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<p>Two buttons to show individual Left or Right views L and R. These button names change according to the abbreviation you assign them in Project Settings. You can preview stereo work at any time by turning on the 3D button in the view controls. Clicking and holding on the 3D button will give you a range of stereo view options. Active : If you have an active shutter monitor available, you can view in this mode Note: Only tested on Windows.</p>
<p>Anaglyph : Probably the most common mode to view stereo work through. Difference : A difference mode of the views laid over each other. This view also has additional functionality explained below. Keyframe on All Views: Toggle this button in the timeline to maniuplate keyframes in both eyes.</p>
<p>The Mocha Pro plugins are separate from the standalone Mocha and can be applied as an effect directly onto layers in host applications. This reduces the need to swap out of your host application and streamlines getting data in and out of Mocha.</p>
<p>The biggest advantage is you can set up layers and module settings in Mocha as normal, and then have the results render directly to the host timeline without having to export. In addition to the controls below, VR features also contain a separate area in the Module Renders section to control lens distortions without having to first open the Mocha Pro GUI:.</p>
<p>The Mocha Pro plugin supports different types of and Stereo footage via the “Views” drop down:. Stereo Separate eyes : This takes two separate footage streams. When chosen, the option to choose another source for the right eye is enabled. If you are using the ‘Stereo’ option, you will need to select the “Stereo Output” view Left or Right that you want to apply output to.</p>
<p>When used, Mocha will split the footage exactly in half horizontally and use the Top and Bottom halves for each eye. The output to the host will automatically double up to the split views. When used, Mocha will split the footage exactly in half vertically and use the Left and Right halves for each eye. The output to the hosr will automatically double up to the split views.</p>
<p>Choosing one of the options automatically sets your Mocha project to be Equirectangular This will enable VR features:. If you have separate left and right eye sources, apply a “Join Views” node to combined them and feed the output into the Source input of the Mocha node. Vegas Pro: Vegas Pro also has native stereo support. You will only see two options: Mono and Stereo.</p>
<p>As you go through the user guide, you will see sections on how to apply Mocha techniques to your stereo footage where relevant. Simply apply the effect to the layer you want to work with. Launch Mocha. This will load a full version of the Mocha interface that you can use just like the standalone version. Use Mocha as required and then close and save.</p>
<p>No rendering is required inside Mocha unless you want to. Choose whether you want to use mattes, renders or any other data from Mocha back in the plugin interface.</p>
<p>Once you have applied the Mocha Pro effect, you can click on the Mocha button to launch the main interface. This then becomes exactly like working in the standalone version of Mocha, with a few exceptions. The source layer is automatically loaded and ready to track in the view. You just close and save the Mocha view when done and the project is saved inside the Effect like any other Adobe effect.</p>
<p>By default, the starting timeline frame will always be zero, which will not affect your data generation back in After Effects. For users using timecodes instead of frame numbers in After Effects, the correct timecode offset will display inside the Mocha GUI. Once you have tracked layers in Mocha, you can then control the mattes for these layers back in the plugin interface. View Matte: Show the black and white matte from the Mocha layers chosen. This is very useful if you want to just see any problems with the matte, or you want to use the output as a track matte.</p>
<p>Visible Layers: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes. You can also edit the Layer names in this window. Shape: This drop down lets you switch between All Visible and All mattes. All Visible mattes are controlled by the Visible Layers dialog.</p>
<p>Feather: Applies a blur to the matte. This feathering is independent of the feathering of the individual layers inside Mocha. This function is only available in After Effects. If you are using the ‘Stereo’ option in After Effects, you will need to select the “Stereo Output” view Left or Right that you want to apply output to. Once you have set up layers in Mocha, you can then control the renders for each module back in the plugin interface. Note that you do need to have set up and tracked the correct layers in order for a render to work back in the host.</p>
<p>Module: The module render you want to see. It controls the render quality of the warp. See the Warp Mapping section of the stabilize module. Insert Layer: For any inserts you want to apply to a layer surface and render back to the host. If left to “Default” it will render what has been set inside the Mocha project. If changed, it will override all insert layers in the project. Insert Opacity: Overrides the default insert opacity set inside the Mocha project.</p>
<p>There are also parameters for controlling the view in Lens:Distortion rendering for VR footage. Pick the layer you want to use as an insert from the ‘Insert Layer’ drown down in the Mocha Pro effect. If you have a tracked layer in Mocha you can see the output of its surface back in the After Effects interface. Each point in the Tracking Data section is a point from the layer surface that automatically updates when you modify it inside Mocha.</p>
<p>To choose a layer to create tracking data from, click the ‘Create Track Data’ button in the Tracking Data section of the plugin. Then choose ether the name or the cog of the layer you want to read tracking data from in the dialog that appears.</p>
<p>Once you click ‘OK’, the plugin will generate keyframes to populate the tracking parameters in the plugin. You can then use this data to copy to other layers, or link via expressions. The plugin interface also allows you to apply tracking data to other layers without needing to export from the Mocha GUI.</p>
<p>Do do this, you generate the tracking data from a layer, as described above in Controlling Tracking Data. Corner Pin: Support Motion Blur : A corner pin distortion with separate scale, rotation and position. If you are generating from a vertex-heavy mesh, Mocha will show a progress bar while generating the nulls.</p>
<p>Each Null will be created separately with its own keyframes. Pick the video track you want to use as an insert from the ‘Insert Layer’ drown down in the Mocha Pro effect. You just close and save the Mocha view when done and the project is saved inside the Effect like any other AVX effect.</p>
<p>Choose from the current layer or below the current video track. This will most commonly be “1st Below” the current layer with the effect applied. In many cases some functionality may be possible for unsupported hosts, but there is no guarantee of functionality or stability, so please take care when experimenting! Once loaded into the flow graph, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node.</p>
<p>Once loaded into the node graph, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node.</p>
<p>Once loaded into the tree window, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node. Silhouette includes Linear support for the Mocha plugin. When using EXR or Cineon images, this preference should remain off. Once loaded, you can begin with the ‘Launch Mocha UI’ button at the top of the effect panel. Mocha uses two sources from the timeline for inserting clips: The main background image source to track from and a secondary image source to insert into a tracked layer.</p>
<p>To use a secondary source input in Vegas for Insert clips you need to composite your tracks together:. Set the Insert clip you want to use as the parent layer and the plate you want the insert to be rendered over as the child. This will then load the secondary source into any layer Insert clip dropdown as a clip called ‘Insert Layer’. See Rendering Insert Layers below. Select any additional source you want to use as an insert in Mocha and plug it into the ‘Insert’ input See Rendering Insert Layers below.</p>
<p>Launch the Mocha UI using the button at the top of the panel. Choose whether you want to use mattes, renders or any other exported data from Mocha back in the plugin interface.</p>
<p>Once you have applied the Mocha Pro effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. You just close and save the Mocha view when done and the project is saved inside the effect. Visible Layers Button: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes. You can use secondary clips in the host application to render tracked inserts into your shots.</p>
<p>See the User Guide Chapter on the Insert Module for more details on manipulating and warping inserts. For node based compositors you can plug the insert image into the ‘Insert’ input on the the Mocha Pro effect node. In Vegas you need to make the insert image the parent in compositing mode. See Using the Insert Layer clip in Vegas for this method. In HitFilm, you select the insert image from one of your other layers in the comp listed in the “Insert” dropdown.</p>
<p>You can also adjust the Insert Blend Mode and the Insert Opacity from the plugin interface without needing to go back into Mocha:.</p>
<p>In cases where your input source has an alpha channel, you may wish to change the Alpha view inside the Mocha GUI.</p>
<p>You can either turn Alpha off entirely by toggling off the button, or choose from one of the following options:. Auto alpha: Reads in alpha if it is not opaque or premultiplied. This is the default setting. When rendering back out to the host, there are cases where you may also need to premultiply the alpha using the premultiply options in the plugin interface. If you are using the ‘Stereo’ option, make sure you are applying the effect to the Left eye footage and choose your right-eye source input.</p>
<p>This includes:. To add Mocha, simply locate it in the Effects panel like any other effect and drag it onto your layer. Once your layer is hooked up to your Mocha Effect, the general workflow for the Mocha Plugin is as follows:. If you are using Mocha Pro, choose the renders you wish to use from the “Module Renders” section and check “Render”. Once you have applied the Mocha effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. If you are using the Mocha Pro version of the plugin, controlling renders is exactly like the standard OFX rendering controls.</p>
<p>This is because all Mocha VR features have been rolled into Mocha Pro and a Mocha VR plugin stub is kept to avoid breaking compatibility with your old projects. When you want to start a new VR project, we highly recommend using the Mocha Pro plugin rather than the legacy Mocha VR plugin, as this compatibility feature may be removed in future versions.</p>
<p>Mocha workflow is designed around a project structure. It is good practice to only work on one shot per project file to minimize layer management and to keep the work streamlined. When you start the application you are presented with an empty workspace. No footage is loaded and most of the controls are consequently disabled. To begin working, you must open an existing project or start a new project.</p>
<p>This will bring up a file browser, where you can select almost any industry standard file formats. Image sequences will show up as individual frames. You can select any one of the frames and the application will automatically sequence the frames as a clip when importing. A project name will automatically be generated based on the filename of the imported footage, but you can change it by editing the Name field.</p>
<p>This is created in the same folder your clip is imported from. The range of frames to import. We recommend to only work with the frames you need, rather than importing very large clips or multiple shots edited together. This is set to the starting frame number or timecode by default. You can also define a fixed frame You can set a default for the fixed frame in Preferences. You also have the option to view as Timecode or Frame numbers.</p>
<p>If your clip has an embedded timecode offset and you switch to Timecode, the offset will be used in your project. If you need to adjust this value later, you can open Project Settings from the file menu. Normally this is automatically detected, but you have options to adjust if necessary. Make sure you check the frame rate before you close the New Project dialog. If you are using interlaced footage, set your field separation here to Upper or Lower. Make sure you check your fields match your footage before you close the New Project dialog.</p>
<p>If you wish the clip to be cached into memory, check the Cache clip checkbox here. Caching is recommended if you are working a computer that has fast local storage, but your shot is stored in a slow network location. More often than not, you can leave this setting off. If working with log color space, set soft clip value here. Default is zero making falloff linear, rather than curved. Mocha Pro supports Equirectangular Footage.</p>
<p>To set the project to be in mode, check the ‘ VR Footage’ checkbox after you import your clip. When you start a New Project you are also presented with the option of creating a multiview project in the Views tab. If you check Multiview project you are then presented with the view names and their abbreviated names.</p>
<p>The abbreviated name is used in the interface for the view buttons, but is also used as the suffix for renders. You can also choose the hero view. By default this is the left. Defining a hero eye determines the tracking and roto order for working in the views.</p>
<p>If you want to define separate streams of footage for the stereo views, you can add additional footage streams view the Add button below the initial clip chooser.</p>
<p>If you forget to set up Multiview when you start a new project, you can set it in the new Project Settings Dialog from the File menu. Once you are in Multiview mode, you will see a colored border around the viewer based on the current view you are in. This is to help artists to identify which view they are currently in without having to refer to the buttons. You can switch between Views by pressing the corresponding L R buttons in the view controls, or using the default 1 and 2 keys on the keyboard.</p>
<p>You can swap views or change the Split View mapping from the View Mapping subtab under the Clip module:. The Mocha Pro plugin has a slightly different project workflow to the stand alone Mocha applications.</p>
<p>This action loads the footage from the host clip you applied the effect to. It automatically applies the correct frame rate and other clip settings, so there is no need for the standard new project dialog. After you have done the usual work inside the Mocha Pro interface, you simply close and save the Mocha Pro GUI and then you can control the output from the effect editor interface.</p>
<p>For setting up a new stereo project with the plugin, see Plugin Stereo Workflow. The plugin has a slightly different project workflow to the stand alone Mocha applications. If you will only be working on a section of the shot you can use the In and Out points to set the range on the timeline.</p>
<p>You can zoom the timeline to only show you the part between you In and Out points by clicking the Zoom Timeline button. Frame offsets are important to get right in Mocha so that they export correctly to your target program. Project Frame Offset: This frame offset sets the starting frame for keys in your timeline. For example if you have imported a sequence of frames and you need the index of frames to start at , you can change this under the Project Settings in the file menu.</p>
<p>Clip Frame Offset: This frame offset is to offset the actual clip frames to slide the starting point of the clip back and forth. You can adjust clip frame offset under the Display tab in the Clip module. For the vast majority of cases the Project Frame Offset is the value you want to adjust for working with data.</p>
<p>The frame offset is usually already set correctly at the New Project dialog stage, but there may be cases where offsets change, such as adding new clip frames. Working with very long files can be time consuming for the artist and can slow down the tracking as it searches for more frames.</p>
<p>Try to only use what you need, and work on individual shots, rather than multiple shots in one piece of footage. Make sure these values match the settings in your compositor or editor, otherwise tracking and shape data will not match when you export it.</p>
<p>If you are unsure which field your interlaced footage is in, import it and check. If you quickly start your project with a guessed field order, you can check to make sure it is correct by using the right arrow key to step through the footage.</p>
<p>Interlaced footage is painful to work with. For your own sanity, try not to use it unless you have to! If you are working on a large roto project you will sometimes need to have more than one person working on the same shot. When it comes time to export out mattes or do final tweaks you can use the Merge Project option to combine any files that have been used on the same piece of footage. Simply select the Merge Project option from the File menu, and select a project you wish to merge.</p>
<p>You can only merge projects that are the same dimensions, aspect ratio and frame length as the shot you are merging into. Open or create a project with matching footage and same dimensions as the Silhouette file. This is important. Your Silhouette project file will need to match the frame rate, dimensions and length of the Mocha project to correctly import.</p>
<p>Choose a Silhouette sfx project file. If you are in OS X, you may need to navigate inside the sfx package to find the actual project file. The Silhouette project will then convert any Bezier and X-splines to native Mocha splines and appear in the project. If there are any B-Spline layers in the project, these will not be imported as they are currently not supported. The key to getting the most out of the Planar Tracker is to learn to find planes of movement in your shot which coincide with the object that you want to track or roto.</p>
<p>Sometimes it will be obvious – other times you may have to break your object into different planes of movement.</p>
<p>For instance if you were tracking a tabletop, you would want to draw the spline to avoid the flower arrangement in the center of the table — it is not on the same plane and will make your track less accurate. To select a plane you simply draw a spline around it. In general X-Splines work better for tracking, especially with perspective motion. We recommend using these splines where possible.</p>
<p>The GPU option allows you to select any supported graphics card on your system to take on the brunt of the tracking process. The resulting speed improvement is especially noticeable on high resolution footage or when tracking large areas. One of the most important concepts to understand with the Mocha planar tracking system is that the spline movement is not the tracking data.</p>
<p>By default, any spline you draw is linked to the tracking data of the layer it is currently in. In hierarchical terms, the spline is the child of the track, even if there is no tracking data. When you begin to track a layer, the area of detail contained within the spline s you have drawn will be searched for in the next frame. If the planar tracker finds the same area in a following frame, it will tell the tracker to move to that point. Because the spline is linked to the track by default, it will also move along with it and the search begins again for the next frame.</p>
<p>Scrub the timeline and you will see that the grid and surface move with the spline. Now select all the points of your spline and move it around the viewer.</p>
<p>This is because the spline is linked to the track, but the track is not linked to the spline. The spline is merely a search area to tell the track where to go next. It is a common misconception that moving the spline while tracking is affecting the movement of the tracking data. It is not. Moving the spline is only telling the tracker to look in a different place and will not directly affect the motion of the tracking.</p>
