Transcripts
1. Blender Camera Tracking Masterclass: Introduction: Hey, and welcome to this
blender camera tracking course. My name is Ryan and I'm a VFX artists from Cape
Town, South Africa. I currently work as a VFX artist for an international studio where I do VFX work for mostly
TV and online commercials. I specialize in 3D tracking, compositing, as
well as general 3D. Camera tracking is one of the most exciting areas of
the visual effects pipeline, and it's also the basis for
most of the effects shots. We have a moving camera. The purpose of camera
tracking is to create a virtual camera that matches the movement of the
real-world camera exactly. This will allow you to
place any 3D object or 3D characters seamlessly
into your real-world scene. During this course,
you will learn best practices when
shooting your footage. How to create an image sequence from the original
footage or plate. How to import that image
sequence into Blender. You will learn all about the
camera and lens settings. How to configure different
tracker parameters, such as pattern size
and search size. You will also learn about
the different motion models at Blender offers. Then you will learn
how to trackers and track different
features in your scene. You will learn how to
solve the camera track and also how to refine your
track to get better results. You will also learn how to
orient the scene correctly. And finally, we'll
add test objects to the scene to confirm
that our track is good. I really hope that
you will learn a lot during this course and I look forward to seeing
you in the first lesson.
2. Lesson 01: Shooting The Footage: So you've decided
to shoot a scene where you will require
some camera tracking. Your are a few tips for
shooting your footage so that the tracking process will go smoothly and without any issues, make sure you set your
camera's ISO or ISO to a very low value so that you don't have too much
noise in your footage. Having too much camera
noise can cause the trackers do not stick to the features you are
trying to track. Add more lights to your
scene if possible, so that you can shoot
with a low ISO. One of the most
important tips is to shoot with a high shutter speed. A high shutter speed
means less motion blur. Motion blur is your
number one enemy when it comes to
camera tracking, because features will be really hard to track
if they are blurry. You can always add
motion blur back into your shot during the
compositing stages. Depth of field. Try and shoot
with a wide depth of field, meaning that most of
the shot is in focus. It's okay if the background
is slightly out of focus, but always have the main area that you will be
tracking in-focus. Shoot at the highest betrayed, your camera is capable
of a higher bit rate, means more information
in each pixel and more information or detail will always be easier to track. Try and avoid any fast camera
motion as much as possible. If you really need to perform
some false camera movement, increase the shutter
speed even more so that you limit the amount of motion
blur as much as possible. Always review your footage
before leaving the set. And that's all you
need to take into consideration when
shooting your footage. Get the best possible
footage you can, which will make your tracking
process a lot easier. If you can have a VFX
supervisor onset that can communicate these points to your director of photography. Have fun shooting your footage, and I will see you
in the next lesson.
3. Lesson 02: Create Image Sequence: Welcome back. In this lesson, we're going
to convert the video to an image sequence
because it's always better to use an image sequence when doing any types of
VFX work like 3D tracking. So we're going to
import our video file, like an MOV file that
came from our camera. And then we're going
to convert that to a PNG image sequence. So you can do that right
inside of Blender. So as you can see,
I've got blender open. So all you have to do
is click on this little plus right here at
the top and go to video editing and
then select the video editing from the
drop-down right here. Now this will take us
to the video sequence. Now we can load our video
file into this sequence. So all you need to
do is click on Add right here and then go to movie. And then you can browse to your MOV file or that any type of movie file
that you want to import. So I'm just going to
select my MOV file. And then you're on
the right hand side. You can specify some of the parameters are
some of the settings. So the only thing that I
want to uncheck Kia is sound because we don't need any sound for this clip
so you can untick that. And then also make
sure that you have this huge movie frame rate selected because
that will just match the frame rate of
your video file. Once you've done that, click
on Add Movie to strip, and that will just
import your video file. Now as you can see, if
I scrub through this, I can see the video playing. And it also gives you
like a time indication. So I only want to export
10 s of this clip. I don't want to export the
full 12 s. So I'm going to set my start and end frame here at the bottom to one and
my in-frame to 250. So that means it's
only going to export the first 250 frames. And because my video is set
to 25 frames per second, that means it will only
export a 10-second clip. So very importantly, before
we export our image sequence, Let's just go to
the Render Settings right here at the top, and then scroll all the way
down to color management, expand color management,
and then make sure that your view transform
is set to standard. By default, sometimes
this will come in as formic and as you
can see, if it's on, if it's set on Full make, your image will look a little washed out or it won't be run. Look right, so just make sure
this is set to standard. You can see that the
contrast is looking perfect. And then we can go
to the second one, which is our output properties. This little icon
here on the side. This is where you can
specify where you want to export your
image sequence to. First of all, make sure that
your frame range is correct. So my frame start is
set to frame one and the inner city to 50
because I want to export only those 250 frames. And then we're going to specify an output folder where you want to save
this image sequence. So just click on this
little icon here, and then we can browse
to a folder where we want to set what we want to export that
image, sequence two. So I'm going to give it a name, I'm just going to call it. Let's just call it clip
and then just place an underscore because
that will just separate the frame numbers
from the filename. I use. I like to use an
underscore after the file name. Then click on Accept. And a few things
you want to change. You make sure that your
color is set to RGB because we're not exporting any alpha or transparency in our shot. And then secondly, set the compression to zero
because you want to make sure that you export these images at the highest quality possible, alright, and that's all
you need to set here. Then once you are ready to
render your image sequence, simply go to render and
then render animation. Or you can also use
the shortcut if you're on a Mac Command F 12, and that will start the
image sequence rendering. As you can see, this is now running through
all those frames. It's quite quick. And this will export all those frames as
an image sequence. So I'm just going to let
this run through quickly. Alright, so once that's done, you can see it's
currently on frame 250, which is the last frame. Then you can just
press Escape and that will go back into Blender. Now you can just,
you can either close this project or you
can just create a new one because we don't need that image sequence
project anymore. So once you've
exported your club, you can just close down
that Blender project. You don't have to save it. Then if you browse
to the folder where you've exported your
image sequence, you will see all the
frames export as a PNG. You can see it's
starting at frame 10001 and it ends at 0250. Now you can look at them, you can just preview them to make sure they
are looking good. And you can just
go through and see all those frames in
your video clip. So that's how easy
it is to convert your video file to
image sequence. And now everything
is ready for us to start the camera
tracking process. So I will see you
in the next lesson.
