WEBVTT

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Welcome to solving camera emotion.

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So this is going to be all about setting up camera movement and indeed working out whether the tracking

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we've just done is any good for our scene.

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You'll need the right camera details.

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I don't know if I've mentioned that before.

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I think I have.

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It is important whether you've got the camera details by faffing around for hours to try and get them

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or indeed you know the camera details because you've got the spec it is important to have the right

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camera detail so go ahead make sure that's one of the first things we get sorted.

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We're going to check the accuracy of our markers as we go through as well.

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Now I was quite thorough but I might have missed one as I was going through because it may have looked

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on a sort of zoomed out scale like it wasn't jerking about too much.

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But we will go through and check the accuracy of our markers and dump any that are causing us problems.

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Now an average camera solve error of less than one is ideal but that's not always necessary.

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We may have a camera solve error of six and it work out to be absolutely fine.

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We do have to test and assess as we go through.

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You may have to refine your markers more.

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It may be that one of your markers is causing a big problem see how to get rid of it.

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There's lots of options and alley ways we can go down.

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But let's go ahead now and set up the camera movement over in blender.

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Okay so I've just re opened my file and the first thing I've noticed is my lovely light blue line where

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it was cash before is no longer cash.

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Now that's not surprising because obviously if you shut down blender is going to lose anything that's

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temporarily stored so I'm going to go up to the top on my tall shelf and instead of just playing the

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clip as we've done before I can go ahead and pre fret fetch and the short cut there is.

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P It will prefetch the frames from the disc for faster playback and tracking and we can see that is

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a lot quicker than it was just hitting play.

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And now we should be able to scrub through we can see it's consuming around seven were seven point two

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gigs this time round.

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I can hit reload now reload is a bit pointless.

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In certain cases it's only if you've edited the file on the disc itself on your computer.

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And now I'm going to have the prefetch again anyway.

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So we've got that now in our buffer and ready to go and we can just go ahead and go to the next tab

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down on the tall shelf which is the sole tab.

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Now before we do anything else let's just click solve.

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Camera motion and see what happens.

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Wow.

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Okay.

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I was not expecting that.

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After all the trials and tribulations are been through trying to actually work out this scene I've got

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to solve error and we can see on the head above the clip editor of three point six which is a great

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start.

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It turns out I may need do nothing more but will go through and refine it anyway.

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Oh and before we do anything else you know what I haven't done.

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I said it was the first thing we're going to do I got distracted by this blue bar.

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We need to go over to the propertys and go to camera and set it to full frame and scroll down to lens

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and set it to 20 because that is what the dji Phantom for's lens configuration is said to be.

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Let's go ahead and click solve camera motion and it goes up to six point five.

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Okay we can work with that is not great that it's gone up but we can play with the settings now and

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work out what we can do.

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Now one of the things we can do now we've got a solver error is we can have a look at individual tracking

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points and they will all have an average error attributed to them.

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So if you've got something that's got a high average error you may find and you say may find because

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it does vary removing it from the scene can improve your particular odds of getting a good solve.

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So after clicking through all of those I can see there that one seven point six before I do anything

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else I'm going to save my work extra.

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I'm just going to delete this Bush entirely.

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So we got a average solara of three point six now before we do anything else.

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I do want to just highlight occasionally when you hit solve camera motion again you get a different

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result.

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So let's go ahead and remove this one that's rated on an average of an average error of seven point

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six on the propertys panel here we can see if that by removing it we get a better results of three point

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six solve.

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Camera two point nine two that's much better.

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Now I'm going to guess here if I go through and remove the one that's five point six.

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All right.

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Is there anything else that's above 4 that's going to be my metric here.

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And of course I need eight of these.

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Ah well that's really low.

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So let's see anything here that's above for I think there was.

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Ah there's one that's five.

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So let's get rid of that.

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Now again getting rid of it may not have been the answer we may it may be better to refine it but let's

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solve now were on two point nine one point eight.

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This is getting better and better.

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Incidentally you can look at this graph Ed and it gives us an idea of the actual what's going on in

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terms of these markers and if they're jerking about too much and if they are jerking about that may

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cause us problems there.

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I'm really happy that we're down to one point eight.