<p>This makes the tracker very powerful, as you can move and manipulate your spline area around while tracking to avoid problem areas or add more detail for the search.</p>
<p>With the Planar Tracker you simply draw a spline around something, as shown with the screen below. Select one of the spline tools to create a shape around the outside edge of the area you wish to track. When drawing splines it is best to keep the shape not tight on the edge, but actually give a little space to allow for the high contrast edges to show through, as these provide good tracking data.</p>
<p>If you are using the X-Spline tool you can adjust the handles at each point by pulling them out to create a straight cornered edge, or pull them in to make them more curved. Right clicking a handle will adjust all the handles in the spline at once. In some cases there are parts of an image that can interfere with the effectiveness of the Planar Tracker. To handle this, you can create an exclusion zone in the area you are tracking.</p>
<p>For instance, in the phone example we are using, there are frames where there are strong reflections on the screen. These reflections can make the track jump. So we need to isolate that area so the tracker ignores it. Select the add shape tool to add an additional shape to the current layer, which selects the area you want the tracker to ignore.</p>
<p>Draw this second shape inside the original shape. Note that both splines have the same color, which is an indication that they belong to the same layer. Also you will notice in the Layer Controls panel that you only have a single layer. You can also add as many entirely new layers on top of your tracking layer to mask out the layers below.</p>
<p>This is quite common when moving people, limbs, cars, badgers etc. In the Essentials layout , tracking Motion parameters are listed in the Essentials Panel:. In the Classic layout , detailed tracking parameters can be accessed by selecting the Track tab. On the left hand side of the Track tab, you will see two sections: Motion and Search Area. Understanding the parameters section of the Track parameters is vitally important for obtaining good tracks.</p>
<p>Here we provide a breakdown of each parameter and how to use it effectively. When tracking, Mocha looks at contrast for detail. The input channel determines where to look for that contrast. By default, Luminance does a good job.</p>
<p>If you have low-luminance footage or you are not getting a good track, try one of the color channels or Auto Channel. By default, the minimum percentage of pixels used is dynamic. When you draw a shape, Mocha tries to determine the optimal amount of pixels to look for in order to speed up tracking.</p>
<p>If you draw a very large shape, the percentage will be low. If you draw a small shape, the percentage will be high. In many cases, the cause of a drifting or slipping track is a low percentage of pixels.</p>
<p>Keep in mind however that a larger percentage of pixels can mean a slower track. This value blurs the input clip before it is tracked. This can be useful when there is a lot of severe noise in the clip. It is left at zero by default. Mesh Mocha Pro Only : Movement within the overall plane, such as distortion, warp etc. See PowerMesh and Mesh Tracking in the next chapter for more information on this tracking method.</p>
<p>The main difference between shear and perspective is the relative motion. Shear is defined as the object warping in only two corners, whereas perspective is most often needed where the object is rotating away from the viewer significantly in space.</p>
<p>As an example, if someone is walking towards you, their torso would be showing shear as it rotates slightly back and forth from your point of view. The front of a truck turning a corner in front of you would be showing significant perspective change. Color Layer Mattes: Fills matte with Color. Decreasing the value lessens the opacity. Overlays: Toggles all viewer overlays, including splines, tangents, surface and grid. Show Layer Outlines: Toggles all spline overlays, including splines, points and tangents.</p>
<p>Show Spline Tangents: Toggles spline tangents view. Select from the dropdown to choose the type of view. View Mesh: Toggles Mesh view. Select from the dropdown to choose either the mesh or just the vertices. Stabilize: Turns on stabilize view. This centers the footage around your tracked surface. Trace: Turns on the traced path of the tracked surface. You can adjust the amount of frames to trace under Viewer Preferences See below.</p>
<p>Enable Brightness Scaling: Toggles brightness adjustment to work with low-contrast footage. Viewer Preferences: Adjustments dialog for parameters such as grid lines and trace frames. Also controls for viewer OCIO colourspaces. Reset In-Point: Set the in-point back to the start of the clip. Current Frame: The frame the playhead is currently on. Enter a new value to jump to that frame. Reset Out Point: Set the out point back to the end of the clip.</p>
<p>Zoom Timeline to full frame range: Resets the timeline scale to the full range of frames. Play Controls: Controls for playing back and forth and moving one frame at a time. Tracking Controls: Controls for tracking back and forth and tracking one frame at a time. Go to Previous Keyframe: Jump to the previous keyframe set in the timeline for that layer. Go to Next Keyframe: Jump to the next keyframe set in the timeline for that layer. Add New Keyframe: Add a new keyframe at the current position for the selected layer.</p>
<p>This only appears if you are not hovering over an existing keyframe. Delete New Keyframe: Deletes the keyframe at the current position for the selected layer. This only appears if you are hovering over a keyframe. Delete All Keyframes: Deletes all keyframes on the timeline for the selected layer.</p>
<p>Autokey: Toggles automatic key insertion when moving points or adjusting parameters. Align Selected Surfaces: Aligns the selected layer surfaces to the dimensions of the footage at the current frame. Toggle Active at current frame: Activates or Deactivates the layer on the current frame. Group Layer: Groups the currently selected layers.</p>
<p>If no layers are selected, creates an empty group. Blend mode: Dropdown to add or subtract your spline to the current layer. Invert flips this. Insert Clip: Insert a demo clip to preview your track. You can use one of the defaults or import your own. For preview purposes only. Can also be set to None.</p>
<p>In Mocha v5 we introduced manual cache clearing to allow you to clear the Mocha cache at the project, render or global level. Some interface elements change when using Stereo footage. This section covers what new icons appear and how to interact with them. In stereo mode you will see 3 buttons in the View Controls next to the clip view drop down on the left:. Two buttons to show individual Left or Right views L and R.</p>
<p>These button names change according to the abbreviation you assign them in Project Settings. You can preview stereo work at any time by turning on the 3D button in the view controls. Clicking and holding on the 3D button will give you a range of stereo view options.</p>
<p>Active : If you have an active shutter monitor available, you can view in this mode Note: Only tested on Windows. Anaglyph : Probably the most common mode to view stereo work through. Difference : A difference mode of the views laid over each other. This view also has additional functionality explained below. Keyframe on All Views: Toggle this button in the timeline to maniuplate keyframes in both eyes. The Mocha Pro plugins are separate from the standalone Mocha and can be applied as an effect directly onto layers in host applications.</p>
<p>This reduces the need to swap out of your host application and streamlines getting data in and out of Mocha. The biggest advantage is you can set up layers and module settings in Mocha as normal, and then have the results render directly to the host timeline without having to export. In addition to the controls below, VR features also contain a separate area in the Module Renders section to control lens distortions without having to first open the Mocha Pro GUI:.</p>
<p>The Mocha Pro plugin supports different types of and Stereo footage via the “Views” drop down:. Stereo Separate eyes : This takes two separate footage streams. When chosen, the option to choose another source for the right eye is enabled. If you are using the ‘Stereo’ option, you will need to select the “Stereo Output” view Left or Right that you want to apply output to.</p>
<p>When used, Mocha will split the footage exactly in half horizontally and use the Top and Bottom halves for each eye. The output to the host will automatically double up to the split views. When used, Mocha will split the footage exactly in half vertically and use the Left and Right halves for each eye. The output to the hosr will automatically double up to the split views.</p>
<p>Choosing one of the options automatically sets your Mocha project to be Equirectangular This will enable VR features:. If you have separate left and right eye sources, apply a “Join Views” node to combined them and feed the output into the Source input of the Mocha node. Vegas Pro: Vegas Pro also has native stereo support. You will only see two options: Mono and Stereo. As you go through the user guide, you will see sections on how to apply Mocha techniques to your stereo footage where relevant.</p>
<p>Simply apply the effect to the layer you want to work with. Launch Mocha. This will load a full version of the Mocha interface that you can use just like the standalone version.</p>
<p>Use Mocha as required and then close and save. No rendering is required inside Mocha unless you want to. Choose whether you want to use mattes, renders or any other data from Mocha back in the plugin interface. Once you have applied the Mocha Pro effect, you can click on the Mocha button to launch the main interface.</p>
<p>This then becomes exactly like working in the standalone version of Mocha, with a few exceptions. The source layer is automatically loaded and ready to track in the view.</p>
<p>You just close and save the Mocha view when done and the project is saved inside the Effect like any other Adobe effect. By default, the starting timeline frame will always be zero, which will not affect your data generation back in After Effects.</p>
<p>For users using timecodes instead of frame numbers in After Effects, the correct timecode offset will display inside the Mocha GUI.</p>
<p>Once you have tracked layers in Mocha, you can then control the mattes for these layers back in the plugin interface. View Matte: Show the black and white matte from the Mocha layers chosen. This is very useful if you want to just see any problems with the matte, or you want to use the output as a track matte.</p>
<p>Visible Layers: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes. You can also edit the Layer names in this window. Shape: This drop down lets you switch between All Visible and All mattes. All Visible mattes are controlled by the Visible Layers dialog. Feather: Applies a blur to the matte. This feathering is independent of the feathering of the individual layers inside Mocha.</p>
<p>This function is only available in After Effects. If you are using the ‘Stereo’ option in After Effects, you will need to select the “Stereo Output” view Left or Right that you want to apply output to. Once you have set up layers in Mocha, you can then control the renders for each module back in the plugin interface. Note that you do need to have set up and tracked the correct layers in order for a render to work back in the host. Module: The module render you want to see.</p>
<p>It controls the render quality of the warp. See the Warp Mapping section of the stabilize module. Insert Layer: For any inserts you want to apply to a layer surface and render back to the host.</p>
<p>There are also parameters for controlling the view in Lens:Distortion rendering for VR footage. Pick the layer you want to use as an insert from the ‘Insert Layer’ drown down in the Mocha Pro effect. If you have a tracked layer in Mocha you can see the output of its surface back in the After Effects interface.</p>
<p>Each point in the Tracking Data section is a point from the layer surface that automatically updates when you modify it inside Mocha. To choose a layer to create tracking data from, click the ‘Create Track Data’ button in the Tracking Data section of the plugin. Then choose ether the name or the cog of the layer you want to read tracking data from in the dialog that appears. Once you click ‘OK’, the plugin will generate keyframes to populate the tracking parameters in the plugin.</p>
<p>You can then use this data to copy to other layers, or link via expressions. The plugin interface also allows you to apply tracking data to other layers without needing to export from the Mocha GUI. Do do this, you generate the tracking data from a layer, as described above in Controlling Tracking Data.</p>
<p>Corner Pin: Support Motion Blur : A corner pin distortion with separate scale, rotation and position. If you are generating from a vertex-heavy mesh, Mocha will show a progress bar while generating the nulls.</p>
<p>Each Null will be created separately with its own keyframes. Pick the video track you want to use as an insert from the ‘Insert Layer’ drown down in the Mocha Pro effect. You just close and save the Mocha view when done and the project is saved inside the Effect like any other AVX effect. Choose from the current layer or below the current video track.</p>
<p>This will most commonly be “1st Below” the current layer with the effect applied. In many cases some functionality may be possible for unsupported hosts, but there is no guarantee of functionality or stability, so please take care when experimenting! Once loaded into the flow graph, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node.</p>
<p>Once loaded into the node graph, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node. Once loaded into the tree window, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node.</p>
<p>Silhouette includes Linear support for the Mocha plugin. When using EXR or Cineon images, this preference should remain off. Once loaded, you can begin with the ‘Launch Mocha UI’ button at the top of the effect panel. Mocha uses two sources from the timeline for inserting clips: The main background image source to track from and a secondary image source to insert into a tracked layer.</p>
<p>To use a secondary source input in Vegas for Insert clips you need to composite your tracks together:. Set the Insert clip you want to use as the parent layer and the plate you want the insert to be rendered over as the child.</p>
<p>This will then load the secondary source into any layer Insert clip dropdown as a clip called ‘Insert Layer’. See Rendering Insert Layers below. Select any additional source you want to use as an insert in Mocha and plug it into the ‘Insert’ input See Rendering Insert Layers below. Launch the Mocha UI using the button at the top of the panel.</p>
<p>Choose whether you want to use mattes, renders or any other exported data from Mocha back in the plugin interface. Once you have applied the Mocha Pro effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. You just close and save the Mocha view when done and the project is saved inside the effect. Visible Layers Button: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes.</p>
<p>You can use secondary clips in the host application to render tracked inserts into your shots. See the User Guide Chapter on the Insert Module for more details on manipulating and warping inserts.</p>
<p>For node based compositors you can plug the insert image into the ‘Insert’ input on the the Mocha Pro effect node. In Vegas you need to make the insert image the parent in compositing mode.</p>
<p>See Using the Insert Layer clip in Vegas for this method. In HitFilm, you select the insert image from one of your other layers in the comp listed in the “Insert” dropdown. In cases where your input source has an alpha channel, you may wish to change the Alpha view inside the Mocha GUI. You can either turn Alpha off entirely by toggling off the button, or choose from one of the following options:.</p>
<p>Auto alpha: Reads in alpha if it is not opaque or premultiplied. This is the default setting. When rendering back out to the host, there are cases where you may also need to premultiply the alpha using the premultiply options in the plugin interface. If you are using the ‘Stereo’ option, make sure you are applying the effect to the Left eye footage and choose your right-eye source input. This includes:. To add Mocha, simply locate it in the Effects panel like any other effect and drag it onto your layer.</p>
<p>Once your layer is hooked up to your Mocha Effect, the general workflow for the Mocha Plugin is as follows:. If you are using Mocha Pro, choose the renders you wish to use from the “Module Renders” section and check “Render”. Once you have applied the Mocha effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. If you are using the Mocha Pro version of the plugin, controlling renders is exactly like the standard OFX rendering controls.</p>
<p>This is because all Mocha VR features have been rolled into Mocha Pro and a Mocha VR plugin stub is kept to avoid breaking compatibility with your old projects.</p>
<p>When you want to start a new VR project, we highly recommend using the Mocha Pro plugin rather than the legacy Mocha VR plugin, as this compatibility feature may be removed in future versions. Mocha workflow is designed around a project structure. It is good practice to only work on one shot per project file to minimize layer management and to keep the work streamlined. When you start the application you are presented with an empty workspace. No footage is loaded and most of the controls are consequently disabled.</p>
<p>To begin working, you must open an existing project or start a new project. This will bring up a file browser, where you can select almost any industry standard file formats.</p>
<p>Image sequences will show up as individual frames. You can select any one of the frames and the application will automatically sequence the frames as a clip when importing. A project name will automatically be generated based on the filename of the imported footage, but you can change it by editing the Name field. This is created in the same folder your clip is imported from. The range of frames to import.</p>
<p>We recommend to only work with the frames you need, rather than importing very large clips or multiple shots edited together. This is set to the starting frame number or timecode by default. You can also define a fixed frame You can set a default for the fixed frame in Preferences. You also have the option to view as Timecode or Frame numbers. If your clip has an embedded timecode offset and you switch to Timecode, the offset will be used in your project.</p>
<p>If you need to adjust this value later, you can open Project Settings from the file menu. Normally this is automatically detected, but you have options to adjust if necessary. Make sure you check the frame rate before you close the New Project dialog.</p>
<p>If you are using interlaced footage, set your field separation here to Upper or Lower. Make sure you check your fields match your footage before you close the New Project dialog. If you wish the clip to be cached into memory, check the Cache clip checkbox here.</p>
<p>Caching is recommended if you are working a computer that has fast local storage, but your shot is stored in a slow network location. More often than not, you can leave this setting off.</p>
<p>If working with log color space, set soft clip value here. Default is zero making falloff linear, rather than curved. Mocha Pro supports Equirectangular Footage. To set the project to be in mode, check the ‘ VR Footage’ checkbox after you import your clip. When you start a New Project you are also presented with the option of creating a multiview project in the Views tab.</p>
<p>If you check Multiview project you are then presented with the view names and their abbreviated names. The abbreviated name is used in the interface for the view buttons, but is also used as the suffix for renders. You can also choose the hero view. By default this is the left. Defining a hero eye determines the tracking and roto order for working in the views.</p>
<p>If you want to define separate streams of footage for the stereo views, you can add additional footage streams view the Add button below the initial clip chooser.</p>
