223 --> 00:13:43,551 Significantly now just this chunk is 100 m 308 00:13:43,807 --> 00:13:44,831 And this is certainly 309 00:13:45,087 --> 00:13:47,391 Much much closer than 310 00:13:47,647 --> 00:13:48,159 We had 311 00:13:49,183 --> 00:13:49,951 Alright 312 00:13:50,463 --> 00:13:55,583 Sweet so let's start looking into how we can actually lay our scene out in general 313 00:13:56,863 --> 00:13:59,679 So we have a little output option here 314 00:13:59,935 --> 00:14:03,007 And the only one I ever use honestly 315 00:14:03,263 --> 00:14:04,031 Is seen 316 00:14:04,799 --> 00:14:06,335 When you create a SIM plan 317 00:14:06,591 --> 00:14:07,871 It will treat a few now 318 00:14:08,639 --> 00:14:11,455 AutoTrader scanline render in a casino 319 00:14:11,711 --> 00:14:14,015 And most importantly is this 320 00:14:14,783 --> 00:14:19,391 It will make a lens distortion node with what its perceived undistort is 321 00:14:19,903 --> 00:14:22,463 I'll make a point Cloud for us to use 322 00:14:22,975 --> 00:14:24,255 And it'll make a cam 323 00:14:24,511 --> 00:14:26,815 And this is our moving 3dk 324 00:14:28,607 --> 00:14:31,167 Alright sweetie we have Oliver points in here 325 00:14:31,423 --> 00:14:36,543 May look like a little that's because we don't have any smooth motion blur on them 326 00:14:37,055 --> 00:14:37,823 Changed 327 00:14:38,335 --> 00:14:38,847 Eat 328 00:14:39,615 --> 00:14:40,383 Centre 329 00:14:40,639 --> 00:14:43,455 How to make a little smaller if we want to 330 00:14:43,967 --> 00:14:44,479 Girl 331 00:14:44,991 --> 00:14:46,271 Solicitors just r3d 332 00:14:46,527 --> 00:14:47,295 Overlaid 333 00:14:47,551 --> 00:14:48,319 Ntfc 334 00:14:48,831 --> 00:14:54,463 We need to keep checking our layout because we just don't want to assume that it's working correctly 335 00:14:54,719 --> 00:14:57,279 Let's go ahead and 1st ad 336 00:14:57,535 --> 00:14:58,047 Car 337 00:14:58,559 --> 00:15:00,095 40 ground plane 338 00:15:00,351 --> 00:15:02,399 This is the first step I always do 339 00:15:02,911 --> 00:15:04,447 What's change this orientation 340 00:15:04,959 --> 00:15:05,471 White 341 00:15:06,495 --> 00:15:08,799 And uncheck image aspect 342 00:15:09,311 --> 00:15:10,591 How much does scalis 343 00:15:10,847 --> 00:15:11,615 It's really 344 00:15:12,383 --> 00:15:14,687 Indirect checkerboard on here as well 345 00:15:16,479 --> 00:15:19,295 Let's see what we have 346 00:15:20,831 --> 00:15:22,111 Look at the 3D scene 347 00:15:22,367 --> 00:15:24,415 It's even skills up more 348 00:15:24,671 --> 00:15:25,695 Not that kind of girl 349 00:15:25,951 --> 00:15:26,719 Infinity 350 00:15:27,487 --> 00:15:30,303 All right so it looks like our layer is it 351 00:15:30,559 --> 00:15:32,607 White karate everyone are 352 00:15:32,863 --> 00:15:35,935 Horizon mind to be right around here to match 353 00:15:36,191 --> 00:15:40,031 They are Rolling Hills so it doesn't need to be perfect but I want to be a bit more 354 00:15:40,287 --> 00:15:40,799 Close 355 00:15:42,591 --> 00:15:44,639 So we can go onto the scene tab and 356 00:15:44,895 --> 00:15:48,223 Hear these adjustments will move around and rotator see 357 00:15:48,479 --> 00:15:49,759 Based on the Aura 358 00:15:50,527 --> 00:15:51,551 So first time going 359 00:15:51,807 --> 00:15:53,599 Rotate person x 360 00:15:54,111 --> 00:15:55,903 Just a scooter up a little bit 361 00:15:56,415 --> 00:15:57,183 And actually 362 00:15:57,439 --> 00:15:59,487 Pretty well not sure I need to do anything beyond 363 00:15:59,743 --> 00:16:01,279 Now