4. Lesson 03: Import Image Sequence: Hey, and welcome back. In this lesson, we're going to import the image
sequence that we just created back into Blender so that we can start
the tracking process. So to do that, we need to go to the motion tracking workspace. So you can click on this
little plus here at the top, go to VFX and then
select motion tracking. And this is going to
bring up the motion tracking workspace for you. Now you're in the middle
or the center area. We can load in our
image sequence. So simply click on
Open and then browse to the folder where you've exported that image,
sequence two. Now press a on the keyboard to select all those image
frames are all the frames. And then simply
click on Open Clip. And that's going to load
it into this viewer area. You can adjust the
size and you can also zoom out slightly to
kinda see the whole clip. As you can see, this looks
a little bit washed out. And that's because
it brings it in as full mic and not standard. So let's just change
our color space. So go to the Render
Settings here on the side, scroll all the way down to
color management, expand that. Then where it says
view drones form. This will come in on
by default as formic, which is wrong, we want to
change this to standard. And I can see the contrast and everything is looking right, and that's all you
need to do right here. Now, when loading
an image sequence, there is no frame rate attached to that image
sequence anymore because a MOV or a movie file will actually
have a frame rate. But once you're working
with an image sequence, you don't need to really worry about the frame
rate unless you want a specific frame rate when rendering a video
file from Blender. So if you go to your output
properties here on the side, you can set the frame
rate here by default, this will probably come in
at 24 frames per second. You can set it to 25 or 30, and that will only change the playback speed
inside of Blender. It's not going to really affect your rendering because once we have done all the tracking and you're rendering
from Blender, you're going to render
another image sequence. So the frame rate doesn't
really matter that much when working
with image sequences. But for now I'm going
to set mine to 25. And that's all really that
we need to change for this. So go ahead and
save your project, and I will see you
in the next lesson.
5. Lesson 04: Camera and Lens Setting: Hey, and welcome back. In this lesson,
we're going to just quickly look at our camera and lens settings before we
start the tracking process. Still in motion tracking
workspace, you are on the side. You'll see this side menu. Now, if you don't see
it, you can simply press N on the keyboard. And that's going to
bring up this side menu. So what you're gonna do
is you're gonna go to the track tab here on the side. And then under objects, make sure this is set to camera because we want to
track our camera. And then if you go down to the camera settings,
just expand that. And this is where you will find the sensor size of your camera and also the focal length of the lens that you
used in millimeters. So you can go and you can Google the type of model camera
that you're using. And then you can find out the sensor worth that
you can put in here. But there's also some
presets that you can use. If you click these little lines, this will come up with a
list of camera presets. And as I said, if you
don't see your camera, you just Google it
and you will find the image or the
sensor with that, you can just manually plays
into this area right here. Because I have a
Blackmagic Pocket fork, a camera, it's on the list, so I'm simply going to select the Blackmagic Pocket
for k from here. And then you can
see at all actually automatically change
my sensor size. So let's set it to 18.960, which is a sensor size
for that specific camera. And then I'll also know
that the lens I used was a 12 millimeter focal length. So I'm going to just enter
12 millimeter right here. Now, if you don't know the exact focal length of
the lens that you used, you can kinda guess
that if you know that you used a wide angle, maybe use anything from
12 to maybe 20 or 24. If it's more zoomed in, you'll probably use a
35-millimeter, but yeah, just figure out
what focal length or a focal length
that's close to the focal length or
the lens that was used when capture,
capturing the footage. So once you've said that, then we can go over to
the left-hand side. And this is basically
where we're just going to set our scene frames. And we can also prefetch or load all those image sequence
frames into memory. So first of all, you're on the left-hand side under track, the track tab, you can simply
click Set seen frames. And because we've
already set it to 250, that's not really
going to change. But if your clip or image sequence is longer
than the frame range, that will just kinda
adjusted automatically. It will set the in and out
point for that image sequence. And then secondly,
I'm going to click on this pre-fetch button, and that's going to load all
these frames into memory. Can see it's loading year. And if we give it a few seconds, this will all be
loaded into memory and playback will
be nice and smooth. Alright, so once
that's run through, I can press Space to
preview the clip. As you can see, it's
not really loading, it's kind of just
playing it back smoothly and that's
what you want. So now we are ready to
start the tracking process. So I will see you
in the next lesson.