<p>If you forget to set up Multiview when you start a new project, you can set it in the new Project Settings Dialog from the File menu. Once you are in Multiview mode, you will see a colored border around the viewer based on the current view you are in.</p>
<p>This is to help artists to identify which view they are currently in without having to refer to the buttons. You can switch between Views by pressing the corresponding L R buttons in the view controls, or using the default 1 and 2 keys on the keyboard. You can swap views or change the Split View mapping from the View Mapping subtab under the Clip module:. The Mocha Pro plugin has a slightly different project workflow to the stand alone Mocha applications.</p>
<p>This action loads the footage from the host clip you applied the effect to. It automatically applies the correct frame rate and other clip settings, so there is no need for the standard new project dialog.</p>
<p>After you have done the usual work inside the Mocha Pro interface, you simply close and save the Mocha Pro GUI and then you can control the output from the effect editor interface. For setting up a new stereo project with the plugin, see Plugin Stereo Workflow. The plugin has a slightly different project workflow to the stand alone Mocha applications.</p>
<p>If you will only be working on a section of the shot you can use the In and Out points to set the range on the timeline. You can zoom the timeline to only show you the part between you In and Out points by clicking the Zoom Timeline button. Frame offsets are important to get right in Mocha so that they export correctly to your target program.</p>
<p>Project Frame Offset: This frame offset sets the starting frame for keys in your timeline. For example if you have imported a sequence of frames and you need the index of frames to start at , you can change this under the Project Settings in the file menu. Clip Frame Offset: This frame offset is to offset the actual clip frames to slide the starting point of the clip back and forth. You can adjust clip frame offset under the Display tab in the Clip module. For the vast majority of cases the Project Frame Offset is the value you want to adjust for working with data.</p>
<p>The frame offset is usually already set correctly at the New Project dialog stage, but there may be cases where offsets change, such as adding new clip frames. Working with very long files can be time consuming for the artist and can slow down the tracking as it searches for more frames. Try to only use what you need, and work on individual shots, rather than multiple shots in one piece of footage.</p>
<p>Make sure these values match the settings in your compositor or editor, otherwise tracking and shape data will not match when you export it. If you are unsure which field your interlaced footage is in, import it and check. If you quickly start your project with a guessed field order, you can check to make sure it is correct by using the right arrow key to step through the footage.</p>
<p>Interlaced footage is painful to work with. For your own sanity, try not to use it unless you have to! If you are working on a large roto project you will sometimes need to have more than one person working on the same shot.</p>
<p>When it comes time to export out mattes or do final tweaks you can use the Merge Project option to combine any files that have been used on the same piece of footage.</p>
<p>Simply select the Merge Project option from the File menu, and select a project you wish to merge. You can only merge projects that are the same dimensions, aspect ratio and frame length as the shot you are merging into. Open or create a project with matching footage and same dimensions as the Silhouette file.</p>
<p>This is important. Your Silhouette project file will need to match the frame rate, dimensions and length of the Mocha project to correctly import.</p>
<p>Choose a Silhouette sfx project file. If you are in OS X, you may need to navigate inside the sfx package to find the actual project file. The Silhouette project will then convert any Bezier and X-splines to native Mocha splines and appear in the project.</p>
<p>If there are any B-Spline layers in the project, these will not be imported as they are currently not supported. The key to getting the most out of the Planar Tracker is to learn to find planes of movement in your shot which coincide with the object that you want to track or roto.</p>
<p>Sometimes it will be obvious – other times you may have to break your object into different planes of movement. For instance if you were tracking a tabletop, you would want to draw the spline to avoid the flower arrangement in the center of the table — it is not on the same plane and will make your track less accurate.</p>
<p>To select a plane you simply draw a spline around it. In general X-Splines work better for tracking, especially with perspective motion. We recommend using these splines where possible. The GPU option allows you to select any supported graphics card on your system to take on the brunt of the tracking process.</p>
<p>The resulting speed improvement is especially noticeable on high resolution footage or when tracking large areas. One of the most important concepts to understand with the Mocha planar tracking system is that the spline movement is not the tracking data. By default, any spline you draw is linked to the tracking data of the layer it is currently in. In hierarchical terms, the spline is the child of the track, even if there is no tracking data.</p>
<p>When you begin to track a layer, the area of detail contained within the spline s you have drawn will be searched for in the next frame. If the planar tracker finds the same area in a following frame, it will tell the tracker to move to that point. Because the spline is linked to the track by default, it will also move along with it and the search begins again for the next frame. Scrub the timeline and you will see that the grid and surface move with the spline.</p>
<p>Now select all the points of your spline and move it around the viewer. This is because the spline is linked to the track, but the track is not linked to the spline. The spline is merely a search area to tell the track where to go next. It is a common misconception that moving the spline while tracking is affecting the movement of the tracking data. It is not. Moving the spline is only telling the tracker to look in a different place and will not directly affect the motion of the tracking.</p>
<p>This makes the tracker very powerful, as you can move and manipulate your spline area around while tracking to avoid problem areas or add more detail for the search. Did you mean user domain. I also agree to receive email newsletters, account updates, notifications and communications from other profiles, sent by germanydating. A must-read for English-speaking expatriates and internationals across Europe, Expatica provides a tailored local news service and essential information on living, working, and moving to your country of choice.</p>
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<p>NOTE: If you want to learn how to use these scopes to improve your images, please watch this video. Audio quality of low bitrate codecs is also vastly improved, as a less distorted waveform is less complicated for the codec to encode thus using fewer bits and more dynamic, punchy sound gives the codec a place to hide the bitrate reduction artifacts.</p>
<p>Also included in the new version is support for bit footage from the Panasonic GH-5 and some improvements to the workflow for editing graphic and text elements, including bug fixes that affected copy-and-paste operations between Premiere and After Effects. Adobe Premiere Pro adds an audio track, a video track, or both, depending on the content of the source clip.</p>
<p>Basic video editing, trimming, transitions and titles. The quality has blown me away. Missing audio waveform in Adobe Premiere I am currently seeking some help in regards to missing audio waveforms in Premiere. If your sound is 10 seconds long, your offset 5 and duration 10 then the sound will play from the start instead of the offset. How to keyframe audio only increase the volume in certain areas on clips. The audio for the clip is still functioning in the Project panel.</p>
<p>Pro Tools renders each fade and crossfade as a separate, small audio file, and stores these away in a special folder within the Session folder — called, not surprisingly, Fade Files. Transform properties. This step-by-step tutorial guides you through the robust audio toolkit that is Adobe Audition, including its seamless workflow with Adobe Premiere Pro CC.</p>
<p>Premiere Pro works with project files, similar to those of FCP 7. Clipping occurs when the peaks of an audio waveform get so large that they exceed your microphone or DAW’s maximum capabilities. Legal notices. This is a major problem. Winner: Avid Media Composer. Mac OS PluralEyes instantly syncs audio and video from multiple cameras and audio devices, in seconds. Integration with Vegas 16 has been added.</p>
<p>With the customizable design, you will be able to fit this WordPress audio player into any theme. They look the same. Today, Adobe rolled out an update that should fix many of the issues people were experiencing and allay concerns for people who were holding off on upgrading to CC until it was a bit more stable.</p>
<p>Deleting the media cache files and media cache database files from the user’s appdata folder and re-importing or re-linking the clips may resolve the issue. There are two types of such devices: an input device used during recording and an output device used during audio playback.</p>
<p>Make sure the audio track in the timeline isn’t muted. Adobe Premiere Pro CC is a professional program for nonlinear video editing.</p>
<p>HDR workflows were possible with this approach but it had drawbacks. See the below Audacity filter that I use as the initial starting curve for these bass-deficient tracks followed immediately with the “Normalize” filter in the Effects menu to re-level the output before saving the new equalized track. It also adds support for the bit formats of the Panasonic GH5.</p>
<p>Speed control, adjustment layers, transitions, keyframes, filters and more! When a clip that contains audio is imported into Premiere, one or two types of files may be generated: First, a separate.</p>
<p>Welcome to Mocha, tracking and rotoscoping tools that make your tracking and rotoscoping work much easier. Our tools adobe premiere pro cs3 mts plugin free based on our proprietary Planar Tracking technology, an awesome approach to 2D adobe premiere pro cs3 mts plugin free which will help you to generate accurate corner-pins and track and transform your roto splines in a powerful way.</p>
<p>Tracking and rotoscoping are part of almost any visual effects project. For 2D tracking, point trackers are most commonly used, but to get good point tracks <a href=”http://replace.me/17936.txt”>продолжить</a> a mix of experience and luck.</p>
<p>If the point being tracked exits frame, you get into offset tracking, which presents its own set of challenges. If adobe premiere pro cs3 mts plugin free all fails, you are into hand tracking, which is time consuming and adobe premiere pro cs3 mts plugin free hard to get accurate. Mocha is a 2D tracker that requires less experience and luck to be successful with, does not require the image to be primed and is less likely to <a href=”http://replace.me/18154.txt”>больше на странице</a> a lot of tricks or hand tracking on difficult shots.</p>
<p><a href=”http://replace.me/22025.txt”>Ссылка на подробности</a> Mocha splines are used for both tracking and rotoscoping.</p>
<p>This is a different method from standard 1-point or multi-point tracking tools. This is itself a difficult task, especially when tracking a shot that was not originally designed to be tracked. If you wish to also track rotation, perspective and shear you need even more clear and consistent points to track. Even when using multi-point trackers to impart rotation and scale to the roto spline, the results are often unusable if there is any perspective change during the shot.</p>
<p>A plane is any flat surface having only two dimensions, such as a table top, a wall, or a television screen. Even as an object leaves and <a href=”http://replace.me/2168.txt”>читать больше</a> a frame, there adobe premiere pro cs3 mts plugin free usually enough information for the Planar Tracker to maintain a solid track of the object. When you work with the Mocha tools, you will need to look for planes in the clip. More specifically, you will need to look for planes that coincide with movements you want to track.</p>
<p>If someone is waving goodbye, you can break their arm into two planes – the upper and lower limbs. Although not all of the points on the arm sections actually lie on the same <a href=”http://replace.me/10404.txt”>читать далее</a> surface, the apparent adobe premiere pro cs3 mts plugin free will be minimal.</p>
<p>With the addition of PowerMesh, subplanar tracking is also possible, tracking warp and bending of objects that standard planar tracking would struggle to do alone. See the section on Exporting to Alembic for more details on how to use the format.</p>
<p>This option is also available <a href=”http://replace.me/12472.txt”>http://replace.me/12472.txt</a> the plug-in render options so you can easily unwarp an area, modify it, then rewarp with a copy of the original effect.</p>
<p>Out of Process Mocha Plug-In: The Mocha Plug-in <a href=”http://replace.me/23449.txt”>буду microsoft outlook 2016 calendar tutorial pdf free download Вами</a> operates as a separate process, which allows far greater resource management and stability. See the separate Python Guide for more details.</p>
<p>To quickly get familiar with Mocha before you dive into the rest of the manual, here is a breakdown of the interface and its controls. Mocha begins in the Adobe premiere pro cs3 mts plugin free layout, which provides a simplified interface for basic tracking and roto.</p>
<p>The Essentials panel on the left side of the window combines everything you need for a basic track. To attach a spline layer to an existing track, or detach it from a track entirely. These buttons control viewing and expanding the surface. See Tracking Basics for how to use the surface adobe premiere pro cs3 mts plugin free. Show surface tracking data : Reveals the blue surface that represents the tracking data.</p>
<p>Show grid: Reveals a useful grid for lining up the surface or monitoring for adobe premiere pro cs3 mts plugin free in a track. Align surface: Expands the surface to fit the dimensions of the footage on the current frame. Like the Essentials layout, this layout is optimized specifically for roto sessions where only the most necessary panels and tools are shown.</p>
<p>If you want to reduce all clutter entirely, the Big Picture layout is very useful for previewing shots without any <a href=”http://replace.me/1172.txt”>меня microsoft office professional plus 2013 installation problems free download моему</a> getting in the way. These can either be access by right clicking the area of the interface and choosing a GUI element to show or hide, or selecting from the View menu.</p>
<p>Any changes you make to a layout will not be saved unless you choose View Layout Save Current Layout. For example if you like the Essentials layout, but would like the Advanced toolbar from the Classic layout:. You can add, order or remove layouts from the Manage Custom Layouts dialog adobe premiere pro cs3 mts plugin free the <a href=”http://replace.me/17147.txt”>office 3 microsoft free 2016 users</a> sub-menu. If you have made changes to a saved layout want to revert back to the saved version, just choose View Layout Revert to saved.</p>
<p>If you want to revert back to the original default layout, just choose View Layout Revert to default. At the very top of the interface you have the tools that form the brunt <a href=”http://replace.me/21941.txt”>dell webcam windows 10</a> your time inside Mocha.</p>
<p>Select: Selection tool for splines and points. Hold the button to choose between Marquee selection and Lasso selection. Select Both: Selects both the Inner spline points and the edge points. Hold this button down to select further options See below. Select Auto: Automatically selects between Inner and Edge points. Useful for lining up individual splines.</p>
<p>Rotate: Rotate selection around the axis of the point you click in the viewer. Transform Tool: Toggles the transform bounding box for manipulating selections. Show Planar Grid: Toggles a grid relative to the planar surface view. You can adjust the number of grid lines under Viewer Preferences See below. Align Adobe premiere pro cs3 mts plugin free Expands the layer surface to fit the dimensions of the footage at the current frame.</p>
<p>All tracked data is made relative to this new alignment. Proxy Scale: Adjust the resolution of the footage for performance Mocha Standalone only. Show Layer Mattes: Toggle on or off to show the mattes. Select from the dropdown to choose the type of matte. Color Layer Mattes: Fills matte with Color. Decreasing the value lessens adobe premiere pro cs3 mts plugin free opacity. Overlays: Toggles all viewer overlays, including splines, tangents, surface and grid.</p>
<p>Show Layer Outlines: Toggles all spline overlays, including splines, points and tangents. Show Spline Tangents: Toggles spline tangents view. Select from the dropdown to choose the type of view. View Mesh: Toggles Mesh view. Select from the dropdown to choose either the mesh or just the vertices.</p>
<p>Stabilize: Turns on stabilize view. This centers the footage around your tracked surface. Trace: Turns on the traced path of the tracked surface. You can adjust the amount of frames to trace under Viewer Preferences See below.</p>
<p>Enable Brightness Scaling: Toggles brightness adjustment to work with low-contrast footage. Viewer Preferences: Adjustments dialog for parameters such as grid lines and trace frames. Also controls for viewer OCIO colourspaces. Reset In-Point: Set the in-point back to the start of the clip. Current Frame: The frame the playhead is currently on. Enter a new value to jump to that frame. Reset Out Point: Set the out point back to the end of the clip.</p>
<p>Zoom Timeline to full frame range: Resets the timeline scale to the full range of frames. Play Controls: Controls for playing back and forth and moving one frame at a time. Tracking Controls: Controls for tracking back and forth and tracking one frame at a time. Go to Previous Keyframe: Jump to the previous keyframe set in the timeline for that layer.</p>
<p>Go to Next Keyframe: Jump to the next keyframe set in the timeline for that layer. Add New Keyframe: Add a new keyframe at the current position for the selected layer.</p>
<p>This only appears if you are not hovering over an existing keyframe. Delete New Keyframe: Deletes the keyframe at the current position for the selected layer. This only appears if you are hovering over a keyframe. Delete All Keyframes: Deletes all keyframes on the timeline for the selected layer. Autokey: Toggles automatic key insertion when moving points or adjusting parameters. Align Selected Surfaces: Aligns the selected layer <a href=”http://replace.me/1556.txt”>жмите</a> to the dimensions of the footage at the current frame.</p>
<p>Toggle Active at current frame: Activates or Deactivates the layer on the current frame. Group Layer: Groups the currently selected layers. If no layers are selected, creates an empty group.</p>
<p>Blend mode: Dropdown to add or subtract your spline to the current layer. Invert flips this. Insert Clip: Insert a demo clip to preview your track. You can use one of the defaults or import your own. For preview purposes only.</p>
<p>Can also be set to None. In Mocha adobe premiere pro cs3 mts plugin free we introduced manual cache clearing to allow you to clear the Mocha cache at the project, render or global level.</p>
<p>Some interface elements change when using Stereo footage. This section covers what new icons appear and how to interact with them.</p>
Password requirements: 6 to 30 characters long; ASCII characters only (characters found on a standard US keyboard); must contain at least 4 different symbols;. Insert Mesh Warp: Now users can drive inserts with PowerMesh tracking and render organic and warped surfaces with motion blur. Insert Blend Modes: Transfer mode blending can now be done inside the Mocha Pro interface, making it easier to visualise final results or render to NLE hosts that have less compositing features. Improved Insert Render Quality: The Insert module now . Copy and paste this code into your website. Your Link .