we have a horizon line 364 00:16:01,791 --> 00:16:03,327 Set up correctly 365 00:16:03,583 --> 00:16:04,095 Skewed 366 00:16:04,351 --> 00:16:07,167 Where does sinus lower than the other but that feels accurate 367 00:16:07,423 --> 00:16:08,959 Again doesn't need to be perfect 368 00:16:09,471 --> 00:16:11,007 Needs to be somewhere close 369 00:16:11,263 --> 00:16:17,407 And when we updated our rotation there that are propagated to a camera and or point cloud 370 00:16:17,663 --> 00:16:19,455 Expression light to 371 00:16:20,735 --> 00:16:24,319 Answer now or seem is all set up and ready to go 372 00:16:25,599 --> 00:16:27,135 So what we can start doing now 373 00:16:27,391 --> 00:16:28,927 Is say we wanted to add 374 00:16:29,183 --> 00:16:31,743 Cube right here we can go into our camera track 375 00:16:32,511 --> 00:16:34,047 We can't select this 376 00:16:34,303 --> 00:16:35,839 We can create a SIM 377 00:16:37,375 --> 00:16:39,935 And what's pipes that into a scene 378 00:16:43,263 --> 00:16:44,799 And now we have a few on 379 00:16:45,055 --> 00:16:46,591 Restart playing 380 00:16:46,847 --> 00:16:49,919 Little track in according to all of our 381 00:16:50,687 --> 00:16:53,759 Disconnect a point cloud just so this is a little bit faster 382 00:16:54,015 --> 00:16:57,087 But we can see that as removing throughout our scene 383 00:16:57,343 --> 00:16:59,391 Are a little sphere here is sticking 384 00:16:59,647 --> 00:17:01,183 Very very well 385 00:17:01,951 --> 00:17:05,279 Even when it starts getting covered it's moving smooth and consistent 386 00:17:05,535 --> 00:17:06,559 Because this is a 3 387 00:17:07,327 --> 00:17:09,375 You'll never be able to get this kind of consistency 388 00:17:09,631 --> 00:17:10,655 With a point 389 00:17:10,911 --> 00:17:11,679 One step ahead 390 00:17:13,215 --> 00:17:14,239 Alright 391 00:17:14,751 --> 00:17:17,311 That's how you create geometry and layout your CV 392 00:17:17,567 --> 00:17:19,103 So what happens if you 393 00:17:21,151 --> 00:17:23,455 Doesn't really give you a good carer 394 00:17:24,479 --> 00:17:25,247 0.75 395 00:17:25,503 --> 00:17:26,015 Is pretty 396 00:17:26,527 --> 00:17:30,623 What if that little spot that we have over here is not tracking 397 00:17:31,903 --> 00:17:35,743 Well what you want to do when you have bad errors is a couple 398 00:17:36,767 --> 00:17:37,279 FIFA 399 00:17:38,559 --> 00:17:39,839 Is make a tracker 400 00:17:41,119 --> 00:17:42,911 And what you can do here 401 00:17:43,423 --> 00:17:44,703 Is track 402 00:17:46,751 --> 00:17:50,335 What do you write here say this is where we want to add some CG 403 00:17:50,591 --> 00:17:51,359 You can get 404 00:17:51,615 --> 00:17:53,407 That we feel good about 405 00:17:53,919 --> 00:17:54,431 Make sure 406 00:17:54,687 --> 00:17:56,223 Does a stick in the whole time 407 00:17:58,527 --> 00:17:59,039 I just 408 00:17:59,295 --> 00:18:00,063 It's on 409 00:18:00,319 --> 00:18:01,599 Minutes changes 410 00:18:01,855 --> 00:18:03,391 Track a little bit more nicely 411 00:18:04,415 --> 00:18:05,439 Collins Key 412 00:18:05,951 --> 00:18:07,231 Cracking in 413 00:18:09,535 --> 00:18:10,303 Looks like a stick 414 00:18:10,559 --> 00:18:11,327 Pretty well 415 00:18:11,839 --> 00:18:14,143 You want to make sure that these feature 416 00:18:14,399 --> 00:18:16,191 Are very very sticky 417 00:18:16,447 --> 00:18:19,519 Because if these are off is going to throw off your entire tree 418 00:18:19,775 --> 00:18:22,335 Because one is going to do is prioritise making 419 00:18:22,591 --> 