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So I'm not going to do anything else for the moment because I need to check and see what that looks

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like being lean about it.

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So I'm going to scroll down on the tool shelf to scene set up and click Set as background which scan.

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This particular video has the background on the camera view.

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I'm going to set up a tracking scene as well.

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I'm now going to go over to the default layouts and from this view I'm going to watch the camera and

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make sure it's not doing anything crazy.

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If it starts doing crazy things and wobbling about that can cause issues out there are a few jerks at

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the beginning and a few around.

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Let's just watch here.

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Around 180 or so.

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Let's look at it from the camera.

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And now this will slow down tremendously.

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Now the important thing to note here is I'm going to have to hold down Shift to move.

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But I want to have a close eye at the cube itself or the ground.

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What I want to make sure is as this is playing through the timeline that it's not jerking about horribly

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and then it's consistent So if the cubes covering up part of our scene that it remains covering up part

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of that scene and not sliding and jerking all over the place.

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If it does slide and jerk all over the place it just may look horrible.

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In the end now because I'm going for an aircraft flying over the surface I can probably get away with

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a bit more jerk than I would do normally.

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Now I'm going to pause it there and go back to the beginning.

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Now is sluggish doing this.

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But I do want to just highlight this beginning bit if we have a look at the scene now.

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It jerks all over the place.

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You see that twitching it was only for a couple of frames but it's still very noticeable.

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Now there's something I can do here.

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That's really easy.

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I get my starting frame and I set it at 10:00.

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I'm not quite sure actually where that wobble occurred but I'm pretty sure as buelow 10 hour the 10th

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frame so that's one way of dealing with that just cut it off it was a problem right at the beginning.

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Who cares if no one sees the first half a second.

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However if you do need to make sure that that works we need to investigate why it wobbles and it will

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wobble like it does.

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There we can see that it's shifting from one place to another.

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And we as a whole scene is shifting because of some reason I can't tell you from here.

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I need to go back into the motion tracking you.

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And let's have a look at the graph editor of this point and see if we can gleam any information as to

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what is going on here.

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So one of these I can see is jerking and moving in the preview pane here.

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In fact the one we've got selected.

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So all of a sudden it jerks from one place to another.

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So we can literally go in and fix that for this one particular frame that it's wrong on.

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And place it.

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Not sure where each frame was eeva side.

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And that's always a good place to check a case that has fixed that one.

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Could it be an Nach just that one was jerking all over the place.

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No that also has a big shift to it.

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I don't know what was going on at the beginning so I'm just going to move it over here.

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So it's literally frame one frame to frame three is fine.

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So let's go to the next one and I may have to repeat this several times in order to refine it.

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Does this also jump.

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It does.

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How bizarre that each one happens now because it's every every time.

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And rather consistent annoyingly consistent.

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I can pretty much go through and fix all of these because it looks like they just need to be moved over

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ever so slightly.

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Does this one whatever it does does it do the same as some knee jerk.

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Yes it does.

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So there's something in the footage there that's causing it to jerk about and I don't like it.

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I'm going to go away and fix this little issue and I see you guys back in a few moments.

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In fact it looks like here that the issue stems from the camera not moving for one particular frame

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or perhaps are a problem with the video it could be something along those lines.

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But it looks like all of these frames are just shifted over by a tiny tiny amount.

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It looks like just placing the marker on top of the previous one is working absolutely fine which seems

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a bit of a cop out really out of thoughts.

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There was a fundamental reason why it was doing that.

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But it seems to have affect every one browser is a skip in the video but it doesn't take too long to

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go through and just move everyone over everyone else.

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So I think that's now sorted.

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Now I have done that.

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I'm going to have to go through and solve the camera motion again way down to one point eighty two as

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a couple of other things we can do to make sure things are a bit more steady.

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Now we've got a key frame a in a key frame B in this is where your 8 frames have to exist.

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If I said Keen frame A to 0 and press solve camera motion you'll get the error at least eight common

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tracks need to be there for reconstruction.

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What do you pick in order to what key frames do you pick.

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Well usually you pick the cleanest area of your footage for.

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So from 1 to 30 is only that much.

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Is that enough.

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Well we could pick from 10 too.