6. Lesson 05: Tracker Settings: Hey, and welcome back. In this lesson,
we're going to look at the tracking settings before we actually start adding tracking markers to our scene. So you're on the left-hand side, you'll see that we've got a section called
Tracking Settings. And you've got things
like the pattern size, the search size, the
motion model match, and things like that. So let's quickly run through them and see what
they actually do. So first of all, is
the pattern size, that will be the
actual pattern that blenders going to try and
match from frame to frame. The search size is the area
around the pattern size, how far the tracker will try and search to match that pattern. So if you have fast-moving
camera motion, then it's always a
good idea to increase the search size so that area where Blender will search
will be a little bit bigger. Then below that you've
got the motion model. And these are
different algorithms, what Blender will use to
try and track that feature. So you've got things like location, location and rotation, location and scale, and then also location,
rotation and scale. So that will try and
match that pattern even if it's
rotating or scaling. And then a fine, I think that's how
you pronounce it. That will also add
a skew factor. So sometimes when a
feature is rotating, but it's also skewing, then a fin might
actually work better. Then lastly, we've got
perspective and that will take perspective movement
into consideration as well. Now it's always a
good idea to die and can kinda try some
of these and see which ones work best for your specific track or
specific tracking marker. And you can jump between
these in the same shot. So you can have
different trackers that only maybe using location. And then you have a few
trackers that will maybe use perspective or
location and scale. So it all depends, you can
change it all the time. Then below that we've got match, and this will give
you two options, keyframe and previous frame. Now key-frame means
it's going to try and match your pattern to the first key frame
where you've set wave created your
tracking marker. So it's going to try and match all the frames to
that first keyframe. Then the second option
is previous frame, and that means that the
pattern will be matched to the previous frame and not
to that initial keyframe. I find that previous frame
usually works better than keyframe because it's going to try and match it to just
the previous frame. So let's change this
now to previous frame. For the motion model. I'm going to leave this
on location for now, but we can experiment
with these and see which one works the best. Now below that, we've
got normalized as well. Now, normalize is only needed when the lighting inside
of your scene changes. Now, if I scrub
through this shot, you'll see that the lighting
is very consistent. There's no change
in lighting really. So we don't really have
to enable Normalize. This is only if you have maybe flashing lights in
your scene or you have maybe something that's causing a shadow to appear
over your shot. So that will just kinda help to normalize the lighting
inside of your scene. For this type of shot. We don't need to enable that. And that's basically
all you have to know about the
tracking settings. And in the next lesson, we will start tracking
the features in the shot. So go ahead and save
your project now, and I will see you
in the next lesson.
7. Lesson 06: Adding Trackers: Hey, and welcome back. In this lesson,
we're going to start adding trekkers to our scene and we're going to track
those features and see how they track. So something to keep in
mind that's very important, is that you need at
least eight trackers that overlaps at any
given point in the shot. So we need a trackers minimum, but they have to overlap all
the other tracking markers. Don't worry if that doesn't
make too much sense. Now, you will see as we
continue through this lesson. So what we need to do
is we need to try and create our first tracker. And I'm just gonna kinda
zoom in here and look around for any high contrast points
that we want to track. Also something to
keep in mind is the area or the plane that you want to track in your scene. So for this scene, I wanted track the ground
plane because I want to add some 3D objects into
the scene that's on top of this floor plane. If you have maybe a wall
year that you want to track, you can track points on that wall if you maybe want to add an object to that wall. But for this example, I just want to track the
camera motion and to have the floor area
tract as well. So I can add objects
on top of that. So for the default pattern size to anyone and search size 71, I'm going to leave that
as default for now. We can always change that for every single
tracking marker. So let's start with all
the default settings. The only thing that I want
you to change is the match. Change that from key-frame
to previous frame. As I just find that usually
works a lot better because it's going to try and match the pattern to the
previous frame. So make sure you're
on frame number one. So just set your frame
yet bottom to frame one. And now we're going to
zoom in here and look for something that's nice
and high contrast. Now I see this little rockier
than I want to track. It's got some nice contrast. And to place a tracker you
can hold in control on the keyboard and simply
click to add a tracker. Now you're on the
right hand side, you get a little preview. If you don't see the preview, you can just expand this track section here at
the top under the track tab. And this will give you a preview when we are tracking forward. Now, once you've set
your tracking marker, you can either use the
tracking buttons here on the left-hand side
under track you'll see you've got all
these tracking buttons. Or you can use the tracking
buttons here below, just above the sequence. Or you can use the shortcuts on the keyboard that I
will get to shortly. So we want to track this
feature forward me, meaning we're going to track
forward up until frame 250. So with this track is selected, I'm simply going to click
this button that says track the selected Marcus
forward for the entire clip. You can also use the
tracking buttons here. On this side, there's
the same button there. And you can also
see the shortcut, which is Command T or control T. Let's go ahead now
and press this track forward button and
see what happens. So you can now see we've got this little graph
here at the bottom, and we'll get to that later. What that actually means. But what I want you
to do is just kinda scrub through your footage. And you can also keep an eye on this little preview box see
on the right-hand side. And you can see
that our track is sticking to that
rock pretty well. You can also play
it back by hitting space and then keeping an eye on this preview window to see that our track is actually
sticking to that rock. So this looks like a
really good track. So save your project. I usually save off to each successful track
just to be safe. You can also track multiple
trackers at the same time. But I usually prefer to do
them one-by-one so that I have full control over all
the trekkers and to make sure that each tracker
is as good as it can be. So make sure you're on
frame one again and we're going to now add
our second track. So let's kinda zoom
around here and look for another high contrast point. Maybe this little mark right
