﻿WEBVTT

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This chapter is for everyone

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who has either watched my previous DVD about Tracking in Blender,

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or who are familiar with other tracking application.

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So I won't go into detail about why the focal length is important?

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What Camera Tracking is?

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And what Camera Tracking is all about?

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Just going to focus on the workflow and the interface,

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and the changes to the previous version in Blender.

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To get started,

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let's go to the Motion Tracking layout,

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where you find the Main Window

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and the Open button.

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Let's open up the footage.

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In the Camera Tracking folder, I go to Footage,

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then open

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"Factory 3",

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open the clip,

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press F

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for "fit to view",

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and then Shft spacebar to make this window full screen.

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F again, to make it fit to the view, and now we can start tracking.

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If you didn't use Blender track for a while,

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then let me give you a brief overview

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over what's changed in the Interface.

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On the left-hand in the Tool shelf, we have now tabs.

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There's a tab for Tracking, where you will find all the operators

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for setting up your Clip, adding Markers,

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doing the Tracking Settings, and of course,

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performing the actual tracking.

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And then, there is the "Solve" tab, where you will find all the solving options.

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We will use all these later.

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First, let's go back to the Tracking tab.

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On the right side, there are all the properties

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of the current track,

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of the footage, of the entire clip,

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and some other things.

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Now, to get started,

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let's first load this into the memory,

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by going to Clip, and then Prefetch,

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you will find this purple line here.

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The Cache Bar will fill up this

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with this colour.

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So, we know, this is now in our memory.

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Let's add a first marker.

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Add menu, and then click here.

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Or even simpler,

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Ctrl left click

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on any trackable feature,

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for example, this contrasted point

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at the bottom of the column.

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And if you want to move it later, just press G to grab it,

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then you can

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move it around.

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Or you can also move it around in the Track Preview up here,

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by left clicking and dragging this feature point.

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What you see here is Blender's pattern area.

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Can scale it up

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by using this little handle here,

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or just by pressing S.

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If you want to see the search area, which of course we also have, you can press Alt S,

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or look for the search area here in the Marker Display panel.

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Tracking Blender is very easy.

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Just press the Track Forward button,

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that would track quite fast.

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And if you want to be able to focus on the track while it's tracking,

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you can center the view to the marker by pressing L,

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and that will lock

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the view

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to this marker.

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Now it will be centered all the time.

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Shft left arrow to go back to the first frame,

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then F

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for "fit to view" again,

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and then with the middle mouse button, you can also move your footage.

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So that's Tracking in Blender.

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Just grab a marker, press Track Forward.

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If there's Track Forward, of course, there's also Track Backwards.

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So Ctrl left click again on another marker.

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Maybe, use this point at the bottom of the column again,

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and track backwards.

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Very easy.

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In the previous versions of Blender,

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though it's already quite a while ago,

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so this was on the previous Tracking DVD,

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you have SAD Tracking, KLD Tracking, and Hybrid Tracking,

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in the Tracking settings.

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We don't have them anymore. Now, we have different Motion Models.

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So the Tracking in Blender is always quite precise.

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Find the Tracking settings,

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there is the Motion,

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set to Location,

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and we have Prepass enabled.

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Prepass is the equivalent

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of the old Hybrid Tracking,

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which will perform a brute force search

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in the search area for the feature.

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If disable that,

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Tracking will be even faster. But Blender will also eventually lose the track more easily.

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But sometimes, it can work even without Prepass.

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In this case, you can find here where it just leave the frame,

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it is disabled.

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Usually I keep Prepass enabled

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because

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it's still fast enough and would be more accurate.

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Now, what's up with the Motion Model?

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That's interesting, because we can make Blender deform the marker, for example,

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for Rotation,

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Location n Scale, or Location Rotation Scale.

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Even more interesting, Affine or Perspective.

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So let's say, I add the marker here on the floor,

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then I would scale it up a little bit more.

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And if I track that now, you can see,

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it deforms with the footage.

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So that's very very accurate and very nice.

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If you look at the preview

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up there,

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it's barely changing at all.

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So this is a rock solid marker.

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Awesome.