<p>Beginning roto artists often make the mistake of trying to fix a flawed approach by adding more and more keyframes. Experienced roto artists learn to quickly identify an inferior approach and are unashamed to trash their work and start over, often many, many times. It is very difficult to get a good matte without a conscious effort to keep the keyframes to a minimum. While you can refine a shape you have tracked to do your rotoscoping, the recommended way is to do a rough shape to track something and then link your roto to that track.</p>
<p>This reduces the amount of work required when you are dealing with complex shapes, as you will not have to track and refine each shape as you go. Another reason is reducing the amount of data needed in your project file. It also helps to remember that your spline shape is linked to your tracking data and not the other way around.</p>
<p>First of all you want to reduce as much manual work as possible by tracking. In the example below, the front and side plane of the car is being tracked For a more detailed coverage of tracking, see the Tracking Basics documentation. This means the tracked shape will not be confused with any roto shapes you are making.</p>
<p>Once you have a track for a layer we recommend that you add a new layer to use for the actual roto spline, rather than refining the spline you used for the actual track as you might need to do more tracking with it later. You will see that a new layer is automatically created. Rename the new layer and link it to the movement of your already tracked layer by selecting it from the ‘Link to Track’ dropdown in the layer properties panel.</p>
<p>Now you have linked the rotoscoping layer to a track, you need to go over the timeline and make sure the roto is correctly animated. Often you will need to tweak your shape for it to fit correctly, adding new keyframes. Autokey is on by default, so you just need to move along the timeline and adjust your points where necessary keyframes turn up in the timeline as green dots. The tracking data will help for the majority of the motion. You can also add additional shapes to the same layer using one of the “Add Spline to Layer” tools.</p>
<p>This is useful for when you need to do minor adjustments across many points separately. Edges can be feathered either by dragging out feathers point by point using the edge pointer tools in the toolbar or by using the parameters in the Edge Properties panel. A feathered edge will occur between the inner and outer spline points. For example, if you deselect all points by clicking anywhere on the canvas you can then use the Set button to apply the default 3 pixel edge width.</p>
<p>Because no points are selected the value is applied to all points on the current layer. You can then tweak the position of all spline points to ensure that the inner red spline is inside the edge and the outer blue spline is outside the edge.</p>
<p>In many instances one track will not be enough. You may need to track more than one plane to drive different sets of roto. In the car example, we have to track the front and the side to get an accurate track for each planar region to assist the roto effectively. In the case of organic shapes, like people, you will have to break your tracks down to handle the different movement between the torso and the arms etc.</p>
<p>Use this tool with care, as it is not setting any keyframes per se, it is offsetting any and all keyframe data on the points you move while it is on. Use with care. If you wish to make adjustments to a particular range, set the In and Out points to that range.</p>
<p>You can translate, rotate and scale selected points as a group by using the corresponding tools listed in the toolbar. You can turn on and off individual points in a spline. When they are off, you can still see the points, they can still be animated, but they are not contributing mathematically to the spline.</p>
<p>This allows you to have a complex spline only when you need it, rather than having to deal with superfluous points in parts of the shot when they are not needed. You will see the curve change shapes, but the points will remain. You can use the movement of the individual spline points to determine motion blur.</p>
<p>You can control the amount of blur by changing the motion blur value in the Edge Properties panel. Angle simulates how long the shutter is open for if we were viewing through a real camera, so the range is between:. The reason we refer to angle as opposed to “amount” is that camera shutters used to open with a rotary action, so a smaller angle would let in less light, and thus reduce motion blur.</p>
<p>Because Phase is based on the shutter angle you can adjust between the range and i. The steps of motion blur you want to render. The lower the quality, the faster the render speed. The default is 0. Although not necessary in this example, note that you can change how mattes are blended in the Layer Properties panel.</p>
<p>In the View Controls, several options are offered for viewing your mattes. The Matte drop down is has options to view all mattes, just the mattes you have selected or no mattes. You may wish to rotoscope against a particular color. When you have your Mattes turned on, you may choose for the matte to be filled with a color instead of cutting out the object, using Colorize.</p>
<p>You can adjust the opacity of the color fill by changing the blend value to the right of the Colorize button. The color used by Colorize is derived from the Selected and Unselected properties of the Overlay Colors panel, which can be changed per layer. If you want to get a better view of your roto, you can get a better view by turning off some overlays.</p>
<p>This allows you to view the actual rendered mattes, which can be especially useful when tweaking motion blur. The motion blur you normally see in your canvas is an OpenGL preview and can differ slightly from the actual render. Because you can choose specific layers for export when you render, a render pass is created for each layer. If you want to draw open splines, you can simply hold shift when you right-click to finish the spline.</p>
<p>This will open the shape up. You can open an existing shape using the Open Spline shortcut key by default this is ‘o’. You can close an existing shape using the Close Spline shortcut key by default this is ‘c’. Naming layers is very important to save yourself time later, especially if you are doing a heavy rotoscoping job. Get into the habit of labeling each layer with specific names.</p>
<p>If you are working on a tight roto it can sometimes be easier to turn the spline off and just see the matte with the control points.</p>
<p>To do this:. If your other view options are at default settings you should now see the matte in the viewer with only the tangents and control points visible. The Magnetic Tool draws a pixel line that snaps to the nearest edge to where the cursor lies, tracing the shortest path from any previous click.</p>
<p>Similarly, if you go off the edge of the frame, the magnetic tool will also switch to Freehand mode, so you can freely continue the shape. One you have completed a drawn line, you can either click back on the original point, or right-click. X-Splines generated by the Magnetic and Freehand tools have a fairly high point count to match the subtle changes in the line.</p>
<p>Finish drawing the line and right-click. This will automatically switch your cursor to the selection tool. You can snap the control points of any spline to edges of an object by using the Edge Snapping tool. Keep in mind this will naturally try to find the most visible edge, so in some cases snap may not find the edge you want. In these cases it may need to be adjusted manually.</p>
<p>Paint strokes that cross over an existing layer spline will intersect with that spline, or subtract from it if you are using the alt modifier key. Once done, you can turn off Quick Mask if it is on or just release the mouse button and a spline will be generated. For finer control, the brush size will also change according to the set pressure sensitivity from a drawing tablet.</p>
<p>Quick Mask stops the Area Brush tool from generating a spline as soon as you release the mouse or lift the tablet pen Once you have painted what you need, you can turn Quick Mask off by pressing the button and the spline will be generated. The number in the field is a pixel diameter. Any gap in a closed painted area that is smaller than the number in the field will be filled.</p>
<p>For example:. A large fill gap setting is useful for quickly circling an object with paint to make a filled spline. The tool is under the main Area Brush icon. Just press and hold the toolbar icon to select the brush from the list:.</p>
<p>Once done, you can turn off Quick Mask if it is on or just release the mouse button and the resulting spline intersect with the existing layer splines:.</p>
<p>If Quick Mask mode is off, this will erase the existing spline if you are using the Add Area Brush tool. Just paint as normal holding down the modifier key:. Draw a new basic shape and track the object you want to rotoscope as outlined above in “Stereo Tracking”. Click the “Link to track” drop down in Layer Properties and choose the previously tracked layer. When you switch to the non-Hero view the rotoscoping will be offset by the tracking data.</p>
<p>While this will not completely refine the result, it will save you a lot of time. Whenever you manipulate a control point in the Hero view it will offset that control point in the non-Hero view. When you start to tweak the non-Hero view it will also generate new keyframes for that view only and will not affect the Hero view. You can see these keyframes represented in the timeline by split left and right keys.</p>
<p>If you wish to directly modify the control point in both views when working in either view, you can turn on the “Apply Keyframe Changes to All Views” button at the very end of the timeline controls to the right. If you need to offset your tracking or roto manually see below , you can use the Difference 3D view to help align the layer.</p>
<p>Turn on Difference mode. Offset X and Y until the screen gets as close to blank middle grey as possible. You can optionally also adjust the other Stereo parameters. The corner pin data records and exports the 4 point x, y information from either the adjusted track or the raw track.</p>
<p>There are three different types of corner pin exports — two for recent After Effects versions and one for CS3 and older versions of After Effects. The Power pin data is very much like corner pin, but the exported effect gives you more control over the results in After Effects.</p>
<p>The transform data exports x and x positions as well as the scale and rotation for the whole surface. If you click Save , this will display a file browser for saving the tracking data for use later. If you are saving to file you will need to open the text file you saved with the data, select the entire body of text and copy it. Select the item on the timeline that is the insert object.</p>
<p>Paste the data to the selected layer. If you are pasting transform data rather than corner pin data then you will need to delete the anchor point keyframes to see a result. We export both position and anchor point keyframes so that stabilization or tracking can be achieved. See below. If your insert is not the same size as the dimensions of the composition in After Effects, you will need to take a few further steps to make sure your corner pin data fits correctly.</p>
<p>The reason for this is that tracking data is basing itself on the relative size and aspect ratio of the footage, whereas After Effects treats the corner pin data relative to the size of the layer you are applying it to. To get around this, you can take the following steps to modify the insert layer in After Effects:. Open the Precomp you just made and fit the layer to the composition dimensions Layer Transform Fit to Comp. Apply a manual corner pin to your insert layer in After Effects and place it in the desired position for any frame.</p>
<p>In Mocha, go to the same frame in the footage you applied the corner pin to in After Effects and select the track. On this frame, turn on your surface and click “Align Surface” in the Layer Properties panel. This will apply the tracking data relative to the full dimensions of the footage instead. If you need to adjust the insert, just open the precomposed layer and tweak the manual corner pin you made.</p>
<p>Track your footage as normal, then turn on the Surface button and center the surface box on the area you wish to use as the stabilize center. Export the tracking data in the After Effects Transform format. Select the Invert checkbox option.</p>
<p>Switch to After Effects, select the layer you wish to apply the stabilize data to and paste it to that layer. Alternatively you can also use the After Effect Corner Pin export using Invert in the same way to get a correctly warped stabilized image.</p>
<p>This section explains how to export tracking data in a format readable to Silhouette Tracker nodes, how to import the data into Silhouette and how to use it for match move tasks. Track an object in the usual way, and use AdjustTrack to correct for any drift if necessary. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately.</p>
<p>You can then use a ‘Composite’ or ‘Math Composite’ to combine the corner pinned image over the top of the background image:. This example illustrates how to export Basic Motion data to Final Cut Pro or Final Cut Express, and use it to matchmove one clip to another, with translation, rotation and scale.</p>
<p>The exported tracking points will be the four corner points of the Surface, so you should position these appropriately before export. The distort option exports the 4 point x, y information from either the adjusted track or the raw track. The points exported are the four corners of the surface. The basic motion option exports x and y positions as well as the scale and rotation for the whole surface.</p>
<p>The position exported is the center of the surface. Now click Save. This will display a file browser; you need to select a filename and directory for the files to be saved. Now open the Final Cut project where you want to use the tracking data. If your original footage was a QuickTime file, then the new clip in Final Cut will point to this footage. If it was an image sequence, the clip will be connected to the first frame of the sequence, stretched to the duration of the whole clip.</p>
<p>In most situations, you want to apply the tracking data to a different clip in your timeline. To do this, you can copy and paste the data from the imported clip onto any other. Drop your imported clip into the timeline, then select it and press Cmd-C to copy it to the clipboard. Now select the clip you want to apply the tracking data to and press Opt-V Paste Attributes. You will see a dialog asking you to choose which data to paste. Depending on the kind of data you exported, tick either ‘Basic Motion’ or ‘Distort’ and untick all the other boxes.</p>
<p>To use our tracking data for stabilization in Final Cut, follow the same procedure as for a basic motion export, but tick the Invert checkbox in the export dialog. You can also copy the stabilized data onto another clip using Copy and Paste Attributes as before. Many issues of track misalignment can be corrected by choosing the right film type, frame rate and interlacing settings in our software.</p>
<p>These controls are on the Clip page in the Film, Interlaced and Time tabs. In Final Cut, check the sequence settings to confirm the correct PAR for the clip, then use the equivalent setting when tracking in our software. If you have already tracked with the wrong film type setting, you will need to re-track after changing it.</p>
<p>This is usually caused by a frame rate mismatch. Check that the frame rate and interlacing settings match between final Cut and our software. This can be caused by a mismatch in the Final Cut Anamorphic setting. If you are working with anamorphic footage, ensure that you have the ‘Anamorphic’ setting checked in your Final Cut sequence settings, and in the clip properties.</p>
<p>You also need to use one of the anamorphic film types when tracking: any of the film types with ‘Anamorphic’ in the name should give correct results when importing the data into Final Cut. Next, choose ‘Motion basic transform.</p>
<p>Inside Motion, you can either choose to open the exported file as a new project or drag it into an existing project. You will see a Group containing the footage you tracked as well as a blue solid called “Surface”. If the surface layer does not automatically apply to the behavior, drag the surface layer onto the Match Move behavior. If you are just using transform, Match Move defaults to this option and you can set transform, scale and rotation.</p>
<p>If you are using corner pin, select the ‘Four Corners’ option from the ‘Type’ drop down. Check that the frame rate settings match between Motion and Mocha. This is normally due to the layer you are inserting not being the same frame size as your project media. You can fix this by either changing the insert to fit the dimensions, or scaling the insert inside motion to match the dimensions. If you are going to scale the layer to fit, you should do this step before you apply Match Move.</p>
<p>This section explains how to export tracking data in a format readable by Apple Shake, how to import the data into Shake and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>To load the tracking data in a file into an existing Shake Script follow these steps:. At this point you have successfully imported your tracking data from Mocha into Shake.</p>
<p>But what exactly did you import? The MatchMoveLayer is used to apply the tracking data to a foreground element that you wish to matchmove to a background. It consists of two inputs, the background and the foreground. The foreground element will be the element you wish to apply the match moving data to.</p>
<p>The foreground is connected to the left side input of the node while the original tracked background element goes into the right hand side. The next node is the CornerPinLayer node.</p>
<p>This node has a single input and works just like the left input of the MatchMoveNode. It takes your foreground element and applies the scaling, rotation, and translation data to it and prepares it for compositing into your next layer.</p>
<p>The last exported node is the Stabilizer Node. Just as the name implies, it takes all of the exported tracking data and uses that data to stabilize your input clip.</p>
<p>With this node, for example, you may apply this data to the background element you tracked to make for an easier composite. Now that you have successfully exported and imported your data into Shake you are ready to continue working on your project. This section explains how to export tracking data in a format readable by Nuke, how to import the data into Nuke and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>In Nuke, append a tracker to the background clip, e. On the import Ascii dialog, press the folder button next to the file name, browse to the file you exported, select it, click ‘Open’ and then click ‘OK’.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke and Paste the data. Alternatively you can import your saved Nuke Script from the File menu. You can export a Corner Pin straight to the clipboard or to a.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. This section explains how to export tracking data in a format readable by Fusion, how to import the data into Fusion and how to use it for match move, corner pinning and stabilization tasks. Now import the clip that you want composited onto the background and tie the output of the clip to the input of the tracker node.</p>