here looks good to me. So on frame one, I'm going to hold Control, click to add a tracking marker. And then we're going
to press the shortcut Control T to track forward. Alright, so let's quickly scrub through this and keep an eye on this little window to see
if we have a good track. So you can see it's
kinda getting bigger, which means it's scaling it. And it's not looking too bad. But I actually want to try
and change the motion model for this one to include
this scale as well. So let's see if we can get maybe something a little bit up. I'm gonna go back to
the first frame and I'm going to delete
this tracker. So with this track is selected, press X and delete track. So now I'm going to
change the motion model from location two. Let's try location and scale. Alright, so I'm going
to zoom in here again. All then Control, click to
place the tracking marker. And I'm going to press
Control T to track forward. So that looks a little
bit better to me if I scrub through here and keeping an eye on this little window, you can see that the
track is actually sticking to that
rock quite well. Alright, so I'm happy
with that track. I'm going to save and just
something yet the top, I'm just gonna kinda
zoom in here to show you the trekkers in this
little tracking window. So you can see we've got
two trackers and they go all the way from
the first frame, all the way to the
last frame, frame 250. So basically we need
eight of these trackers. But if we have trackers that
only covers a certain area, then we might need a bit more than eight so
that they overlap. But we need a minimum
of eight tracks that over labs the whole
range basically. So let's try and find
more areas to track. But it's also good
practice to try and track markers that's closer to the camera and also markers that are further away
from the camera. So let's try and track something that's a little bit closer. So maybe this cross-section year is a good feature
to try and track. So I'm going to zoom in, make sure you're on frame number one. And I'm going to hold Control, click to add a tracking marker. I'm going to track forward
by pressing Control T. Alright, so you can see this
one actually goes off frame. So this is a very good example. If I scrub through and keeping an eye on this little window, you can see it's
tracking really well. And in some way it's
going to try and, OR it's going off screen. So it's going to just mess up there and it's not going to
be able to keep that track. So I'm going to scrub
forward and just go to the last good frame. You can also use
the arrow keys on the keyboard to go
frame by frame. And I think that is kinda the last good frame
for this tracker. Now we want to clear or remove any data to the right
of this tracker. Going forward, we want
to tell blender That's the last frame of for
the specific tracker. So to clear this
tracker forward, you'll see that we have this clear option
under the track, and you've got two buttons, clear before and clear after. You can also use
the buttons here just above the timeline as well. So I'm going to
click the one with the arrow pointing forward. And if I click that,
you'll see that it's basically just
going to stop there. And if I go frame forward, it's not going to try
and track any further. So that means that tracker
only runs to frame 106. So if we look in this
top little window, you'll see that that tracker, track number 002 is only going
to track up to that frame. And that's good because we cannot ended it
there and we told blender that that
is the last frame for that specific tracker. So let's zoom out and let's see what else we can
track in the shot. So I'm gonna go back to the
first frame and I'm going to zoom in here and look for
something that we can track, maybe this rock right here. So I'm going to hold Control. Click to add a tracking marker. And I'm going to press
Control T to track forward. So that looks pretty good. I'm going to scrub
through keeping an eye on this window to see if it's sticking to that rock and that's
looking pretty good. Now, if you have any issues with the camera's moving quite fast, you want to increase
this search size. By default it's on 71, but you can increase
it to maybe 150, maybe 200 if you have
really fast moving camera. But yeah, for this type of shot where the motion is
quite nice and slow, 71 kind of works well for now. But you can also adjust
it for each tracker. So that's just something that you can change all the time. So back on frame one, I'm going to try and track
this rock right here. So control, click to add the tracking marker and then
Control T to track forward. And that was a good one. I'm just going to scrub through here and have a look at it. And you can see that as
sticking really well. If I'm looking, if
you're looking at this little top preview
window right here. So let's see how we
can track backwards. You don't always have
to track forward. So I can go to the
last frame, frame 250. And now we can track backwards. So on frame to 50, I'm going to look for
something to track, maybe this high contrast
point right here. So for this one, I
want to increase the pattern size
slightly because I know that feature is going
to move backwards and it's going to become
smaller and smaller. So I want to just increase the size of that
pattern slightly bigger so that blender can
track it a little bit easier. So by default the pattern
size is set to 21, so I'm going to maybe
double that to around 40. Let's see how that works. So I'm zooming in here and I'm going to place
my tracking marker, Let's say on that high
contrast spot right there. And now we want to track. Backwards. So you can either use the track backwards button, which says track
the selected marker backwards for the entire clip. Or you can use the
shortcut Shift Control T. Shift Control T, and that's
going to track backwards. Now let's see how that works. I'm going to go
back to frame 250, keeping an eye on
this preview track, kinda just scrubbing
backwards and you can see it's kinda losing a little bit of focus there because it's becoming so small. But it's kinda working. But I think we might
need to increase the tracker or the
pattern size even more. I'm gonna go back to that frame and just delete this tracker. And I'm going to increase
the pattern size. Let's try maybe 16. We can also increase the search
size to maybe around 100. Let's see what we get. I'm going to place my
tracker right there and track backwards
Shift Control T. And let's see what we get. So if I just scrub through here, you can see it's sticking and in some way that's
going to lose it. You can see, you can see some funny lines
going on here and you can actually see that it's losing the track
completely there. I want to just clear the track. Once it's losing
that, that points, I'm going to use my arrow keys, go to the last good frame. And now I want to
clear anything before. So this time we're going
to use the clear before button to remove all the
data going this way. So now we have a good track
for that one as well. So just remember that
you can either trek forward or you can
track backwards. So let's go back to the first
frame and let's look for some other things we
can track in the shot. So maybe this edge of this little area right here
is a good thing to track. So I'm going to
do Control click. And then we're going to
track forward control T. And let's see what happens. You can see it almost
finished the whole shot, but it didn't quite get there. So if I just scrub through this, you'll see that it's kind