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So this is always useful if you track something on the floor, and the camera is moving,

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perspective is changing,

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then this will make it easier for Blender

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to really track the feature

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more accurately.

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And also,

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can help you to have longer tracks.

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So that's the Motion Model.

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What didn't change is the Keyframe or Previous Frame setting.

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So usually it will look for a keyframe, which means,

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if you have a marker,

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let's use something here,

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if I track

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frame by frame with Alt right arrow,

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up to frame 72,

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and change something on the marker, for example, changing the search size,

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then this would add a keyframe to this track

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or to the marker.

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And you can see that, if I track forward now,

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this yellow bar, which indicate the already tracked frames,

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will have this little darker yelllow spot.

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So that's the keyframe,

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and this will be the reference point for every new frame that I'm tracking.

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In some situations, it can help to change that from Keyframe to Previous Frame.

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And if I want to do that for the current marker now, I cannot do that over here.

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For that, you go to the Tracking settings.

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Those will always be the settings for the current active marker.

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So I go here and change from Matching to Previous Frame,

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and I can still track forward.

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The benefit is,

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sometimes it helps you to track longer,

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but will also increase the probability of sliding markers,

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which is not really nice.

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So that's the Manual Tracking in Blender.

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And

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since these tracks are now finished, let's lock them with Ctrl L.

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If you come from other tracking applications, then you know that

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there's this Point Cloud Tracking, where you have lots and lots of feature points that are being tracked.

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Blender is designed for supervised tracking.

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So what we have been doing here is actually the way to go.

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Still, if you want to have something a little bit more automatic,

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you can use Feature Detection.

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So here, in the Marker panel, we have Detect Features,

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and that will track the frame for trackable spot,

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and then you can start tracking.

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Now the thing is, if you track them forward now, Blender will not add new markers,

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if some of those markers has been disabled.

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Also, it will use the setting that you had here in the Tracking settings.

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Currently, I'm using Affine Tracking,

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which is much more CPU intensive than location based tracking,

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which is why this is now very slow.

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Maybe I should have changed that before.

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Anyway let's track this to the end.

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You can already see that there are some of those red squares.

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Those are the disabled markers.

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So a marker that stops tracking will be automatically disabled.

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So Feature Detection is not the same thing as the point cloud tracking

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you have in other applications,

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for example, in the after effects camera tracker or the new cinema 4D tracker,

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it's just different.

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Now the thing is, if you use Detect Features, then it's much more likely

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that some of those tracks will start doing crazy things.

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So you can go and scrap to the shot

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and check for weird markers with weird behaviour.

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But there's a tool that makes it easier to see those faulty tracks,

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and that's the Curve View.

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So if we leave the full screen mode with Shft Spacebar,

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then you have the Curve  View up here.

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And usually,

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this should automatically be set

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to your current footage, to the active clip, which is here,

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"Factory 3".

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So let's change this to that clip,

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and here you will have now,

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the speed values

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for X and Y for each marker.

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And you can see that some of those tracks

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have thess spikes,

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which tells you that they have a problem.

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Now, you can select those curves, and just go ahead and delete them by pressing X

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or delete on your keyboard.

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And

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after you delete all these curves,

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you should be good to go, in theory.

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If you have tracked enough markers, then you can go ahead and solve that.

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Now, how many are enough?

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Well, you need at least

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8 common tracks on both keyframes.

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Now what's a keyframe?

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Maybe, let's just first go over to this Solve panel.

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Also go full screen again,

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Solve panel,

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and then here, you will find Keyframe A and B.

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These keyframes are the initial frames that Blender use to establish the perspective

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and the reconstruction of the scene.

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And once it has that, would iterate over the other frames,

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and solve them too.

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So you can set them by hand.

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Keyframe A and B, and it makes sense to set them

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so there's lots perspective going on.

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For example, this would be a good candidate for Keyframe B.

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You can also make Blender to calculate that.

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That's also something new.

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So if you check Keyframe,

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and then click on Solve Camera Motion,

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Blender will first go over the tracks,

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try to select the best keyframes.

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The problem is, this can take quite long.

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And if there are problematic tracks,

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it can lead to weird results.

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For example, here,

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Keyframe A is 1, Keyframe B is 10,

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and that's weird results,

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that doesn't really look good.