<p>In the settings of the tracker node, select the ‘Operation’ tab and select either ‘Corner Positioning’ or ‘Match Move’ to composite the insert clip on top of the background. Notice that you can switch ‘Position’, ‘Rotation’ and ‘Scaling’ on and off for different effects.</p>
<p>This section explains how to export tracking data in a format readable by Autodesk Inferno, Flame, Flint, Smoke and Combustion. Select ‘Autodesk Flame Axis. In Combustion, create a layer with the foreground graphic and set the layer shape to ‘Four-Corner’. Now select all four corners of your layer, enable the ‘Tracker’ tab and select ‘Import Tracking Data.</p>
<p>Activate the insert layer visibility and you will see that the insert layer is now tracked to the background element, even though the image is not sized correctly yet.</p>
<p>Select all trackers and set the mode to ‘Absolute’ to resolve this. If you prefer to import your data one point at a time you can instead select one track point and import the Ascii file with the corresponding tracking data.</p>
<p>Remember to switch to ‘Absolute’ mode once all data has been imported. Firstly, we will set-up a corner-pin composite in the Action module, to reproduce the basic compositing operation. Create a new Bilinear Surface. Go to Surface then click the S button next to Track. You should now be in the familiar stabilizer module.</p>
<p>For this example we are doing a corner-pin so we will need to use all four trackers. Now browse to the corresponding file, e. The files correspond to trackers as shown below. Repeat the process for the other three trackers, making sure that you use the correct files as shown in above.</p>
<p>You should also mark each tracker as Active if it is not already. An alternative use for the tracking data is for stabilization. You can use the Stabilizer module to do 1-, 2-, 3- or 4-point stabilization. In this example, we will do a 1-point stabilization to stabilize for position only, using the center point. You should now see the key-frames loaded and be able to process. If you want to use more points to stabilize zoom, rotation, affine and perspective moves, just load the corner tracks as described in the Corner Pin section.</p>
<p>Create a scaffold with a the image you want to insert Make it a bicubic since you want a 4-corner pin deformation. You can save the data as a text file and import it. On your DS v Now right-click “R1 Tracker Y” and select “Import tracking coordinates”. HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with either a Quad Warp for corner pin or the layer with transform animation applied for Transform.</p>
<p>You can then either relink the media in the composite file to the desired insert, or copy the Effect or Keyframes to the desired media in your existing composite. In the Quantel system, select the TrackImport plug-in, and use the plug-ins file browser interface to select the tracking data file to import. Then click ‘Settings’ and choose ‘Tracker’ in the settings window and click ‘Save’. The tracking data can now be used in a manner identical to tracking data generated within the Quantel system.</p>
<p>To import the tracking data into the plugin, you start by selecting an available Data slot and then either paste from the clipboard or open the exported file:. Once imported, you can then adjust your scene to fit the data. It is important to make sure you check the warnings and correct any relevant items before setting up your rig:. If there is a warning about format mismatch, click the green “Import Format” link in the MochaBlend window.</p>
<p>If there is a warning about no camera rig, click the green “Create Rig” or “Set Active Rig” according to your needs. Finally make sure that you click the “Set Timeline to Data” if your project timeline is different from the frame range you tracked in Mocha. You can then go ahead and tweak individual settings in the MochaBlend plugin. See MochaBlend documentation for further information on working with tracking data in the plugin. Exporting stereo Track data from Mocha is the same as exporting in mono mode, however when you are in multiview mode you can choose the view you want to export.</p>
<p>Select the view you want to export or check “Export all views” if it is available for that export format. Click “Copy to Clipboard” or “Save” depending on your preference. Note that some exports only allow you to save the data. Mocha exports a flat mesh with X and Y coordinates for each mesh vertex generated via the Mesh parameter in the Track module.</p>
<p>The export also includes a camera to make sure the mesh is projected correctly to the original footage dimensions. Alembic meshes also contain UV mapping so you can easily warp a texture to the mesh without needing to set them up yourself. Track a layer using PowerMesh by selecting the “Mesh” parameter and generating a mesh.</p>
<p>See the PowerMesh section for more details on Mesh tracking. Choose “Alembic Mesh Data. By default the number in the field is the frame you generated the mesh on.</p>
<p>You can use the ReadGeo in combination with the Scanline Renderer node to composite warped textures over the top of the original footage:. If you view the node, the mesh should now be correctly projected over the top. Add an image or material to the ‘img’ input of the ReadGeo node. This will then project the texture onto the Mesh.</p>
<p>You can use the ABC node in combination with the Renderer3D node to composite warped textures over the top of the original footage:. Merge the Renderer3D node over the top of your source footage node. If you view the Merge node, the mesh should now be correctly projected over the top.</p>
<p>Add an image or material to the input of the mesh node that is the same as your mocha layer name. The render dialog will give you options to choose either the currently selected layer, all visible layers or all the layers in the project. In HitFilm, you select the insert image from one of your other layers in the comp listed in the “Insert” dropdown.</p>
<p>You can also adjust the Insert Blend Mode and the Insert Opacity from the plugin interface without needing to go back into Mocha:. In cases where your input source has an alpha channel, you may wish to change the Alpha view inside the Mocha GUI. You can either turn Alpha off entirely by toggling off the button, or choose from one of the following options:.</p>
<p>Auto alpha: Reads in alpha if it is not opaque or premultiplied. This is the default setting. When rendering back out to the host, there are cases where you may also need to premultiply the alpha using the premultiply options in the plugin interface.</p>
<p>If you are using the ‘Stereo’ option, make sure you are applying the effect to the Left eye footage and choose your right-eye source input. This includes:. To add Mocha, simply locate it in the Effects panel like any other effect and drag it onto your layer.</p>
<p>Once your layer is hooked up to your Mocha Effect, the general workflow for the Mocha Plugin is as follows:. If you are using Mocha Pro, choose the renders you wish to use from the “Module Renders” section and check “Render”.</p>
<p>Once you have applied the Mocha effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. If you are using the Mocha Pro version of the plugin, controlling renders is exactly like the standard OFX rendering controls. This is because all Mocha VR features have been rolled into Mocha Pro and a Mocha VR plugin stub is kept to avoid breaking compatibility with your old projects. When you want to start a new VR project, we highly recommend using the Mocha Pro plugin rather than the legacy Mocha VR plugin, as this compatibility feature may be removed in future versions.</p>
<p>Mocha workflow is designed around a project structure. It is good practice to only work on one shot per project file to minimize layer management and to keep the work streamlined. When you start the application you are presented with an empty workspace.</p>
<p>No footage is loaded and most of the controls are consequently disabled. To begin working, you must open an existing project or start a new project.</p>
<p>This will bring up a file browser, where you can select almost any industry standard file formats. Image sequences will show up as individual frames. You can select any one of the frames and the application will automatically sequence the frames as a clip when importing. A project name will automatically be generated based on the filename of the imported footage, but you can change it by editing the Name field.</p>
<p>This is created in the same folder your clip is imported from. The range of frames to import. We recommend to only work with the frames you need, rather than importing very large clips or multiple shots edited together. This is set to the starting frame number or timecode by default. You can also define a fixed frame You can set a default for the fixed frame in Preferences.</p>
<p>You also have the option to view as Timecode or Frame numbers. If your clip has an embedded timecode offset and you switch to Timecode, the offset will be used in your project. If you need to adjust this value later, you can open Project Settings from the file menu. Normally this is automatically detected, but you have options to adjust if necessary. Make sure you check the frame rate before you close the New Project dialog. If you are using interlaced footage, set your field separation here to Upper or Lower.</p>
<p>Make sure you check your fields match your footage before you close the New Project dialog. If you wish the clip to be cached into memory, check the Cache clip checkbox here.</p>
<p>Caching is recommended if you are working a computer that has fast local storage, but your shot is stored in a slow network location. More often than not, you can leave this setting off. If working with log color space, set soft clip value here. Default is zero making falloff linear, rather than curved.</p>
<p>Mocha Pro supports Equirectangular Footage. To set the project to be in mode, check the ‘ VR Footage’ checkbox after you import your clip. When you start a New Project you are also presented with the option of creating a multiview project in the Views tab. If you check Multiview project you are then presented with the view names and their abbreviated names. The abbreviated name is used in the interface for the view buttons, but is also used as the suffix for renders.</p>
<p>You can also choose the hero view. By default this is the left. Defining a hero eye determines the tracking and roto order for working in the views. If you want to define separate streams of footage for the stereo views, you can add additional footage streams view the Add button below the initial clip chooser.</p>
<p>If you forget to set up Multiview when you start a new project, you can set it in the new Project Settings Dialog from the File menu. Once you are in Multiview mode, you will see a colored border around the viewer based on the current view you are in. This is to help artists to identify which view they are currently in without having to refer to the buttons.</p>
<p>You can switch between Views by pressing the corresponding L R buttons in the view controls, or using the default 1 and 2 keys on the keyboard.</p>
<p>You can swap views or change the Split View mapping from the View Mapping subtab under the Clip module:. The Mocha Pro plugin has a slightly different project workflow to the stand alone Mocha applications.</p>
<p>This action loads the footage from the host clip you applied the effect to. It automatically applies the correct frame rate and other clip settings, so there is no need for the standard new project dialog. After you have done the usual work inside the Mocha Pro interface, you simply close and save the Mocha Pro GUI and then you can control the output from the effect editor interface.</p>
<p>For setting up a new stereo project with the plugin, see Plugin Stereo Workflow. The plugin has a slightly different project workflow to the stand alone Mocha applications. If you will only be working on a section of the shot you can use the In and Out points to set the range on the timeline. You can zoom the timeline to only show you the part between you In and Out points by clicking the Zoom Timeline button.</p>
<p>Frame offsets are important to get right in Mocha so that they export correctly to your target program. Project Frame Offset: This frame offset sets the starting frame for keys in your timeline. For example if you have imported a sequence of frames and you need the index of frames to start at , you can change this under the Project Settings in the file menu.</p>
<p>Clip Frame Offset: This frame offset is to offset the actual clip frames to slide the starting point of the clip back and forth. You can adjust clip frame offset under the Display tab in the Clip module. For the vast majority of cases the Project Frame Offset is the value you want to adjust for working with data. The frame offset is usually already set correctly at the New Project dialog stage, but there may be cases where offsets change, such as adding new clip frames.</p>
<p>Working with very long files can be time consuming for the artist and can slow down the tracking as it searches for more frames. Try to only use what you need, and work on individual shots, rather than multiple shots in one piece of footage. Make sure these values match the settings in your compositor or editor, otherwise tracking and shape data will not match when you export it.</p>
<p>If you are unsure which field your interlaced footage is in, import it and check. If you quickly start your project with a guessed field order, you can check to make sure it is correct by using the right arrow key to step through the footage.</p>
<p>Interlaced footage is painful to work with. For your own sanity, try not to use it unless you have to! If you are working on a large roto project you will sometimes need to have more than one person working on the same shot. When it comes time to export out mattes or do final tweaks you can use the Merge Project option to combine any files that have been used on the same piece of footage.</p>
<p>Simply select the Merge Project option from the File menu, and select a project you wish to merge. You can only merge projects that are the same dimensions, aspect ratio and frame length as the shot you are merging into. Open or create a project with matching footage and same dimensions as the Silhouette file. This is important. Your Silhouette project file will need to match the frame rate, dimensions and length of the Mocha project to correctly import.</p>
<p>Choose a Silhouette sfx project file. If you are in OS X, you may need to navigate inside the sfx package to find the actual project file. The Silhouette project will then convert any Bezier and X-splines to native Mocha splines and appear in the project. If there are any B-Spline layers in the project, these will not be imported as they are currently not supported.</p>
<p>The key to getting the most out of the Planar Tracker is to learn to find planes of movement in your shot which coincide with the object that you want to track or roto.</p>
<p>Sometimes it will be obvious – other times you may have to break your object into different planes of movement. For instance if you were tracking a tabletop, you would want to draw the spline to avoid the flower arrangement in the center of the table — it is not on the same plane and will make your track less accurate. To select a plane you simply draw a spline around it. In general X-Splines work better for tracking, especially with perspective motion.</p>
<p>We recommend using these splines where possible. The GPU option allows you to select any supported graphics card on your system to take on the brunt of the tracking process. The resulting speed improvement is especially noticeable on high resolution footage or when tracking large areas. One of the most important concepts to understand with the Mocha planar tracking system is that the spline movement is not the tracking data.</p>
<p>By default, any spline you draw is linked to the tracking data of the layer it is currently in. In hierarchical terms, the spline is the child of the track, even if there is no tracking data. When you begin to track a layer, the area of detail contained within the spline s you have drawn will be searched for in the next frame. If the planar tracker finds the same area in a following frame, it will tell the tracker to move to that point.</p>
<p>Because the spline is linked to the track by default, it will also move along with it and the search begins again for the next frame. Scrub the timeline and you will see that the grid and surface move with the spline.</p>
<p>Now select all the points of your spline and move it around the viewer. This is because the spline is linked to the track, but the track is not linked to the spline. The spline is merely a search area to tell the track where to go next. It is a common misconception that moving the spline while tracking is affecting the movement of the tracking data. It is not. Moving the spline is only telling the tracker to look in a different place and will not directly affect the motion of the tracking.</p>
<p>This makes the tracker very powerful, as you can move and manipulate your spline area around while tracking to avoid problem areas or add more detail for the search. With the Planar Tracker you simply draw a spline around something, as shown with the screen below. Select one of the spline tools to create a shape around the outside edge of the area you wish to track. When drawing splines it is best to keep the shape not tight on the edge, but actually give a little space to allow for the high contrast edges to show through, as these provide good tracking data.</p>
<p>If you are using the X-Spline tool you can adjust the handles at each point by pulling them out to create a straight cornered edge, or pull them in to make them more curved. Right clicking a handle will adjust all the handles in the spline at once. In some cases there are parts of an image that can interfere with the effectiveness of the Planar Tracker.</p>
<p>To handle this, you can create an exclusion zone in the area you are tracking. For instance, in the phone example we are using, there are frames where there are strong reflections on the screen. These reflections can make the track jump. So we need to isolate that area so the tracker ignores it. Select the add shape tool to add an additional shape to the current layer, which selects the area you want the tracker to ignore. Draw this second shape inside the original shape. Note that both splines have the same color, which is an indication that they belong to the same layer.</p>
<p>Also you will notice in the Layer Controls panel that you only have a single layer. You can also add as many entirely new layers on top of your tracking layer to mask out the layers below. This is quite common when moving people, limbs, cars, badgers etc. In the Essentials layout , tracking Motion parameters are listed in the Essentials Panel:. In the Classic layout , detailed tracking parameters can be accessed by selecting the Track tab.</p>
<p>On the left hand side of the Track tab, you will see two sections: Motion and Search Area. Understanding the parameters section of the Track parameters is vitally important for obtaining good tracks. Here we provide a breakdown of each parameter and how to use it effectively. When tracking, Mocha looks at contrast for detail. The input channel determines where to look for that contrast. By default, Luminance does a good job. If you have low-luminance footage or you are not getting a good track, try one of the color channels or Auto Channel.</p>
