The Foundry Camera Tracker 1.0 V1 Mac
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The Foundry Camera Tracker 1.0 v1 Mac
On the AutoTracks tab, in the Refinement section, there are three refinement controls to help improve your solve. If the Error and per frame controls on the CameraTracker tab show a relatively high value, try refining the solve using the inlier tracks. The inliers are defined by the curve thresholds and can refine the focal length, camera position or camera rotation (or a combination of these). You can manually edit the camera solve first on the Output tab, then select:
In scenes tracked with AE's 3D camera tracker, the ground plane of your scene often ends up as an oblique plane in 3D space. Orient World fixes this - with a single click you can turn a layer into the ground plane of your scene, and orient everything else accordingly. Or, instead of setting a ground plane, you can align your scene to walls. To tweak it even further, you can also manually move, rotate and scale your coordinate system in 3D space.
In contrast with the camera tracker built into After Effects, The Foundry's Camera Tracker creates a null object that all other layers are parented to. In order to make Orient World work with The Foundry's Camera Tracker, you need to delete this parent null before applying Orient World.
Above we can see the Live Link client with an open connection to an instance of Maya running our plugin (top left section).That instance is sending three subjects to the Editor: two Camera subjects (one named "EditorActiveCamera" and another named "camera1"), as well as a subject containing Transform data called "TestCube" (bottom left section).
In addition to receiving data through a Message Bus Source, Live Link supports Hand Tracking sources for devices like Magic Leap, as well as the ability to create Virtual Subjects that allow you to combine multiple Subjects into one "Virtual Subject".For example, you could take the lower body from Character A and the upper body from Character B, then combine them into a new Subject. Or you could use the camera tracking data from one source and combine just the translation from another tracked object and drive it manually.
Enable Camera Sync: Enables syncing of the Unreal Editor camera with an external editor. Internally this looks at Live Link for a subject called EditorActiveCamera. Both our internally developed Maya and Motionbuilder plugins support this.
For the Live Link Controller, in the Details panel, you can use the Subject Representation property and select from your connected Subjects. Based on the Subject, a role will automatically be assigned (you can change if needed). The Component to Control is what will actually be driven through Live Link.In the example below, we have a Cine Camera Actor with a Live Link Controller component that allows us to move the camera and change the Focal Length from Maya. We also use the Live Link Skeletal Animation component on a Skeletal Mesh and stream in animation data. To achieve this, the Live Link Pose node has been added to our Animation Blueprint and our Subject has been selected.
You can also use Blueprint function calls to access Live Link data. Below, the Evaluate Live Link Frame function attempts to get a Live Link Frame from a specified subject using a given role (in the case below, the Subject "camera1" and the role of Camera is accessed).
If you are using the Maya Live Link Plugin prior to Unreal Engine version 4.23, when driving a camera through Blueprint, it may not have the correct transform. You can fix this by adding an Add Relative Rotation node set to 0, 180, 90 as indicated below.
The advanced optional camera feature for the Endurance integrated sensors allows you to continuously monitor your process visually, while the LED sighting option permits to see the spot size on the target and make sure you have a clean line of sight to the target. The match function takes the guesswork out of setting the emissivity.
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