of working but not great. You can see it's kinda
jumping around this slightly. So I'm gonna delete that
track and try something else. Let's try and track
this rock right here. But for this one, I'm going to decrease the pattern size again, maybe let's set this to
about 40 search size. We can leave on 100, and I'm just going to
place a tracking marker right on that rock. And let's track
forward control T. And it's scrubbed through, keeping an eye on the
top corner to see if that rock is being tracked and yeah, it's
looking pretty good. You can see that there's some gross elements that's actually appearing in
front of the rock, but it's still tracking and that track is
looking pretty good. So let's go back to
the first frame. Let's save our project
and let's look at the amount of trackers
that we have in our scene. So we've currently
got a total of seven, but only 12345 of those seven
covers this shot entirely. So we need a few
more extra trackers. So let's zoom out here and
let's see what we can track. Maybe let's look at
something at the back again. Maybe this rock right here. For this one, I'm
going to decrease the button size even more. Because if I place my tracker, you can see the tracking
area is quite big. And we really just
want to track that those few dark pixels
in the center. So I'm going to
delete that and I'm going to maybe decrease the pattern size to around 20
and then place a new track. And I can see it's
a lot smaller, that's kinda more
focused on that rock. And let's try and track
forward control T. Okay, so now if we scrub through this and keep an eye
on this little window, you can see that it's sticking
pretty well to that rock. Alright, we need a few more. So let's have a look around and see what else we can track. Now, remember, do
not try and track anything that's moving
like a branch in a tree. Or just really any trees
don't try and track trees because they
kinda move in the wind. So just try and avoid
anything that's moving. So I'm going to zoom in and look for anything
else that we can track, maybe this rock right here. So I'm going to place
a tracking mark right there and track
forward control T. And that one didn't
stick to, well, you can see it actually moved
off that rock slightly. So I'm gonna delete that
track and try something else. So for this one, I want to
change the motion model. Currently we are on
location and scale, but I want to change this one to location, rotation and scale. Let's see how that works. I'm going to place my
track on the rock again. And Control T to track forward. And you can see that
one also didn't work at kinda jumped off that rock for some reason
nothing gets because of the background that's
changing quite a bit. You can see the background
behind that rock is changing because
of all the grass. So I'm gonna delete that and maybe look for something else. Back to the first frame. And maybe let's track
this rock right here, this small little
pebble and it's got some cracks and stuff there
as well that might work. So I'm going to place my
tracker right here, Control T. And we tracking
forward and something. You can actually see that
goes off frame again. So if I scrub through here, you can see it's
sticking to the rock. And in some way that's gonna go off screen. So that's fine. So we can use it up to
the last good frame, which is probably around here. And then we just go to the clear buttons and
we clear forward. Alright, so that's
also a good track. So now we have 123456 trackers that's covering the entire shot. And then we've got
three trackers that's kinda halfway through. We need a few more. Let's go back to
the first frame. Maybe let's see what
else we can track. I'm just going to make this
section of its smaller. Alright, let's
maybe see if we can track that patch of
grass right here. I just want to see if
it goes out of frame. Yeah, it does. So I don't really
want to track that. I want to track something
that's going to stay in frame. Maybe this area
here at the back, we can maybe track that. So let's go to the
last frame to 50. Let's place a tracking
mark right here. And this time I'm going
to track backwards again. So Shift Control T. And
let's see what we get. I'm going to scrub
through keeping an eye on our tracking pattern
here at the top. And you can see it's
jumping around a bit. So I'm gonna go back to
the end of the clip, delete that keyframe,
make some changes. So I'm gonna go to
the motion model. And I think for this one, just a normal location
should be fine because that rock should actually just be moving left to right
and up and down. So I'm going to zoom in your
place my tracking marker, and then track
backwards Shift Control T. Let's scrub through keeping
an eye on our pattern. And you can see that
it looks a lot better. It's kinda moving around. So maybe we can even
get it a bit better. So let's see what we can do. I'm going to delete it again. And this time I'm
going to increase the pattern size to around 30. Maybe. Location is still fine. And I'm going to place
my tracking mark or more to the center of that rock. So it's got almost
the whole rock in. You can also make
adjustments here to the pattern to kinda just cover the area that you want to track,
something like that. And now you can see the preview. We can see the rock. And I'm going to track
backwards Shift Control T. Alright, let's scrub through
and see what we have. So that is looking pretty good. That's quite a small feature that's far in the background. That's why it's very pixelated. And it's kinda moving around. But I think that is good enough. I think let's try and add one
more good track and then we should be good to move
on to the next lesson. So let's see, we've
got 1234567 tracks that's all the way through, and then a few others that's not all the
way through the club. So let's see what we can do. Maybe we can track one of
these houses in the distance. Actually just want to
track something that's on the same plane as the floor. So you can go and
you can kinda track maybe the edge or the point
of this roof, track forward. And that will give you some extra data because
that's a really easy track. You can see it's
sticking really well. So yeah, we can
definitely do that. We're not going to
use that tracker to calculate the flow area, but that will help with
the actual overall track. So maybe let's track
one more thing in the background and
then we try and find a different pattern or a different thing that's
on the actual floor plan. So maybe let's move in here and maybe let's track
this satellite dish. So I'm just going to click
there and then track forward. And you can see that's
also a very easy track, sticking really well. Alright, so now we just need one more tracker
that's on the floor. And maybe let's have
a look what we have. Maybe let's try and track
this area right here. So I'm going to place my
tracker olden control, click and drag forward control T. And let's
see what we get. As you can see that
as a good track, it's actually coming quite close to the camera,
which is nice. And if I'm looking at
the little preview, you can see that it's sticking
to that track pretty well. Let's quickly have a look
at the amount of trackers. We have 123, 456-789-1011 that covers the whole shot and then three or so that kinda covers only a certain
amount of frames. I think we should be good to go and move on to
the next section. So save your project now. And I will see you
in the next lesson.