<p>By default, the minimum percentage of pixels used is dynamic. When you draw a shape, Mocha tries to determine the optimal amount of pixels to look for in order to speed up tracking. If you draw a very large shape, the percentage will be low. If you draw a small shape, the percentage will be high. In many cases, the cause of a drifting or slipping track is a low percentage of pixels. Keep in mind however that a larger percentage of pixels can mean a slower track.</p>
<p>This value blurs the input clip before it is tracked. This can be useful when there is a lot of severe noise in the clip. It is left at zero by default. Mesh Mocha Pro Only : Movement within the overall plane, such as distortion, warp etc. See PowerMesh and Mesh Tracking in the next chapter for more information on this tracking method.</p>
<p>The main difference between shear and perspective is the relative motion. Shear is defined as the object warping in only two corners, whereas perspective is most often needed where the object is rotating away from the viewer significantly in space.</p>
<p>As an example, if someone is walking towards you, their torso would be showing shear as it rotates slightly back and forth from your point of view. The front of a truck turning a corner in front of you would be showing significant perspective change. Large Motion: This is the default. It searches for motion and optimizes the track as it goes. Small Motion is also applied when you choose Large Motion. Small Motion: This only optimizes. You would use Small Motion if there were very subtle changes in the movement of the object you are tracking.</p>
<p>Manual Tracking: This is only necessary to use when the object you are tracking is completely obscured or becomes untrackable. Usually used when you need to make some adjustments to complete the rest of the automated tracking successfully. Existing Planar Data: This is only used when you want to add Mesh tracking to an existing planar track.</p>
<p>This is set to Auto by default. Angle: If you have a fast rotating object, like a wheel, you can set an angle of rotation to help the tracker to lock onto the detail correctly.</p>
<p>Zoom: If you have a fast zoom, you can add a percentage value here to help the tracker. Again, the tracker will still handle a small amount of zoom with this set to zero. Track the plane selected by pressing the Track Forwards button on the right- hand side of the transport controls section.</p>
<p>You may keyframe the spline shape so that it tracks only the planar region of a shape by adjusting the shape and hitting Add Key in the keyframe controls menu. Keep in mind that no initial keyframe is set until you first hit Add Key or move a point with Auto-Key turned on. The spline should be tracked in addition to the clip being cached to RAM. You can play it back and get an idea as to how the track went. F eel free to change the playback mode in the transport controls to loop or ping-pong your track.</p>
<p>Turning on Stabilize will lock the tracked item in place, moving the image to compensate. In the track module, stabilize view is a preview mode to check your track. Actual stabilization output is handled by the Stabilize Module, explained in the Stabilize Overview chapter.</p>
<p>You can check the accuracy of your planar track by turning on the Surface the dark blue rectangle and Grid overlay in the Essentials panel or the toolbar:.</p>
<p>If you play the clip, you should see the surface or grid line up perfectly with the plane you tracked. When you turn on the surface you will see the blue box that represents the 4 points of the corner-pin. Right now you will see that it is not lined up with the screen.</p>
<p>As described above, by selecting each corner one at a time you can adjust the surface area to cover the area of the screen, or you can use the middle points to scale and the outer corners to rotate. You can change the density of the grid by adjusting the X and Y grid values in View Viewer Preferences:.</p>
<p>The Trace feature allows you to see the position of the planar corners over time. Skip allows you to work with only every nth frame, useful on particularly long roto shots where the movement is predictable.</p>
<p>To monitor what the tracker “sees” as a tracking area, select the Track Matte button in the view control. There may be instances where you have already created mattes for one or more objects in the shot, for example using a keyer or another roto tool that would help you isolate areas to track.</p>
<p>You can import such mattes by creating a new layer and then using the Matte Clip setting under Layer Properties to assign it to the layer. When starting a new project, go through your footage a few times to see what your best options are for tracking. You will save yourself a lot of time by making note of obstructions and possible problem areas in advance. When tracking surfaces you will usually get a much better track if you include the edges and not just the interior of an object.</p>
<p>This is because Mocha can define the difference between the background and the foreground and lock on better. For example, if you are tracking a greenscreen, it is better to draw your shape around the entire screen rather than just the internal tracking markers. In some cases this means you can avoid tracking markers altogether and save time on cleanup later. The processing can be slower, but you will usually get a much more solid track.</p>
<p>Remember you are not limited to one shape in a layer. Use a combination of shapes to add further areas or cut holes in existing areas to maximize your search. If necessary, make an additional layer to track and mask out foreground obstructions before tracking the object you need. This way you can stop your track early to fix any issues and spend less time trying to find them later. In order for Mocha to keep the best possible track, it is usually best to scrub through the timeline and find the largest and clearest area to begin tracking from, draw your shape there, then use backwards and forward tracking from that point.</p>
<p>For example, if you have a shot of sign coming toward you down a freeway, it is usually better to start at the end of the clip where the sign is largest, draw your shape and track backwards, rather than start from the beginning of the clip. We have a Planar Tracker which specifically tracks planes of motion, but this is not limited to tables, walls and other flat objects.</p>
<p>Distant background is considered flat by the camera where there is no parallax. Faces can be tracked very successfully around the eyes and bridge of the nose. Rocky ground, rumpled cushions, clumps of bushes, human torsos and curved car bodies are all good candidates.</p>
<p>The key is low parallax or no obvious moving depth. When in doubt, try quickly tracking an area to see if it will work, as you can quite often trick the planar tracker into thinking something is planar.</p>
<p>Mocha is a very flexible tracker and will save a lot of time, but you will eventually run into a piece of footage that just will not track. Large or continuous obstructions, extreme blur, low contrast details and sudden flashes can all cause drift or untrackable situations. You can often get a lot more done fixing shots by hand or using AdjustTrack in Mocha rather than trying to tweak your shapes and parameters over and over again to get everything done automatically.</p>
<p>PowerMesh is designed to help track non-planar surfaces. This is for both rigid and non-rigid surfaces that would otherwise be impossible to track with a regular planar tracker. Rather than taking an optical flow approach which can be slow to render and produce cumbersome files , we use a subsurface planar approach which is much faster to generate and track.</p>
<p>Draw a layer around the area you want to track. Automatic: This determines the best mesh to use based on image information contained in the layer. Uniform: Generates a uniform square mesh insead of building based on the existing image. This means that the smaller the Mesh Size, the more potential mesh faces you will have.</p>
<p>The larger the Mesh Size, the larger the faces and the less faces you will have. This option makes sure the PowerMesh is generated to the boundaries of your layer spline, rather than just over the most interesting detail within it.</p>
<p>Adaptive Contrast boosts details in the underlying image to help the Automatic mesh generate the most useful vertices. Use with care! The Mesh tracker first uses the standard planar tracking per frame and then applies the sub-planar track with the mesh.</p>
<p>Any mesh faces that fall outside of the spline or the image boundary are ignored. Those mesh faces become rigid and try to follow along with the existing mesh. Turning this on tells Mocha to guess the amount of smoothness to apply to the Mesh track. A high smoothness is like applying starch to your Mesh. It will follow the planar track more rigidly and not distort as much. A low smoothness will follow the subsurface movement more directly and distort the mesh more.</p>
<p>As a general guideline, we recommend setting a lower smoothness for very warped or wobbly movement and a higher smoothness for more rigid objects that still have some distortion. Faces: This varies, but a smoothness of 50 is about the right amount to balance facial muscles vs general face planes. This option deforms the spline shape to match the movement of the Mesh while tracking. As an added bonus, this also means it greatly reduces the keyframes needed to rotoscope an organic object.</p>
<p>In the new layer, go to Layer properties and choose “Link to track” and select your tracked layer. You can also do this for the same layer you are on without creating a new layer. Any planar tracked layer can have the Mesh applied later and then simply be retracked using “Existing Planar Data”. Selecting this turns on subselection in your mesh and you can move or delete vertices either before or after you have tracked the mesh.</p>
<p>After Tracking, You can animate the tracked mesh manually to fix points or make your preferred adjustments. Animated meshes are keyframed for the whole set of vertices, rather than individual points. This makes it easier to keyframe states over time, similar to the spline default animation mode.</p>
<p>This tool appears when in Edit Mesh mode. When Add Vertex is on, click any Mesh edge to add a new vertex. A new edge will appear joining the created vertex and the vertex opposite. Use this section to create nulls from selected layers. See Creating PowerMesh Nulls for more details. Alembic tracking data as a mesh: The exports from the “Tracking Data” export options.</p>
<p>Alembic is supported across many hosts. The data format includes the PowerMesh and a camera that fits to the source footage.</p>
<p>See Exporting to Alembic for more details. Nuke Mesh Tracker: This will export a single Tracker node for Nuke that contains a single tracker point for every vertex in the PowerMesh. When tracking, if one of your mesh faces turns blue, this means the face has become flipped, normally because the area you are tracking has turned away from the camera.</p>
<p>You can use more than one contour to cut holes in the mesh generation. This is helpful if you want to ignore details in a surface, such as teeth in a mouth region or a tattoo that is taking up too much of the mesh detail. Tracking in Stereo is very similar to tracking in Mono. Draw your shape as you would normally in mono mode See Mocha User Guide for an introduction to mono Mocha tracking techniques.</p>
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<p>Welcome to Mocha, tracking and rotoscoping tools that make your tracking and rotoscoping work much easier. Our tools are based on our proprietary Planar Tracking technology, an awesome approach to 2D tracking which will help you to generate accurate corner-pins and track and transform your roto splines in a powerful way. Tracking and rotoscoping are part of almost any visual effects project. For 2D tracking, point trackers are most commonly used, but to get good point tracks requires a mix of experience and luck.</p>
<p>If the point being tracked exits frame, you get into offset tracking, which presents its own set of challenges. If it all fails, you are into hand tracking, which is time consuming and very hard to get accurate. Mocha is a 2D tracker that requires less experience and luck to be successful with, does not require the image to be primed and is less likely to require a lot of tricks or hand tracking on difficult shots.</p>
<p>In Mocha splines are used for both tracking and rotoscoping. This is a different method from standard 1-point or multi-point tracking tools. This is itself a difficult task, especially when tracking a shot that was not originally designed to be tracked. If you wish to also track rotation, perspective and shear you need even more clear and consistent points to track.</p>
<p>Even when using multi-point trackers to impart rotation and scale to the roto spline, the results are often unusable if there is any perspective change during the shot. A plane is any flat surface having only two dimensions, such as a table top, a wall, or a television screen. Even as an object leaves and enters a frame, there is usually enough information for the Planar Tracker to maintain a solid track of the object.</p>
<p>When you work with the Mocha tools, you will need to look for planes in the clip. More specifically, you will need to look for planes that coincide with movements you want to track. If someone is waving goodbye, you can break their arm into two planes – the upper and lower limbs. Although not all of the points on the arm sections actually lie on the same two-dimensional surface, the apparent parallax will be minimal.</p>
<p>With the addition of PowerMesh in Mocha Pro, subplanar tracking is also possible, tracking warp and bending of objects that standard planar tracking would struggle to do alone. Insert Mesh Warp: Now users can drive inserts with PowerMesh tracking and render organic and warped surfaces with motion blur. Insert Blend Modes: Transfer mode blending can now be done inside the Mocha Pro interface, making it easier to visualise final results or render to NLE hosts that have less compositing features.</p>
<p>Improved Insert Render Quality: The Insert module now renders with high-quality filtering for improved looking results. The new Source Mesh Grid view controls make it easier to preview and edit simple to complex mesh distortions.</p>
<p>Quick Stabilize Preview Update: You can now quick-stabilize pan and zoom via any layer rather than just the currently selected layer.</p>
<p>This option is available via a dropdown on the Quick Stabilize button. Mesh Track Using Existing Data: Linking PowerMeshes to existing planar tracking layers makes it easier to combine planar tracking with PowerMesh tracking for roto and other tasks. PowerMesh to Alembic Transform: Export the mesh vertex position data to individual transform nulls. Silhouette shapes with split transform data: Silhouette shapes now export with keyframe data split out to make it easier to add new Silhouette shapes which inherit the tracking data.</p>
<p>Nuke Roto nodes with split transform data: Nuke Roto now exports with keyframe data split out to make it easier to add new Nuke roto splines which inherit the tracking data. Mistika Corner Pin: You can now export Mocha planar tracking corner data to Mistika as point tracking data. See the Exporting Tracks and Exporting Mattes chapters for more details. Slide keyframes: You can now move all keyframes easily to new positions in the timeline.</p>
<p>Keyframe zooming: It is now much is easier to zoom into selected keyframes and zoom out to all keyframes. Improved AdjustTrack parameters now adjust all track keyframes based on the motion types selected.</p>
<p>To quickly get familiar with Mocha before you dive into the rest of the manual, here is a breakdown of the interface and its controls. Mocha begins in the Essentials layout, which provides a simplified interface for basic tracking and roto. The Essentials panel on the left side of the window combines everything you need for a basic track.</p>
<p>To attach a spline layer to an existing track, or detach it from a track entirely. These buttons control viewing and expanding the surface.</p>
<p>See Tracking Basics for how to use the surface effectively. Show surface tracking data : Reveals the blue surface that represents the tracking data. Show grid: Reveals a useful grid for lining up the surface or monitoring for drift in a track. Align surface: Expands the surface to fit the dimensions of the footage on the current frame. Like the Essentials layout, this layout is optimized specifically for roto sessions where only the most necessary panels and tools are shown.</p>
<p>If you want to reduce all clutter entirely, the Big Picture layout is very useful for previewing shots without any elements getting in the way. These can either be access by right clicking the area of the interface and choosing a GUI element to show or hide, or selecting from the View menu. Any changes you make to a layout will not be saved unless you choose View Layout Save Current Layout.</p>
<p>For example if you like the Essentials layout, but would like the Advanced toolbar from the Classic layout:. You can add, order or remove layouts from the Manage Custom Layouts dialog in the same sub-menu. If you have made changes to a saved layout want to revert back to the saved version, just choose View Layout Revert to saved.</p>
<p>If you want to revert back to the original default layout, just choose View Layout Revert to default. At the very top of the interface you have the tools that form the brunt of your time inside Mocha.</p>
<p>Select: Selection tool for splines and points. Hold the button to choose between Marquee selection and Lasso selection. Select Both: Selects both the Inner spline points and the edge points. Hold this button down to select further options See below. Select Auto: Automatically selects between Inner and Edge points.</p>
<p>Useful for lining up individual splines. Rotate: Rotate selection around the axis of the point you click in the viewer. Transform Tool: Toggles the transform bounding box for manipulating selections. Show Planar Grid: Toggles a grid relative to the planar surface view. You can adjust the number of grid lines under Viewer Preferences See below.</p>
<p>Align Surface: Expands the layer surface to fit the dimensions of the footage at the current frame. All tracked data is made relative to this new alignment. Proxy Scale: Adjust the resolution of the footage for performance Mocha Standalone only. Select from the dropdown to choose an individual color channel to view. Show Layer Mattes: Toggle on or off to show the mattes. Select from the dropdown to choose the type of matte.</p>
<p>Color Layer Mattes: Fills matte with Color. Decreasing the value lessens the opacity. Overlays: Toggles all viewer overlays, including splines, tangents, surface and grid.</p>
<p>Show Layer Outlines: Toggles all spline overlays, including splines, points and tangents. Show Spline Tangents: Toggles spline tangents view. Select from the dropdown to choose the type of view. View Mesh: Toggles Mesh view. Select from the dropdown to choose either the mesh or just the vertices. Stabilize: Turns on Quick Stabilize Preview. This centers the footage around your tracked surface using the tracking data linked to pan and zoom. You can choose different layers to stabilize the viewer from the dropdown in the button.</p>
<p>Trace: Turns on the traced path of the tracked surface. You can adjust the amount of frames to trace under Viewer Preferences See below. Enable Brightness Scaling: Toggles brightness adjustment to work with low-contrast footage. Viewer Preferences: Adjustments dialog for parameters such as grid lines and trace frames. Also controls for viewer OCIO colourspaces. Reset In-Point: Set the in-point back to the start of the clip.</p>