00:18:24,383 As sticky as pass 420 00:18:25,151 --> 00:18:26,943 Is then on what you can do here 421 00:18:27,199 --> 00:18:30,015 Going to copy and paste this sometimes camera trackers 422 00:18:30,271 --> 00:18:30,783 Out 423 00:18:31,039 --> 00:18:32,831 And so I just have backups location 424 00:18:33,599 --> 00:18:36,159 In the user tracks but symporter track 425 00:18:36,671 --> 00:18:37,695 Grabbed tracker one 426 00:18:39,487 --> 00:18:41,023 And now it has this 427 00:18:42,303 --> 00:18:47,935 We can see it sticking there and we can hit updates off to not reset all the voice settings that we've had 428 00:18:48,447 --> 00:18:49,215 Ennis going 429 00:18:49,471 --> 00:18:52,799 Keyboard current settings into account by try to incorporate this year 430 00:18:57,919 --> 00:19:03,807 Alright and now we have a point on a user track your didn't really change her hair reading because they're reading was pretty good 431 00:19:04,063 --> 00:19:06,111 But we have that in here now 432 00:19:06,367 --> 00:19:07,903 And if your track is not sticking 433 00:19:08,159 --> 00:19:11,231 Learning anywhere from 10 to 20 beautiful really help you 434 00:19:11,999 --> 00:19:13,279 The other thing you can do 435 00:19:13,535 --> 00:19:14,559 Is really up 436 00:19:14,815 --> 00:19:15,583 The amount 437 00:19:15,839 --> 00:19:17,887 Of future locations that you have 438 00:19:18,399 --> 00:19:23,775 But if you're increasing the amount of autotrack features you need to make sure that they're good features you can put the 439 00:19:24,031 --> 00:19:24,543 2000 440 00:19:24,799 --> 00:19:26,335 Is it your order features or slide 441 00:19:26,847 --> 00:19:30,431 That's no good you can also play with B-MAX error threshold 442 00:19:30,943 --> 00:19:33,759 And those are generally the best way to troubleshoot 443 00:19:34,015 --> 00:19:34,783 New tracks in 444 00:19:35,551 --> 00:19:38,367 And now we have a scene night and set up 445 00:19:38,623 --> 00:19:39,391 3D space 446 00:19:39,903 --> 00:19:42,207 Go ahead and make a box here 447 00:19:42,463 --> 00:19:44,511 Boxes are great way to double check 448 00:19:44,767 --> 00:19:45,279 Prospect 449 00:19:45,535 --> 00:19:46,303 Alright 450 00:19:46,815 --> 00:19:47,583 Cuban new 451 00:19:48,095 --> 00:19:51,935 Make a cube connect the Sky Friday the origin 452 00:19:52,447 --> 00:19:58,591 And what scooter are .5 mm pivot down to the bottom side negative 453 00:19:58,847 --> 00:19:59,359 5 454 00:19:59,615 --> 00:20:00,383 And 455 00:20:00,639 --> 00:20:02,175 Find a good 456 00:20:02,431 --> 00:20:02,943 Point 457 00:20:03,711 --> 00:20:05,503 Space to put this maybe 458 00:20:06,271 --> 00:20:06,783 Here 459 00:20:07,295 --> 00:20:09,343 Let's just make an access so I know 460 00:20:09,599 --> 00:20:10,623 3D position 461 00:20:12,671 --> 00:20:13,439 Indulge just 462 00:20:14,719 --> 00:20:15,999 Over a little bit 463 00:20:17,791 --> 00:20:20,607 Eva box we can really scale this up song 464 00:20:20,863 --> 00:20:23,167 I move the pivot so I can allow us to school 465 00:20:24,703 --> 00:20:25,727 Or do you like 466 00:20:26,239 --> 00:20:26,751 10 467 00:20:27,007 --> 00:20:32,895 And the boxes a good way to check your perspective because as we scale this boxer what we 468 00:20:33,151 --> 00:20:33,663 Battersea 469 00:20:33,919 --> 00:20:34,943 Is the top of it 470 00:20:35,199 --> 00:20:35,967 Perfectly Fry 471 00:20:36,223 --> 00:20:36,991 Ella Rose 472 00:20:38,015 --> 00:20:39,295 So we scale this app 473 00:20:40,319 --> 00:20:44,927 Yeah we go it's nice and