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Where does this stop moving around 70 let's do tend to 70 and see if we get a better solve error because

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of that two point six.

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So the answer there is no by picking that one but maybe 70 to a hundred and fifty.

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This is one of these ones where you can go through and you can check.

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So we get about a result one point a to have the whole lot from frame 1 to frame what our 230 solve

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caromed motion three point three two.

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So there are various ones that are good.

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There are various ones that are worse.

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One to 20 gives us two point six one to 40 gives us one point eight.

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So back to that one point eight.

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If that looks like a pretty good setting and then once more hop back to the foreign again if you got

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a 3D view open you can hop back to us was around for can review and see let's see what happens now over

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those first few frames.

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It's no longer jerking about.

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So now we have a 3-d scene set up being tracked.

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That means we can start placing things in this scene and giving them things like shadows.

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Oh.

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Oh there was a little jerk there.

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This is why this playback is very important.

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Is that going to make a difference in the playback.

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Possibly so.

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I'm not sure where that was but I'm going to go and play it back and have another look.

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And of course it's time for you guys to have a challenge.

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I'd like you to go ahead and get a good camera solve.

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So aim for a low error rate.

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Now I have been rather fortunate in this particular scene that I've managed to get it so low so quickly.

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That doesn't always happen.

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And you often do have to refine and that just comes with practice and getting used to how the marker's

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act what bounds you set them in.

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And sometimes it's just the luck of the footage.

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Some footage is a lot harder to track than others.

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Remember to check the actual footage speaking about it.

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You can actually see little wobbles as it's going through in the preview.

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Pain in the properties panel helps with that.

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Is it stable enough.

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Now this refers specifically to the 3D editor.

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So when you're looking through the camera with the background turned on are you seeing the cube or the

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ground plane that's placed there.

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Slide abouts on your scene or do they look like they're part of the scene.

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If they look like they're part of the scene that's probably stable enough.

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I've got a couple of those little jerks I can go through and fix and I would want to fix them for completeness.

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However thinking about it at the same time if I've just got a plane flying over a over the surface a

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little jerk may not actually be apparent in the video.

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So it's worthwhile knowing.

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Refine your markers add new or even delete more markers if necessary.

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If you find that brings the solara down.

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Then go ahead and sort that out.

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Now check the track preview in the properties panel isn't wobbling about too much.

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That should look pretty static throughout the entire time line playback.

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If it's not then you know there's somewhere else.

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You can focus your eye a word and it's certainly great as previewing each one of the markers you've

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got in that panel and making sure it's not jumping about.

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Now I think I've spotted another jump.

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I'm going to have to have a closer look at that and I think it's similar to what happened before the

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one we fixed.

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So go ahead pause a video now and go get yourself a good camera solve.

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Okay guys.

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Welcome back.

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Let's hop back on over in a blender.

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Okay so let's go and see if we can refine this even further.

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I'm going to go straight back to the motion tracking side of things.

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And let's have a look and see what we can do now.

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Obviously selected everything there don't want everything selected can be a dangerous thing to do.

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And I was playing about's and I managed to get an average solver of one for five when I was playing

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about.

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So just a word of warning.

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It is quite easy to screw things up and I set my key frames here back to 40 and solve camera motion.

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There we go back down to a sensible level down back down to five point six.

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Now one of the things I did notice and I was doing a bit of reading on camera sensors and really into

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my photography and I realize that camera sensors when they're doing video often don't use the full sensor

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with they are smaller.

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They use part of the sensor.

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Now that will have the effect of each other.

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We could either lower the sensor width making it smaller or we can go ahead and change the focal length

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because they're interchangeable sort of.

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So the smaller the smaller the sensor the larger the larger the apparent focal length.

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And we can see that these things are linked because as I move one the other moves as well.

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So it's going to work out to be slightly smaller do we make the sensor smaller all that would make sense.

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So let's make the sensor with 35 mil and do solve camera motion.

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Five point six let's do thirty three point six thirty two five point six.

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It looks like we're locked at five point six there.

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Does it work.

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If we move our way a minute right now is moving that of course it will be locked in and I just told

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you guys that it moves about it will move this other one.

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So it makes more sense to change the focal length.

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So now with the focal length it would go the other way it would go up apparent size.