<p>Current Frame: The frame the playhead is currently on. Enter a new value to jump to that frame. Reset Out Point: Set the out point back to the end of the clip.</p>
<p>Zoom Timeline to full frame range: Resets the timeline scale to the full range of frames. Play Controls: Controls for playing back and forth and moving one frame at a time. Tracking Controls: Controls for tracking back and forth and tracking one frame at a time. Go to Previous Keyframe: Jump to the previous keyframe set in the timeline for that layer. Go to Next Keyframe: Jump to the next keyframe set in the timeline for that layer.</p>
<p>Add New Keyframe: Add a new keyframe at the current position for the selected layer. This only appears if you are not hovering over an existing keyframe. Delete New Keyframe: Deletes the keyframe at the current position for the selected layer. This only appears if you are hovering over a keyframe. Delete All Keyframes: Deletes all keyframes on the timeline for the selected layer.</p>
<p>Autokey: Toggles automatic key insertion when moving points or adjusting parameters.</p>
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<p>In Premiere, I have broken out the production by scene. Adobe Premiere Pro CC lets you edit video faster than ever before.</p>
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<p>You have three options: Camera 1: This setting will sync all video clips with the audio track from camera 1 only — the audio tracks from the other camera angles are Premiere Audio suite for background sound and while tweaking the Now, the company says it has fixed the audio bug that resulted in blown-out MacBook Pro speakers for some users in version With these tools, you not only have access to manipulate certain colors and shades, but you can also see how it is affecting your footage in an analytical manner.</p>
<p>In the Timeline panel, Audio with two sources is coming in as one flat stereo pair instead of discrete tracks configure Premiere to treat audio the way Final Cut Pro 7 did. Record, edit, and integrate music clips. The audio has returned to the sequence. Import Audio Files into Adobe Premiere. Here is the Screen-Shot. Not only does it play. Davinci resolve audio out of sync export. I’ve removed the audio waveforms from the audio tracks on some clips in “Main” and when I playback that Main timeline, I don’t hear the audio, but when I play back the “Master” timeline, the audio I removed is back.</p>
<p>Much like VR video in Premiere Pro, the audio will be an explorable representation. I created these 12 presets to solve a majority of audio issues and make your videos sound so much better. You can adjust the opacity of the color fill by changing the blend value to the right of the Colorize button. The color used by Colorize is derived from the Selected and Unselected properties of the Overlay Colors panel, which can be changed per layer.</p>
<p>If you want to get a better view of your roto, you can get a better view by turning off some overlays. This allows you to view the actual rendered mattes, which can be especially useful when tweaking motion blur. The motion blur you normally see in your canvas is an OpenGL preview and can differ slightly from the actual render. Because you can choose specific layers for export when you render, a render pass is created for each layer.</p>
<p>If you want to draw open splines, you can simply hold shift when you right-click to finish the spline. This will open the shape up.</p>
<p>You can open an existing shape using the Open Spline shortcut key by default this is ‘o’. You can close an existing shape using the Close Spline shortcut key by default this is ‘c’. Naming layers is very important to save yourself time later, especially if you are doing a heavy rotoscoping job.</p>
<p>Get into the habit of labeling each layer with specific names. If you are working on a tight roto it can sometimes be easier to turn the spline off and just see the matte with the control points. To do this:. If your other view options are at default settings you should now see the matte in the viewer with only the tangents and control points visible. The Magnetic Tool draws a pixel line that snaps to the nearest edge to where the cursor lies, tracing the shortest path from any previous click.</p>
<p>Similarly, if you go off the edge of the frame, the magnetic tool will also switch to Freehand mode, so you can freely continue the shape. One you have completed a drawn line, you can either click back on the original point, or right-click.</p>
<p>X-Splines generated by the Magnetic and Freehand tools have a fairly high point count to match the subtle changes in the line. Finish drawing the line and right-click. This will automatically switch your cursor to the selection tool. You can snap the control points of any spline to edges of an object by using the Edge Snapping tool. Keep in mind this will naturally try to find the most visible edge, so in some cases snap may not find the edge you want.</p>
<p>In these cases it may need to be adjusted manually. Paint strokes that cross over an existing layer spline will intersect with that spline, or subtract from it if you are using the alt modifier key. Once done, you can turn off Quick Mask if it is on or just release the mouse button and a spline will be generated.</p>
<p>For finer control, the brush size will also change according to the set pressure sensitivity from a drawing tablet.</p>
<p>Quick Mask stops the Area Brush tool from generating a spline as soon as you release the mouse or lift the tablet pen Once you have painted what you need, you can turn Quick Mask off by pressing the button and the spline will be generated. The number in the field is a pixel diameter.</p>
<p>Any gap in a closed painted area that is smaller than the number in the field will be filled. For example:. A large fill gap setting is useful for quickly circling an object with paint to make a filled spline.</p>
<p>The tool is under the main Area Brush icon. Just press and hold the toolbar icon to select the brush from the list:. Once done, you can turn off Quick Mask if it is on or just release the mouse button and the resulting spline intersect with the existing layer splines:.</p>
<p>If Quick Mask mode is off, this will erase the existing spline if you are using the Add Area Brush tool. Just paint as normal holding down the modifier key:. Draw a new basic shape and track the object you want to rotoscope as outlined above in “Stereo Tracking”. Click the “Link to track” drop down in Layer Properties and choose the previously tracked layer. When you switch to the non-Hero view the rotoscoping will be offset by the tracking data.</p>
<p>While this will not completely refine the result, it will save you a lot of time. Whenever you manipulate a control point in the Hero view it will offset that control point in the non-Hero view.</p>
<p>When you start to tweak the non-Hero view it will also generate new keyframes for that view only and will not affect the Hero view. You can see these keyframes represented in the timeline by split left and right keys. If you wish to directly modify the control point in both views when working in either view, you can turn on the “Apply Keyframe Changes to All Views” button at the very end of the timeline controls to the right.</p>
<p>If you need to offset your tracking or roto manually see below , you can use the Difference 3D view to help align the layer. Turn on Difference mode. Offset X and Y until the screen gets as close to blank middle grey as possible. You can optionally also adjust the other Stereo parameters. The corner pin data records and exports the 4 point x, y information from either the adjusted track or the raw track.</p>
<p>There are three different types of corner pin exports — two for recent After Effects versions and one for CS3 and older versions of After Effects. The Power pin data is very much like corner pin, but the exported effect gives you more control over the results in After Effects. The transform data exports x and x positions as well as the scale and rotation for the whole surface.</p>
<p>If you click Save , this will display a file browser for saving the tracking data for use later. If you are saving to file you will need to open the text file you saved with the data, select the entire body of text and copy it.</p>
<p>Select the item on the timeline that is the insert object. Paste the data to the selected layer. If you are pasting transform data rather than corner pin data then you will need to delete the anchor point keyframes to see a result. We export both position and anchor point keyframes so that stabilization or tracking can be achieved.</p>
<p>See below. If your insert is not the same size as the dimensions of the composition in After Effects, you will need to take a few further steps to make sure your corner pin data fits correctly. The reason for this is that tracking data is basing itself on the relative size and aspect ratio of the footage, whereas After Effects treats the corner pin data relative to the size of the layer you are applying it to.</p>
<p>To get around this, you can take the following steps to modify the insert layer in After Effects:. Open the Precomp you just made and fit the layer to the composition dimensions Layer Transform Fit to Comp. Apply a manual corner pin to your insert layer in After Effects and place it in the desired position for any frame.</p>
<p>In Mocha, go to the same frame in the footage you applied the corner pin to in After Effects and select the track. On this frame, turn on your surface and click “Align Surface” in the Layer Properties panel. This will apply the tracking data relative to the full dimensions of the footage instead.</p>
<p>If you need to adjust the insert, just open the precomposed layer and tweak the manual corner pin you made. Track your footage as normal, then turn on the Surface button and center the surface box on the area you wish to use as the stabilize center.</p>
<p>Export the tracking data in the After Effects Transform format. Select the Invert checkbox option. Switch to After Effects, select the layer you wish to apply the stabilize data to and paste it to that layer. Alternatively you can also use the After Effect Corner Pin export using Invert in the same way to get a correctly warped stabilized image.</p>
<p>This section explains how to export tracking data in a format readable to Silhouette Tracker nodes, how to import the data into Silhouette and how to use it for match move tasks. Track an object in the usual way, and use AdjustTrack to correct for any drift if necessary. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately. You can then use a ‘Composite’ or ‘Math Composite’ to combine the corner pinned image over the top of the background image:.</p>
<p>This example illustrates how to export Basic Motion data to Final Cut Pro or Final Cut Express, and use it to matchmove one clip to another, with translation, rotation and scale. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately before export. The distort option exports the 4 point x, y information from either the adjusted track or the raw track. The points exported are the four corners of the surface. The basic motion option exports x and y positions as well as the scale and rotation for the whole surface.</p>
<p>The position exported is the center of the surface. Now click Save. This will display a file browser; you need to select a filename and directory for the files to be saved. Now open the Final Cut project where you want to use the tracking data. If your original footage was a QuickTime file, then the new clip in Final Cut will point to this footage. If it was an image sequence, the clip will be connected to the first frame of the sequence, stretched to the duration of the whole clip.</p>
<p>In most situations, you want to apply the tracking data to a different clip in your timeline. To do this, you can copy and paste the data from the imported clip onto any other. Drop your imported clip into the timeline, then select it and press Cmd-C to copy it to the clipboard.</p>
<p>Now select the clip you want to apply the tracking data to and press Opt-V Paste Attributes. You will see a dialog asking you to choose which data to paste.</p>
<p>Depending on the kind of data you exported, tick either ‘Basic Motion’ or ‘Distort’ and untick all the other boxes. To use our tracking data for stabilization in Final Cut, follow the same procedure as for a basic motion export, but tick the Invert checkbox in the export dialog. You can also copy the stabilized data onto another clip using Copy and Paste Attributes as before. Many issues of track misalignment can be corrected by choosing the right film type, frame rate and interlacing settings in our software.</p>
<p>These controls are on the Clip page in the Film, Interlaced and Time tabs. In Final Cut, check the sequence settings to confirm the correct PAR for the clip, then use the equivalent setting when tracking in our software. If you have already tracked with the wrong film type setting, you will need to re-track after changing it.</p>
<p>This is usually caused by a frame rate mismatch. Check that the frame rate and interlacing settings match between final Cut and our software. This can be caused by a mismatch in the Final Cut Anamorphic setting.</p>
<p>If you are working with anamorphic footage, ensure that you have the ‘Anamorphic’ setting checked in your Final Cut sequence settings, and in the clip properties. You also need to use one of the anamorphic film types when tracking: any of the film types with ‘Anamorphic’ in the name should give correct results when importing the data into Final Cut. Next, choose ‘Motion basic transform. Inside Motion, you can either choose to open the exported file as a new project or drag it into an existing project.</p>
<p>You will see a Group containing the footage you tracked as well as a blue solid called “Surface”. If the surface layer does not automatically apply to the behavior, drag the surface layer onto the Match Move behavior.</p>
<p>If you are just using transform, Match Move defaults to this option and you can set transform, scale and rotation. If you are using corner pin, select the ‘Four Corners’ option from the ‘Type’ drop down.</p>
<p>Check that the frame rate settings match between Motion and Mocha. This is normally due to the layer you are inserting not being the same frame size as your project media. You can fix this by either changing the insert to fit the dimensions, or scaling the insert inside motion to match the dimensions.</p>
<p>If you are going to scale the layer to fit, you should do this step before you apply Match Move. This section explains how to export tracking data in a format readable by Apple Shake, how to import the data into Shake and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>To load the tracking data in a file into an existing Shake Script follow these steps:. At this point you have successfully imported your tracking data from Mocha into Shake. But what exactly did you import? The MatchMoveLayer is used to apply the tracking data to a foreground element that you wish to matchmove to a background.</p>
<p>It consists of two inputs, the background and the foreground. The foreground element will be the element you wish to apply the match moving data to. The foreground is connected to the left side input of the node while the original tracked background element goes into the right hand side. The next node is the CornerPinLayer node. This node has a single input and works just like the left input of the MatchMoveNode. It takes your foreground element and applies the scaling, rotation, and translation data to it and prepares it for compositing into your next layer.</p>
<p>The last exported node is the Stabilizer Node. Just as the name implies, it takes all of the exported tracking data and uses that data to stabilize your input clip. With this node, for example, you may apply this data to the background element you tracked to make for an easier composite. Now that you have successfully exported and imported your data into Shake you are ready to continue working on your project.</p>
<p>This section explains how to export tracking data in a format readable by Nuke, how to import the data into Nuke and how to use it for match move, corner pinning and stabilization tasks. In Nuke, append a tracker to the background clip, e.</p>
<p>On the import Ascii dialog, press the folder button next to the file name, browse to the file you exported, select it, click ‘Open’ and then click ‘OK’.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke and Paste the data. Alternatively you can import your saved Nuke Script from the File menu. You can export a Corner Pin straight to the clipboard or to a. If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. The PowerMesh to Nuke Tracker creates a single Nuke tracker node with individual tracker points representing every vertex in the PowerMesh.</p>
<p>This versatile export means you have access to numerous tracking points across your scene without having to set up individual tracks or corner pins. You can export a PowerMesh-based Nuke Tracker straight to the clipboard or to a.</p>
<p>If you choose Copy to Clipboard you can switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. This section explains how to export tracking data in a format readable by Fusion, how to import the data into Fusion and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>Now import the clip that you want composited onto the background and tie the output of the clip to the input of the tracker node. In the settings of the tracker node, select the ‘Operation’ tab and select either ‘Corner Positioning’ or ‘Match Move’ to composite the insert clip on top of the background.</p>
<p>Notice that you can switch ‘Position’, ‘Rotation’ and ‘Scaling’ on and off for different effects. This section explains how to export tracking data in a format readable by Autodesk Inferno, Flame, Flint, Smoke and Combustion.</p>
<p>Select ‘Autodesk Flame Axis. In Combustion, create a layer with the foreground graphic and set the layer shape to ‘Four-Corner’. Now select all four corners of your layer, enable the ‘Tracker’ tab and select ‘Import Tracking Data.</p>
<p>Activate the insert layer visibility and you will see that the insert layer is now tracked to the background element, even though the image is not sized correctly yet. Select all trackers and set the mode to ‘Absolute’ to resolve this.</p>
<p>If you prefer to import your data one point at a time you can instead select one track point and import the Ascii file with the corresponding tracking data. Remember to switch to ‘Absolute’ mode once all data has been imported. Firstly, we will set-up a corner-pin composite in the Action module, to reproduce the basic compositing operation.</p>
<p>Create a new Bilinear Surface. Go to Surface then click the S button next to Track. You should now be in the familiar stabilizer module.</p>
<p>For this example we are doing a corner-pin so we will need to use all four trackers. Now browse to the corresponding file, e. The files correspond to trackers as shown below. Repeat the process for the other three trackers, making sure that you use the correct files as shown in above. You should also mark each tracker as Active if it is not already. An alternative use for the tracking data is for stabilization. You can use the Stabilizer module to do 1-, 2-, 3- or 4-point stabilization.</p>
<p>In this example, we will do a 1-point stabilization to stabilize for position only, using the center point. You should now see the key-frames loaded and be able to process. If you want to use more points to stabilize zoom, rotation, affine and perspective moves, just load the corner tracks as described in the Corner Pin section.</p>