flat a horizon line and then we start going above it 474 00:20:45,439 --> 00:20:48,511 It starts getting that receding angle and that's why 475 00:20:48,767 --> 00:20:49,279 We're after 476 00:20:49,791 --> 00:20:53,375 So we can go ahead do you want we need to with first let's just play it 477 00:20:53,887 --> 00:20:55,167 See what it's like in mic 478 00:20:56,447 --> 00:21:02,591 The default setup from symplast how's your undistort going into the background which I hate you really should merge this 479 00:21:02,847 --> 00:21:04,639 Over for the sake of the Singapore 480 00:21:04,895 --> 00:21:06,431 It doesn't really matter to be 481 00:21:07,967 --> 00:21:14,111 Alright and now we have our box in 3D space you may need a check with multiple points because again this isn't 482 00:21:14,879 --> 00:21:15,391 Clean 483 00:21:16,159 --> 00:21:17,952 The should be sticking pretty well 484 00:21:18,208 --> 00:21:20,256 As long as this is consistent 485 00:21:21,792 --> 00:21:22,304 That 486 00:21:22,560 --> 00:21:23,328 Generated 487 00:21:23,584 --> 00:21:27,680 And as always with three tracks you want to check them with stabilisers 488 00:21:27,936 --> 00:21:31,520 To make sure they stick I'm not going to do that here because this is just a broad overview 489 00:21:32,032 --> 00:21:33,312 If this the didn't stay 490 00:21:33,824 --> 00:21:35,104 What we wouldn't want to do 491 00:21:35,360 --> 00:21:39,712 Is we would want to make a user track in each of these four corners 492 00:21:39,968 --> 00:21:41,760 Make sure those are nice and sticky 493 00:21:42,016 --> 00:21:46,112 And then when we're at setting arbox into our 3D scene make sure that 494 00:21:46,368 --> 00:21:50,464 Is connected to that user track and then that would be perfectly still 495 00:21:50,720 --> 00:21:52,256 Assuming that are point 496 00:21:53,280 --> 00:21:56,608 So here we have her ominous barks that were moving towards 497 00:21:57,120 --> 00:21:57,632 Who is 498 00:21:57,888 --> 00:21:58,400 Completed 499 00:21:58,656 --> 00:21:59,168 3D 500 00:21:59,936 --> 00:22:02,496 And this is all said and done 501 00:22:03,008 --> 00:22:06,080 What you can do to export this to another program 502 00:22:06,592 --> 00:22:09,664 Is you can do this with nuke non-commercial unfortunately 503 00:22:09,920 --> 00:22:10,944 But you can connect 504 00:22:11,200 --> 00:22:13,760 Everything you want in your scene out of me 505 00:22:14,016 --> 00:22:15,808 Point cloud here indoor camera 506 00:22:16,320 --> 00:22:18,368 You can just make a right go 507 00:22:18,880 --> 00:22:19,904 Change the time 508 00:22:20,160 --> 00:22:20,928 To unlearn 509 00:22:21,440 --> 00:22:25,792 Handwrite the Sky out and put it into the program of your cheese 510 00:22:26,304 --> 00:22:27,328 You can't go straight 511 00:22:27,584 --> 00:22:30,144 The camera knows with the right go it's so weird 512 00:22:30,656 --> 00:22:31,168 Feature 513 00:22:31,680 --> 00:22:32,192 Walk on 514 00:22:32,704 --> 00:22:37,312 You have to go through AC node at the very least but this will export your camera 515 00:22:37,568 --> 00:22:38,848 With no 516 00:22:39,872 --> 00:22:45,504 And that's about it that's what I have for 3D tracking in nuke it's good for easy to medium shot 517 00:22:46,016 --> 00:22:46,528 Keep them in my 518 00:22:47,040 --> 00:22:50,880 And there should be more than you need to get up and running with three 519 00:22:51,648 --> 00:22:54,464 Thank you very much for listening and I'll catch you in the 36399

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