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- This topic has 1 reply, 2 voices, and was last updated 16 years, 5 months ago by Diogo Girondi.
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May 15, 2004 at 11:12 am #199488AnonymousInactive
Ok so this is a great application. I did the tutorials included and they were fine – but there was very little (read no) info regarding what happens after getting the 3d info out of a 3d scene and into a 3D app.
Does anyone have any pointers to tutorials making use of imported 3d scene/camera data and making actual use of it in a 3D app?
Yes I am new to this photogrammetry thing … but it is just so easy to ask here and get that instant feedback from people that actually use this type of software to make their livelihood.
Thanks in advance…
EditmonkeyMay 16, 2004 at 9:36 am #208157Diogo GirondiParticipantBasically you have to import the tracking results (camera info in this case) in your 3D app, then set the background of your viewport to the plate you’ve used to match. With that done all you need to do is use the reference of the nulls and pointers of the geometry of the scene so you can put your objects in the correct place.
The techniques will depend on the type of the shot, nodal pan or free move, but the practice is almost the same, good preparation and marking and measurement of the actual set is always helpfull and might save you from some pretty big headaches.
To make the shadows of your 3D elements cast on the scene, all you need to do is set some “shadow caster proxies”, objects that will not show on the render but will cast the shadows from anothers objects on them.
Case you don’t have the measurement of the shooted scene, setting generic units in your 3D app to find the distances and size relations of things might help you out, just try to find a object in the scene that you can estimate the size and voila.
Play with it for a while and you will get the process, it’s kinda simple if you stop to think.
Sorry for the mess 🙂
Cheers,
dg -
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