8. Lesson 07: Solving The Camera Track: Hey, and welcome back. In this lesson, we're
going to try and solve our camera track. So once you're happy
with all your trackers, you can simply click
on the Solve tab on the left-hand side to
solve the camera track. Now, there are quite a
few settings here that we can change and try and refine. But I always try and solve
the camera motion first before I try and change
any of these parameters. So let's see what
happens when we click Solve camera motion. So click on that and it's
going to run through the process and it's gonna
give you a solve error. Now you can see at the top
we've got to solve error. The solve error is 1.54 pixels. And that's actually a really, really good solve error. You want to get as close
to one as possible. But if you can get below
one, that's even better. A solve error that's much
bigger than one will cause some issues when you
add objects into your scene and they will
kind of slide around. So a solve error of
1.54 is really good. But if you can get it below
one, that's even better. So let's see how we
can maybe refine this and get it a little
bit closer to one. So the first thing that
you can do is take this keyframe box that
will just try and automatically add two keyframes
because by default it's going to use frame 1.30
as the two keyframes. And that's where
it's going to try and we'll try and figure out how the camera is
actually moving in the scene. But if you tick
this box keyframe is going to try
and automatically determine which two keyframes
are the best tool to use. So now I'm simply
going to click on Solve camera motion again and see if we get a salt error
that's a little bit less. Now you can see we get
a salt error of 1.5, which is slightly less than
the error we add before, but it's not really great. What's not that much better? So you can see it's
now using keyframe a 42 and keyframe be 101. So what we can do is we
can also try and guess or estimate the focal length of
our shot a little better. Now remember, we have set these values manually offset
my focal length to 12. Because I know that
I actually used a lens that's got a
focal length of 12, but sometimes that's
not super accurate. So I'm just going to tick this box that says focal length. And I'm going to click
Solve camera motion again. And let's give it some time. And now you can see we've
got to solve error of 0.4, which is great. Now you can also
see that a change, the focal length, 12-18, 0.92. So for some reason, blender thinks that a
focal length of 18.92 is more accurate than
what I've entered as 12. So let's go with that because I solve error is looking great. Now another thing
that we can try and estimate is lens distortion. Because remember, every
single lens will have some distortion either in the center or at the
edges of your frame. So to do that, you can simply just
tick this box that says a radial distortion. Now if you look at these values on the right-hand
side under lens, you'll see there is a
lens distortion section. And we've got these K1, K2, and K3 numbers. Now, if you've used Nick before, you can either set this
to nuke and you can input these values for this specific lens
if you have that. But if you don't have
it, you can simply tick this box and then click on solve
camera motion again. And that's going to try and
guess those things for you. So now you can see
we got a solve error of 243, which is horrible. So I'm simply going to undo that and see what we can
do to fix that. So I'm going to try and maybe try and use two
different keyframes here. So I'm going to set
my first keyframe, maybe at around,
maybe it around 100. And what you wanna do
is you want to scrub through your footage
and see where you have the most perspective
change in your shot. And that's kinda the area that you want to use for
these two keyframes. So I'm kinda just
scrubbing through and maybe this area around here. So maybe from a T to around 180. So let's try that 8,080. And now I'm simply
going to click on Solve camera motion again. Now you can see we get
a solve error of 0.22, which is really amazing. You can also see that the lens distortion
has got some values. You can see it's got some
really small values. And that means it's trying
to guess or trying to determine the lens distortion
of the specific lens. And that's why we're getting
a better solve error now. So a solver of 0.22
is really amazing. We can maybe bring
that even lower. And in the next lesson, we will have a
look at how we can refine and clean up our tracks even more to maybe get a better solve era than
we currently have. Save your project now. And I will see you
in the next lesson.
9. Lesson 08: Refining The Solve: Hey, and welcome back. In this lesson we're going to
look at how you can refine your track to get even
a better solve era. So currently, as you can see, we've got to solve error. That's really, really good. That is sitting at 0.22. So I don't think we can get
it any better than that. But let me show you if you are struggling to get
that value down to a value that's close
to one or below one. So the first thing that
you can do is let's just pull this
down so we can see all our trekkers year in
this top left window. You can see all the
tracking names here. And then next to these trackers, there is a value
that is actually the Solve error for
that specific tracker. So you can see it
ranges from 0.020, 0.1 to 0.2, all the way to 0.5. And obviously the
higher that number is, the worst is that tracker for that track is actually causing
that solve era to go up. So you want to
have trekkers with the lowest solve
error next to them. So if you have a
tracker that's maybe got a one or a five or
something like that. You know, that track
is really bad, so you want to delete it. So you can either just
select that tracker in your list and then just press
X and delete that track. And then you can
simply just click on Solve camera motion again. But if I do that, I'll probably get a
very high solve error. So that's really going to work
for this specific example. But you can go through
this and see if you have any trackers with a large error, remove it and then re-solve and see if that fixes
your solver era. Another thing that you can
do is you can also filter them by using some
of these tools here. So under the salt tab
you can go to clean up. You'll see there's a
cleanup section here. And if I expand that, you'll have some options here. So click on clean
tracks and that's going to bring up this
little menu in the viewport. Just click on this to expand it. And here you can set
the projection error. So if I click and drag this, you can see the
further it goes up, the less trackers
will be selected. If I'm holding Shift, I can do some fine adjustments. And if I slowly come down, you'll see at 0.5, it will select that one tracker. If I go a little bit smaller
or lower this value, you will see that
tracker will now also be selected like a threshold. So it's basically selecting
all the trackers with a higher prediction
error than that number. So you can see it's
going to do on 0.3. So it's basically
automatically selecting all the trackers with an error that's bigger
than this number. So it's just an
easy way to falter the tracks to see where
the problematic trackers, or if I maybe bring
this down to 0.3, I can see those two
tracks on our selected. Now I can simply just
press X and delete those two trackers and
then you can resolve. But again, for this example, because I've got to
track assault error, that's really, really good. 0.22, I'm not really going
to get any better results. I'm not going to try and delete any trackers
from the scene as just if you have
any tracker issues or if you get a very
high solve error, you can use this tool to remove those trackers
from your scene. Another thing that
you can do is if we expand this graph
here at the bottom. Now, all these graphs are actually representing
all of your trackers. And the truckers should
kinda move throughout your scene in a very
similar fashion. So you shouldn't see any of these squiggly lines
or these graph lines that kinda jump out and
follow a different direction. Sometimes not all
trackers will follow the exact movement
because the scene will track is further
away from the camera and trackers closer to the camera will move slightly different. But sometimes you can
see something that just jumps out at you like
this one right here. And you can actually just
click these lines to select those trackers
in your scene. So let's have a look. So I'm just going to click
here to de-select everything. And maybe this line, I
can see this line is looking really strange.