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For me, personally,

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I think it's more safe to do it not automatic, but by yourself.

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So let's set Keyframe View to 150,

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where I can be sure that there is enough perspective.

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If you Solve this again,

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can see, it's even faster,

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and the Solve error is better.

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That is still not great. So we can perform a clean up of the markers.

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So we go to Cleanup, and say

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let's erase tracks that are shorter than 20.

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And also select markers

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where the Solve Error is higher than 1.

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If you press Clean Tracks now, it'll select all of those.

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Maybe this is a little bit too much,

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so let's set Solve Error to 2.

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Deselect them, Clean Tracks again and just erase those.

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Solve again,

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and the solve error is a little bit better now.

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Of course, what's missing is the correct camera data.

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So just as another application, you have to tell Blender what camera you have been using.

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So we go to the Properties on the right side, go to Camera,

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either set the sensor size yourself,

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or you can also choose

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from a bunch of presets.

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Now with Presets, for lots of cameras,

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the Arri Alexa, Blackmagic, or the camera

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I've been using,

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a Canon APS-C camera.

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This was the Canon 550D,

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it belongs to the family of

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Canon APS-C cameras.

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So sensor width has changed to 22.3,

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and of course, we need to set the correct focus length.

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Now the focal length will probably be something around 20.

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I don't know for sure.

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So let's try these settings.

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Once we set them, we can solve again.

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0.7, which is quite good already.

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But we don't need to stop here.

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We can also make Blender

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estimate the better focal length.

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So,

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go to Refine,

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set it to Focal Length,

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Solve the camera motion,

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and you can see the focal length is actually probably

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more something like 20.6.

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Since this was a cheap len, there is for sure some lens distortion,

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and can make

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Blender calculate that as well.

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So go to Refine, set to K1 and K2,

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Solve again,

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you will find these values now change,

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the Solve Error goes down a lot.

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So this is actually a very good solution now,

00:14:20.927 --> 00:14:22.207
0.2,

00:14:22.719 --> 00:14:24.767
and can even check how this would look like,

00:14:25.023 --> 00:14:26.303
if it would be Understorted.

00:14:27.583 --> 00:14:29.375
So, that's a little bit better.

00:14:30.143 --> 00:14:30.655
Probably,

00:14:30.911 --> 00:14:34.239
it would make sense to track some of the features

00:14:34.495 --> 00:14:36.799
that're on the outside or the borders of the frame.

00:14:37.055 --> 00:14:39.103
Just to give Blender a little bit more information

00:14:40.895 --> 00:14:41.919
about how the footage looks like,

00:14:42.175 --> 00:14:43.711
at the borders of the frame,

00:14:43.967 --> 00:14:46.783
where you will typically find the most lens distortion.

00:14:48.063 --> 00:14:49.599
So we can try to track

00:14:49.855 --> 00:14:51.391
a few more markers here,

00:14:51.647 --> 00:14:52.927
in these areas.

00:14:53.951 --> 00:14:54.463
And then,

00:14:54.719 --> 00:14:55.743
Solve that again,

00:14:56.255 --> 00:14:57.791
and hopefully, Blender will then

00:14:59.327 --> 00:15:00.607
get a better estimate of the lens distortion.

00:15:01.887 --> 00:15:06.495
Now one thing I didn't mention yet is that, you can clear a path of a marker.

00:15:06.751 --> 00:15:07.775
So here,

00:15:08.031 --> 00:15:11.615
I suspect that this marker is sliding a little bit

00:15:11.871 --> 00:15:13.151
on the border of the frame,

00:15:13.663 --> 00:15:14.687
so we can go ahead

00:15:15.199 --> 00:15:17.247
and with the marker selected,

00:15:17.503 --> 00:15:19.039
go back to the Tracking tab,

00:15:19.295 --> 00:15:20.831
the Tracking panel,

00:15:21.343 --> 00:15:23.135
and then clear the path forward.

00:15:24.415 --> 00:15:25.695
That'll get rid of

00:15:25.951 --> 00:15:28.767
all the sliding frames of this marker.

00:15:29.535 --> 00:15:30.559
Solve again,

00:15:35.423 --> 00:15:37.471
this should make it a little bit better now.