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So let's go through 22 has gone to 16 that's go to 24.

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And as God to all one point nine now that's starting to look good.

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So 24 Let's try 23 because these numbers do jump about are point seven nine brillion.

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I'm really happy that that's worked out.

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So I'm just going to Prescot solve Kara motion again.

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My eyes are not deceiving me.

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So it does look like with the information we've got here.

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We can say that the focal length when taking a for a video on this particular device works out to be

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roughly twenty three millimetres give or take.

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I'm not going to take that as a given for the moment but there we go we've got that sorted.

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Let's see how this looks when we go back to our 3-d view.

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Let's go back to the faults and play that through now we've got the camisoles starting from frame 1.

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So still a little bit of a jerk at the beginning that I need to go back and sorts.

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And there was another one.

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You need to be keen eyed.

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There it is.

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And that's around frame 45 something like that sir.

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I need to have a closer look at those.

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I'm going to go do that now and see you guys back in a few moments.

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Hey so I'm busy going through these particular key frames and taking a close look at them as it as we're

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approaching I'm going to jump through with a timeline here.

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We reach frame 48 49 50.

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It jumps and then at some point it comes back again.

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Now what we can see on the graph editor at the top is we can actually see this the Vission this this

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jumpier the marker we've got selected and we've got this green party here.

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That is what we're looking at.

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So as we come through we can see that that is where all of a sudden jerks and then jerks back again.

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The other way as it corrects itself now in this particular case it does look like hucking.

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Just go back in time to where the error occurs and just re track forward from that point.

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And that does appear to solve the issue.

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Of course I still need to do that for all of the markers in our scene but that's somewhat better than

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having to manually place them all.

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So again this seems to go wrong frame 49.

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Does this also have a dip on the graph.

19:24.060 --> 19:25.060
Yes it does.

19:25.080 --> 19:31.070
So again I'm going to play that forward how we can see it smoothes out those great big dips.

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Now we've got another dip here so if I go to frame forty nine.

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I'm just literally going to jump there at this point and just play forward from here.

19:39.430 --> 19:44.520
It also jumps there are play that forward and that smoothed out the dip as well.

19:44.590 --> 19:49.510
So it looks like during the tracks it has mucked up somewhere.

19:49.510 --> 19:54.450
It's as simple as that does this jerk about around there or not.

19:54.580 --> 19:58.230
Yes something happens a bit around the same area.

19:58.240 --> 20:03.700
In fact now is not as pronounced because the movement isn't as pronounced.

20:03.790 --> 20:10.160
It's as simple as that so if I play forward that should have solved that and it should have read tracts.

20:10.180 --> 20:11.430
Yes it has.

20:11.500 --> 20:13.660
And again I have to go through the recipes and sort that out.

20:13.690 --> 20:15.530
I'll be back in a few moments.

20:18.830 --> 20:19.870
And I'm back again.

20:19.880 --> 20:23.450
And I think I've fixed all of my little problems.

20:23.450 --> 20:27.370
I've toyed about with the focal length for twenty two point eight.

20:27.440 --> 20:34.820
With all of these fixed all of these markers face I'm getting a Solve error of point 6 three which is

20:35.090 --> 20:36.090
excellent.

20:36.110 --> 20:42.140
I can now go to my default view and just play back what I've got.

20:42.170 --> 20:48.120
I've also decided just truncates the very beginning at five frame five.

20:48.290 --> 20:54.920
And as we go through I can't see any sudden jerks which is exactly what I'm looking for because now

20:54.920 --> 21:02.150
I can go ahead and build up the 3D scene with the plane flying through it's exciting stuff.

21:02.150 --> 21:03.680
How did you guys get on.

21:03.680 --> 21:10.100
I hope you've managed to place your cube and plane your ground plane in this scene so that it looks

21:10.100 --> 21:11.410
as if it's part of it.

21:11.420 --> 21:17.610
Obviously it doesn't look like it's at the moment because we've got nothing applied to these models.

21:17.690 --> 21:22.690
However we're well on our way now to making this work.

21:22.970 --> 21:27.670
Shea a work in the discussions perhaps a little animated gif of what's going on.

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And I will see you guys in the next lecture.