I can click on it. And that's going to tell me
it's this tracker right here. So for some reason
that tracker that something strange or it's not following the path of
all the other trackers. This is also just an easy way to see which trackers or
maybe causing issues. Again, in my example, it's not really causing
an issue because I've got a good solid error. But if you see any lines that's kinda moving away
from the others, simply just click on that
line to find that tracker. And now we can
simply just press, Delete and then re-solve
the camera motion, and that might give
you a better result. You can also see this line here. So I can maybe
click on this line because it looks a
little bit strange. And it will highlight that
tracker for me in the shot. So it's this one right here. I can actually
just scrub towards that area where it's
kinda jumping around. Then I can simply
just press X and delete that tracker
and then re-solve. But again, as I said
in this example, I'm going to keep all my
trackers because I got some good results and
undo that one as well. And then once you are happy
with your Solve error, then we can move on
to the next lesson. So just kinda go through all the trekkers and
look at the graph. Look at the solve errors here at the top next
to all the trackers, find the bad ones, delete them, and then resolve and try
and get your solver error below one pixel once you
get the Savior project. And then I will see you
in the next lesson.
10. Lesson 09: Create Camera and Scene Orientation: Hey, and welcome back. In this lesson, we're going to create our scene and our camera. And then we're going to
also orient our scene so it's aligned with
our floor grid. So to do this, we're
also going to go to our solving tab here
on the left-hand side, and then scroll all
the way down until you see scene setup. Then below that simply click
on Set up tracking scene. And that's going
to create a camera and all of the layers, et cetera, in the scene. So now we can jump back to the layout workspace just to
kinda preview what we have. So you can see we've
got our camera and we've got a light and
a cube and also a floor. The default geometry. But if we look at the camera
and I just press space, you can see that we actually
have some camera movement. Now that camera
movement is supposed to match your real camera
movement Exactly. So if we look through the
camera by clicking on the camera button or pressing
zero on the keyboard. And we play this back.
You'll see that we now have our image sequence as
the background image. But you can see that
the scene is not oriented correctly to our grid. You can see it's not matching. The plane is not
sitting on the floor, so this is just not right. So what we wanna
do is we want to orient our scene correctly. So there are few different
ways to do this, but let me show you
how I usually do it. So let's go back to the
motion tracking workspace. And we have some options
here to set the floor, the origin, and also
the different axes. So first of all, what I'm gonna
do is I'm going to choose a tracker that I want to be
in the center of my scene. So I'm just going to select
this one right here. So just a little tip
when selecting trackers, just kinda click
next to the tracker. Don't click on the tracker
because you can actually accidentally move some
of these points around. So just click next to
the track is selected. I want to set that tracker
as my center point. So to do that, simply click
on Set Origin so that trekkers going to
basically match the origin of our scene or the
center point of our scene. So simply just click Set Origin. And now if we go back to Layout, will see something that looks
a little bit different. Everything is warped and
close to the camera. So it's not right, it just yet. So let's go back to
motion tracking again. Now we want to tell blender what trackers that should use to create the floor plane or should align those trackers
to the floor grid. So to do this, you
need to select three trackers in your scene that's on the floor or on the plane that
you are tracking. I'm going to select
this one right here, holding shift, this one right here that
we set as the origin. And you can choose any
three good trackers that's on that plane. And maybe this one right here. So we've got that
tracker, the Stryker, the striker, they're
all on our floor plane. And I'm simply going to click on floor under the
orientation section. So now if we go
back to our layout, I'm just going to go out of the camera and I'm going
to delete the light. And I'm also going to
delete the cube and I'm just going to
leave the plane. Now if we look through
the camera again, you can see things are
starting to look a bit better. Now if I play this back, you'll see that
this plane object is kinda matching the
movement a lot better. So I'm just going
to scale this down because it's very
close to the camera. And now you can actually
move this plane around. Just don't move it up or down. Just move it on the
X or the Y axes. So I can press G to
slide it that way, or I can press G x
and move it this way. But yeah, let's just kinda
get it into the center of the scene so we can see if it's sticking and
then press Space, and then we can see it's
moving together with a scene, but it's not aligned
to the grid. Lock correctly it. So what we wanna do
is we want to show the tracking markers
in our 3D view port. And to do that, simply click
on this drop-down here at the top and then just tick this motion tracking
box right here. And I can see that we have all these tracking points
in the scene as well. And these tracking points are actually the tracking
points that we have tracked in the motion
tracking workspace. So if I click on one
of these or if I select one of these trackers
and go back to the layout, you'll see that
it's actually going to select that tracker. If we look through the camera, you can also see the
tracking markers all over where you
actually track them. And if you scrub
through, you'll see that they will stick
to those points. So what I usually do is
I go into a top view, click on this z axes to look
at your scene from the top. And with the cameras selected, you can now rotate
your whole scene. And you can see that
it's going to rotate all those tracking
points as well. And I usually try and align
them slightly to the grid, just like soap because I can see my camera's
pointing this way, some canal lining
it right there. You can also move
everything together. So kinda just press
G and move it maybe somewhere around here. And now we're also wanna
do is I want to look at this from the side. So press on one of these, either the X or the Y to
look at this from the side. And then sometimes
if you've seen this, maybe something like that. Just press rotate or R on the keyboard and just
rotate this so that you've seen all the tracking
markers that's on the floor is aligned to your grid. Now remember, you maybe have some tracking markers
up at the top here. Maybe if you track like a
building that was higher up, you might have some