00:15:38.495 --> 00:15:43.615
Now, there's another nice tool that has been added to Blender, which I didn't cover yet on the previous DVD,

00:15:43.871 --> 00:15:46.431
and that is the Refine Forward and Backward button.

00:15:47.199 --> 00:15:51.039
That's very handy if you have a marker that leaves the frame,

00:15:51.295 --> 00:15:53.087
or something goes in front of it,

00:15:54.367 --> 00:15:55.647
which I don't have in this example,

00:15:55.903 --> 00:15:58.719
but let's just generate an example.

00:15:59.487 --> 00:15:59.999
So

00:16:00.255 --> 00:16:01.791
I put the marker

00:16:02.047 --> 00:16:02.559
here,

00:16:03.071 --> 00:16:08.191
track a few frames forward. And now, for some reason, I have to disable the marker.

00:16:08.703 --> 00:16:10.495
Maybe something goes

00:16:11.007 --> 00:16:12.287
 in front of the feature here,

00:16:12.543 --> 00:16:13.055
or at least, frame.

00:16:14.079 --> 00:16:15.615
I just tracked up to this frame

00:16:16.127 --> 00:16:18.943
and go a few frames forward.

00:16:19.711 --> 00:16:20.479
Now let's say,

00:16:21.247 --> 00:16:24.831
I want to continue tracking this feature.

00:16:25.855 --> 00:16:30.463
I pressed G to enable the Marker again, and move it to the position where I think

00:16:30.719 --> 00:16:31.743
I had it tracking.

00:16:32.767 --> 00:16:35.327
I don't know for sure because I don't really have a reference.

00:16:36.095 --> 00:16:39.935
And if I continue tracking now, I can happily do that,

00:16:40.703 --> 00:16:41.215
but,

00:16:41.983 --> 00:16:43.775
it might be a different spot,

00:16:44.799 --> 00:16:47.871
as I have left the marker on frame 66.

00:16:49.407 --> 00:16:54.271
Another nice thing is that, I can use this Refine Forward button

00:16:54.527 --> 00:16:57.855
on the first frame, where I have enabled the Marker again,

00:16:58.111 --> 00:17:00.671
and Blender will automatically compare that

00:17:01.183 --> 00:17:04.255
to the last reference frame here.

00:17:04.767 --> 00:17:06.815
Now I can continue tracking from here.

00:17:07.327 --> 00:17:10.399
So now, I can be sure that, even if I disable a marker,

00:17:10.911 --> 00:17:12.191
and enable it again,

00:17:12.447 --> 00:17:14.751
even if it's a totally wrong spot,

00:17:15.263 --> 00:17:16.543
Blender will be able

00:17:17.567 --> 00:17:22.175
to come up with a better placement for the marker, so that I'm always tracking the correct spot.

00:17:23.711 --> 00:17:24.991
Let me just delete this track,

00:17:26.015 --> 00:17:27.295
and now proceed.

00:17:28.063 --> 00:17:30.111
So what now? We have a solution,

00:17:31.135 --> 00:17:33.695
and we want to see that in the Camera View.

00:17:34.207 --> 00:17:38.047
So we have to do is, change this to the 3D Viewport,

00:17:40.607 --> 00:17:44.191
maybe split the view, so that we can open up the Properties,

00:17:44.959 --> 00:17:46.751
and then grab the camera,

00:17:47.519 --> 00:17:48.799
then setup

00:17:49.311 --> 00:17:49.823
Constraint,

00:17:51.103 --> 00:17:52.127
Camera Solver,

00:17:52.895 --> 00:17:55.967
and this will put in all the tracks for you.

00:17:56.223 --> 00:17:59.295
This will place the camera on the correct Motion path,

00:17:59.807 --> 00:18:01.343
this will now work.

00:18:02.111 --> 00:18:03.647
This is a little bit tedious.

00:18:04.415 --> 00:18:09.023
So the easier thing to do would be, instead of doing it manually,

00:18:09.535 --> 00:18:11.583
to go to the Solve tab,

00:18:12.095 --> 00:18:14.655
scroll down, and then Setup a Tracking Scene.