tracking markers that's higher up so you don't want to have need
to align those as well. So just look at the tracking
markers that's on the floor. So you can either
select them like this and you can look
through the camera. We can maybe select them
like this to make sure these are all tracking
markers that's supposed to be on the floor
or something like that. We don't want to select those tracking markers
that we tracked on the roofs of those houses in the background because
they're not on the floor plane. Now with these tracking
markers selected, Let's go back into a side view and make sure they are
sitting on the floor. They're not all sitting
on the floor exactly. You can see this one
is slightly higher, but yeah, that that's fine. You just want to try and
get them generally as close to the floor as possible by just rotating and
moving the camera. Now, let's switch over to
the y-axis and do the same. So this one, you will
rotate sideways like this. Just kinda try and align those tracking markers so that are kinda
just horizontally. Can move in here
and just try and get it as close as you can. You can also move them up
and down maybe to just average them out to get
them as close as you can. All right, Let's look
through our camera again. And I'm going to move this plane around maybe a
little bit this way. So G and X, and you can also rotate this, so R and then Z, because we want to
rotate this plane on the z-axis only an hour. We can maybe try and align
it more to our scene. You just want to align it so it's looking good in the scene, if that makes any sense. So let's just place
our plane right there. Another thing that you
can do is you can also specify the size of your scene. So to do that, just select
two tracking markers. So I'm going to click next
to this tracking marker, Shift-click, select
this tracking markers. I've got to tracking
markers selected. And then under
orientation you'll see the distance value that's
by default is set to one. So what you wanna
do is you want to estimate the distance in meters between these two tracking points
in the real-world. So let's say this looks to me, it's about 43, 4 m apart
in the real world. So I'm going to set this
distance value to fall. So I'm telling blender that these two tracking
markers off 4 m apart. And then I'm simply going
to click on Set scale. And that will just
set the scale of your scene to match better
to the real-world scale. Alright, so now you've got your plane that's kinda
aligned to your scene. If you look through the camera, now if I press
Space to playback, you can see that our plane is now sticking nicely
to the floor. And it's also following
the camera moves. So that means we've
got a good track and just play around
with the orientation and see if you can align the floor grid to your scene
as good as you possibly can. And once you are happy
with this motion, we can move on to
the next lesson, where we're going to add
some test objects into the scene to see if they
actually stick in real time. So save your project now, and I will see you
in the next lesson.
11. Lesson 10: Adding Test Objects: Hey, and welcome back. In this lesson,
we're going to add some test objects to our
scene to see if they are actually matching
the camera move and that they're sitting on the floor plane that
we have tracked. So first of all, what I
wanna do is I want to hide these tracking
markers because we don't really need them
right now because we've set the scene orientation and scale and everything
is looking good. I'm going to click on this
drop-down and just untick motion tracking so we don't
see the strikers anymore. So we still have our floor plane that we can keep for now. And let's simply add
some tests objects. So press Shift a mesh, and I usually like
to use normal cones. So click on cone to
bring in a cone object. And now we just need
to place this cone on top of our plane. So I'm going to go
out of the camera, maybe look at this
from the side. And with our current selected, just press G Z, move it up so it's kinda
sitting exactly on top of that floor
plane, like so. Now go into your camera view. I will want to
duplicate this cone, so we have a few that's kinda
scattered around the scene. So for now let's hide our
plane because we've matched the cone with our plane so
we can hide that for now. So let's duplicate this cone. So I'm going to go Shift
D and then press X or Y to only move around
the x and y axes. And you don't want to move it
up and down on the z-axis. You can also press
G and then Shift Z to exclude the z-axis
when you drag it around. So now it's only moving
on the x and y axes. So maybe placed one here. Then let's duplicate
this one as well. So Shift D and then Shift
Z to exclude the z-axis. So we only moving
around the x and y, maybe place one
year and the back and maybe one more
year on the side. So shift D, shift Z. And let's maybe move this one to maybe around the, alright, so now if I play this through, you can see that our cones are sticking
in nicely to the floor. You can see they're
not sliding around. But a better way to visualize this is to
actually render out just a very simple render
from the viewport itself. So let's do that quickly. So save your project. Now we're gonna go to
our Output Settings. And you, it says Output. Just click on the Output folder. And we're just going
to choose a folder where we are going to save this. And then you can
also give it a name. I'm just going to
call a test for now. Click Accept. And then below the output where it
says file format. I'm gonna change this to FFmpeg video because I just want to render a quick MP4 file. And then under encoding, you can expand that, change the container
to mpeg 44 MP4 file. Then you can set your
video codec H.264. Medium quality is fine. And let's do a quick viewport render with all
these settings set, you can go to View
and then simply click on viewport, render animation. Alright, and this will
basically just render out an MP4 using the viewport. So it's not really going to go and try and render anything. It's really just a very, very fast type of render. This will just give us a
much better idea that our, if our track is working or not. So once the render is done, you can simply press Escape. Now if you browse
to that folder, you can simply open the MP4 file and you
can play that back. And now you can see
in real time that your track is actually
working pretty well. Alright, so once you are happy that your track is working well, you can save your project. And I will see you
in the next lesson.
12. Conclusion: Thank you for watching: And we've come to the
end of this course. Congratulations
for completing it. You now have the power
to track a scene, to create a matching
virtual camera so that you can place any 3D object or
character into your scene. Thank you so much
for enrolling in this course and I really
hope that you learned a lot. Please reach out if you
have any questions. And I'm looking forward to
see what you can create. Have a great day,
and I'll see you in the next VFX course. Goodbye.