00:18:15.167 --> 00:18:19.263
This will set up a camera solver for you. It would put the footage

00:18:20.543 --> 00:18:21.567
in the background of your camera.

00:18:21.823 --> 00:18:24.639
So if you press 0 to look through the camera,

00:18:24.895 --> 00:18:25.919
you'll see your footage.

00:18:26.431 --> 00:18:29.247
And the only thing that's missing now is the proper alignment.

00:18:30.271 --> 00:18:34.111
To do that, you just grab 3 markers on the floor,

00:18:35.647 --> 00:18:37.439
and go to the Orientation panel,

00:18:37.695 --> 00:18:38.975
set Floor,

00:18:39.487 --> 00:18:42.559
which already place your camera in the correct position.

00:18:42.815 --> 00:18:46.655
Then what you can do next is to grab one marker,

00:18:46.911 --> 00:18:48.191
Set it as the Origin,

00:18:48.447 --> 00:18:51.007
and another one, Set it onto the X-axis,

00:18:51.263 --> 00:18:52.799
this will rotate your camera correctly.

00:18:54.847 --> 00:18:58.687
One thing I didn't mention yet, that is,

00:18:58.943 --> 00:19:00.223
now we finally have a proper tripod solver,

00:19:00.735 --> 00:19:03.295
so if you have a shot like this,

00:19:03.807 --> 00:19:04.831
where you only have rotating camera

00:19:05.343 --> 00:19:07.903
that didn't move at all,

00:19:08.159 --> 00:19:09.183
a typical tripod shot.

00:19:09.951 --> 00:19:11.487
What you can do is,

00:19:11.743 --> 00:19:14.303
track features as you would always do,

00:19:14.815 --> 00:19:16.607
you don't even have to track that many.

00:19:17.375 --> 00:19:17.887
I mean,

00:19:18.143 --> 00:19:19.679
you wouldn't even get away with 3,

00:19:20.959 --> 00:19:22.751
although that would give you a good solution.

00:19:23.263 --> 00:19:25.823
The point is, just track those markers,

00:19:26.335 --> 00:19:27.359
and before you solve,

00:19:28.383 --> 00:19:30.175
you just activate the Tripod button.

00:19:31.199 --> 00:19:33.759
You don't even have to add keyframe.

00:19:34.527 --> 00:19:36.831
You can even activate Refinement,

00:19:37.599 --> 00:19:40.415
and then Solve the Camera Motion.

00:19:40.671 --> 00:19:43.231
And that will Solve this as a tripod shot.

00:19:43.743 --> 00:19:47.327
The camera will only be rotating and will not move at all,

00:19:47.839 --> 00:19:50.399
and Blender will even calculate the proper focal length

00:19:50.655 --> 00:19:54.495
and lens distortion, which is really nice.

00:19:55.519 --> 00:19:58.079
So if you go and set up the tracking scene now,

00:19:59.359 --> 00:20:01.919
you can see that Blender has now

00:20:02.687 --> 00:20:03.711
this spherical shape,

00:20:03.967 --> 00:20:05.247
and the camera itself

00:20:05.503 --> 00:20:06.527
is only rotating,

00:20:06.783 --> 00:20:09.855
so we can do with it whatever we want.

00:20:10.111 --> 00:20:11.903
So if we rotate the camera,

00:20:13.183 --> 00:20:15.999
the 3D points will always stick to the view.

00:20:16.255 --> 00:20:17.279
And you can

00:20:18.815 --> 00:20:20.351
nicely align your scene manually.

00:20:20.863 --> 00:20:23.423
So, that's Tripod Solving in Blender.

00:20:24.447 --> 00:20:27.263
Of course they are still new tools we didn't cover yet.

00:20:27.519 --> 00:20:32.639
For example, different distortion model if you want to use GoPro for tracking,

00:20:33.151 --> 00:20:36.735
or the Plane Track which is very interesting for compositing,

00:20:36.991 --> 00:20:38.015
and of course,

00:20:38.271 --> 00:20:40.831
the very powerful Masking mode in Blender.

00:20:42.111 --> 00:20:44.671
But those will be for later chapters in this course.

00:20:45.183 --> 00:20:49.023
I hope that this would get you up and running with Tracking in Blender.