<p>Create a scaffold with a the image you want to insert Make it a bicubic since you want a 4-corner pin deformation. Save the file to disk. Mistika at this time does not support clipboard pasting of the track data.</p>
<p>Choose the type of data you wish to apply in Apply To. Note, you will have to have more than one tracker selected to use Rotation and Size. In Apply, select the type of move you wish to do, eg.</p>
<p>Move for matchmoves or Stabilize for stabilization. Some effects or shapes only support translation data. In these situations Rotation and Size will have no effect. You can save the data as a text file and import it. On your DS v Now right-click “R1 Tracker Y” and select “Import tracking coordinates”.</p>
<p>HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with either a Quad Warp for corner pin or the layer with transform animation applied for Transform. You can then either relink the media in the composite file to the desired insert, or copy the Effect or Keyframes to the desired media in your existing composite.</p>
<p>In the Quantel system, select the TrackImport plug-in, and use the plug-ins file browser interface to select the tracking data file to import. Then click ‘Settings’ and choose ‘Tracker’ in the settings window and click ‘Save’. The tracking data can now be used in a manner identical to tracking data generated within the Quantel system.</p>
<p>To import the tracking data into the plugin, you start by selecting an available Data slot and then either paste from the clipboard or open the exported file:. Once imported, you can then adjust your scene to fit the data. It is important to make sure you check the warnings and correct any relevant items before setting up your rig:.</p>
<p>If there is a warning about format mismatch, click the green “Import Format” link in the MochaBlend window. If there is a warning about no camera rig, click the green “Create Rig” or “Set Active Rig” according to your needs.</p>
<p>Finally make sure that you click the “Set Timeline to Data” if your project timeline is different from the frame range you tracked in Mocha. You can then go ahead and tweak individual settings in the MochaBlend plugin. See MochaBlend documentation for further information on working with tracking data in the plugin. Exporting stereo Track data from Mocha is the same as exporting in mono mode, however when you are in multiview mode you can choose the view you want to export.</p>
<p>Select the view you want to export or check “Export all views” if it is available for that export format. Click “Copy to Clipboard” or “Save” depending on your preference. Note that some exports only allow you to save the data. Mocha exports a flat mesh with X and Y coordinates for each mesh vertex generated via the Mesh parameter in the Track module.</p>
<p>The export also includes a camera to make sure the mesh is projected correctly to the original footage dimensions. Alembic meshes also contain UV mapping so you can easily warp a texture to the mesh without needing to set them up yourself.</p>
<p>Track a layer using PowerMesh by selecting the “Mesh” parameter and generating a mesh. See the PowerMesh section for more details on Mesh tracking.</p>
<p>Choose “Alembic Mesh Data. By default the number in the field is the frame you generated the mesh on. You can use the ReadGeo in combination with the Scanline Renderer node to composite warped textures over the top of the original footage:. If you view the node, the mesh should now be correctly projected over the top. Add an image or material to the ‘img’ input of the ReadGeo node. This will then project the texture onto the Mesh. You can use the ABC node in combination with the Renderer3D node to composite warped textures over the top of the original footage:.</p>
<p>Merge the Renderer3D node over the top of your source footage node. If you view the Merge node, the mesh should now be correctly projected over the top. Add an image or material to the input of the mesh node that is the same as your mocha layer name. Similar to meshes, this alembic format provides just the transform information for the vertices in the mesh along with the camera. Vertex transforms can be interpreted by supporting hosts in different ways.</p>
<p>For example, in Nuke they are imported as a point cloud, but in Blender they may import as nulls linked to transforms. The render dialog will give you options to choose either the currently selected layer, all visible layers or all the layers in the project. Index Start: The number to start the exported sequence from.</p>
<p>By default this is the first frame in the timeline. This currently only supports ProRes. The render dialog also allows you to render to single footage streams or a combined stream via EXR. All Visible: Only the layers that have visibility turned on in the layer controls. By matte color: The same as Grayscale, only the mattes are colored according to what you defined each layer matte color to be in the Layer Controls.</p>
<p>To single footage stream: Renders all views to a single file. If you have chosen to render the current view or separate footage streams, the view abbreviation will be suffixed to the rendered export automatically, so there is no need to define this in the file name.</p>
<p>The ‘plane’ that was generated by the Planar Tracker. This defines the overall movement of the shape s. When you are ready to export, select Export Shape Data button. On the dialog that opens, choose if to export the selected layer, all visible layers or all layers.</p>
<p>When you have made the right selection, click Copy to Clipboard , then switch to After Effects. In After Effects, import the same footage and ensure that the frame rate and pixel aspect ratio are the same as those used when generating the shape. Bring the footage into a composition, then select Edit Paste to add the shape effects to the composition.</p>
<p>Each shape exported will come across as its own plug-in effect. You can choose to change the blend mode from the one assigned to the shape by selecting Multiply, Add or Subtract from the dropdown menu.</p>
<p>If you have created the shape with feathered edges but wish to switch these off, untick this parameter. Note that if you have not created feathered edges this will have no effect. This setting allows you to choose between various render effects.</p>
<p>The default is the ‘Shape cutout’ which uses the matte to cut out the corresponding area in the background footage. Note that the Opacity setting affects this color fill, allowing you to blend it with the background footage. Defines the color of the color fill applied when selecting the ‘Color composite’ render type. Defines the opacity of the color fill applied when selecting the ‘Color composite’ render type. You can also apply the masks to most effects, by adding the effect to your clip, selecting the effect in the Effects panel and pasting.</p>
<p>When you have made the right selection, click Save and select a destination to save the XML file to, then switch to Final Cut. To use the shape to composite the rotoscoped object over a new background, simply place the Mocha shape sequence in a video track above the background sequence.</p>
<p>If you want access to the actual matte, individual layers of the matte or control that affect the appearance of the matte, double click on the Mocha shape sequence to reveal the two main sequences it consists of – the original sequence and the ContourSequence. Double clicking the ContourSequence will reveal the individual layers that the ContourSequence consists of.</p>
<p>Dragging a layer into the viewer and selecting ‘Controls’ will give you access to controls of that layer, as shown below. This makes it easier to change the mask data in Flame or attach other nodes to the Axis tracking data. Flame Tracer [Basic]. Flame Gmask Script.</p>
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<p>Dating in Germany will either make it more so or raise the chance to finally get the partner you’ve been looking for all along. Dating for expats info. This Master Reference can occur on a different frame for each reference point.</p>
<p>The next button simply cycles through the active reference points for that frame. More fine-grained control of reference points can be obtained through the Nudge control panel, described below. Deleting Reference Points is done by selecting the point you wish to remove and hitting the delete key.</p>
<p>If there are multiple Reference points on a particular corner, the preceding Reference Point will be extended through your time line until a new Reference point is encountered. The Nudge section allows you to move Reference points in 0. You can easily select any active Reference Point by selecting one of the corner buttons in the Nudge section. If you hit the Auto button, a tracker will attempt to line up the selected Reference Point based on its position in the Master Reference frame.</p>
<p>You can quickly select any corner by using the Corner selector buttons in the Nudge control panel. In the image below, the user is selecting the upper right corner in preparation for nudging operations. Deselecting the Inactive Traces button will cause the display to hide the traces of the inactive Reference Points.</p>
<p>This is helpful if you have a corner with numerous Reference Points offsetting it. When you see a drift, carefully cycle through the timeline and look for where the motion starts to change direction.</p>
<p>A frame before this, adjust your drift, then go halfway between your master frame and the adjusted frame to check for any further drift. If you keep working by checking halfway between each keyframe you set, you will reduce the amount of keyframes required. If you end up with adjustment keyframes on a large amount of frames it may be better retry the track.</p>
<p>AdjustTrack is aimed to help reduce small anomalies and fix drift when a tracked corner has become obscured. If you are fixing every second keyframe it means you have more than a simple drift. Good rotoscoping artists often think like animators, reverse engineering the movements, the easing in and outs, the holds and overshoots of objects, and set their keyframes accordingly. In general, the fewer the keyframes, the better your mattes will look. Too many keyframes will cause the edges to ‘chatter’ and move unnaturally.</p>
<p>Too few keyframes will cause the shapes to drift and lose definition. Finding the right number and placement of keyframes often comes with experience but there are a few things to keep in mind when rotoscoping. There is no such thing as a perfect matte. Rotoscoping is an art form that takes into account the background image, the movement of the object, and the new elements to be composited in the background.</p>
<p>Try to start your shape at its most complex point in time, where it will need the most control points. Break a complex shape into multiple simple shapes. If you are rotoscoping a humanoid form and an arm becomes visible, consider rotoscoping the arm as its own element, rather than adding extra points on the body that will serve no purpose when the arm is obscured. Imagine you are the animator who created the shot.</p>
<p>What would your dope sheet look like? No matter the medium, whether CG, live action or otherwise, most movements are rarely linear. They normally move in arcs; they normally accelerate in and out of stopped positions. Try and understand the mechanics behind how things are moving in your shot. This will help you to minimize keyframes. Watch and study the shot before you start working.</p>
<p>Where are the changes in directions? These will normally have keyframes. Where are the starts and stops? Are there camera moves that can be stabilized to make your work easier? Beginning roto artists often make the mistake of trying to fix a flawed approach by adding more and more keyframes. Experienced roto artists learn to quickly identify an inferior approach and are unashamed to trash their work and start over, often many, many times. It is very difficult to get a good matte without a conscious effort to keep the keyframes to a minimum.</p>
<p>While you can refine a shape you have tracked to do your rotoscoping, the recommended way is to do a rough shape to track something and then link your roto to that track. This reduces the amount of work required when you are dealing with complex shapes, as you will not have to track and refine each shape as you go. Another reason is reducing the amount of data needed in your project file.</p>
<p>It also helps to remember that your spline shape is linked to your tracking data and not the other way around. First of all you want to reduce as much manual work as possible by tracking. In the example below, the front and side plane of the car is being tracked For a more detailed coverage of tracking, see the Tracking Basics documentation. This means the tracked shape will not be confused with any roto shapes you are making. Once you have a track for a layer we recommend that you add a new layer to use for the actual roto spline, rather than refining the spline you used for the actual track as you might need to do more tracking with it later.</p>
<p>You will see that a new layer is automatically created. Rename the new layer and link it to the movement of your already tracked layer by selecting it from the ‘Link to Track’ dropdown in the layer properties panel. Now you have linked the rotoscoping layer to a track, you need to go over the timeline and make sure the roto is correctly animated.</p>
<p>Often you will need to tweak your shape for it to fit correctly, adding new keyframes. Autokey is on by default, so you just need to move along the timeline and adjust your points where necessary keyframes turn up in the timeline as green dots. The tracking data will help for the majority of the motion. You can also add additional shapes to the same layer using one of the “Add Spline to Layer” tools. This is useful for when you need to do minor adjustments across many points separately.</p>
<p>Edges can be feathered either by dragging out feathers point by point using the edge pointer tools in the toolbar or by using the parameters in the Edge Properties panel. A feathered edge will occur between the inner and outer spline points. For example, if you deselect all points by clicking anywhere on the canvas you can then use the Set button to apply the default 3 pixel edge width. Because no points are selected the value is applied to all points on the current layer.</p>
<p>You can then tweak the position of all spline points to ensure that the inner red spline is inside the edge and the outer blue spline is outside the edge. In many instances one track will not be enough. You may need to track more than one plane to drive different sets of roto. In the car example, we have to track the front and the side to get an accurate track for each planar region to assist the roto effectively. In the case of organic shapes, like people, you will have to break your tracks down to handle the different movement between the torso and the arms etc.</p>
<p>Use this tool with care, as it is not setting any keyframes per se, it is offsetting any and all keyframe data on the points you move while it is on. Use with care. If you wish to make adjustments to a particular range, set the In and Out points to that range. You can translate, rotate and scale selected points as a group by using the corresponding tools listed in the toolbar. You can turn on and off individual points in a spline.</p>
<p>When they are off, you can still see the points, they can still be animated, but they are not contributing mathematically to the spline. This allows you to have a complex spline only when you need it, rather than having to deal with superfluous points in parts of the shot when they are not needed. You will see the curve change shapes, but the points will remain. You can use the movement of the individual spline points to determine motion blur.</p>
<p>You can control the amount of blur by changing the motion blur value in the Edge Properties panel. Angle simulates how long the shutter is open for if we were viewing through a real camera, so the range is between:. The reason we refer to angle as opposed to “amount” is that camera shutters used to open with a rotary action, so a smaller angle would let in less light, and thus reduce motion blur. Because Phase is based on the shutter angle you can adjust between the range and i.</p>
<p>The steps of motion blur you want to render. The lower the quality, the faster the render speed. The default is 0. Although not necessary in this example, note that you can change how mattes are blended in the Layer Properties panel.</p>
<p>In the View Controls, several options are offered for viewing your mattes. The Matte drop down is has options to view all mattes, just the mattes you have selected or no mattes. You may wish to rotoscope against a particular color. When you have your Mattes turned on, you may choose for the matte to be filled with a color instead of cutting out the object, using Colorize.</p>
<p>You can adjust the opacity of the color fill by changing the blend value to the right of the Colorize button. The color used by Colorize is derived from the Selected and Unselected properties of the Overlay Colors panel, which can be changed per layer. If you want to get a better view of your roto, you can get a better view by turning off some overlays. This allows you to view the actual rendered mattes, which can be especially useful when tweaking motion blur.</p>
<p>The motion blur you normally see in your canvas is an OpenGL preview and can differ slightly from the actual render. Because you can choose specific layers for export when you render, a render pass is created for each layer. If you want to draw open splines, you can simply hold shift when you right-click to finish the spline.</p>
<p>This will open the shape up. You can open an existing shape using the Open Spline shortcut key by default this is ‘o’. You can close an existing shape using the Close Spline shortcut key by default this is ‘c’.</p>
<p>Naming layers is very important to save yourself time later, especially if you are doing a heavy rotoscoping job. Get into the habit of labeling each layer with specific names. If you are working on a tight roto it can sometimes be easier to turn the spline off and just see the matte with the control points. To do this:. If your other view options are at default settings you should now see the matte in the viewer with only the tangents and control points visible.</p>
<p>The Magnetic Tool draws a pixel line that snaps to the nearest edge to where the cursor lies, tracing the shortest path from any previous click. Similarly, if you go off the edge of the frame, the magnetic tool will also switch to Freehand mode, so you can freely continue the shape. One you have completed a drawn line, you can either click back on the original point, or right-click. X-Splines generated by the Magnetic and Freehand tools have a fairly high point count to match the subtle changes in the line.</p>
<p>Finish drawing the line and right-click. This will automatically switch your cursor to the selection tool. You can snap the control points of any spline to edges of an object by using the Edge Snapping tool. Keep in mind this will naturally try to find the most visible edge, so in some cases snap may not find the edge you want. In these cases it may need to be adjusted manually. Paint strokes that cross over an existing layer spline will intersect with that spline, or subtract from it if you are using the alt modifier key.</p>
<p>Once done, you can turn off Quick Mask if it is on or just release the mouse button and a spline will be generated. For finer control, the brush size will also change according to the set pressure sensitivity from a drawing tablet. Quick Mask stops the Area Brush tool from generating a spline as soon as you release the mouse or lift the tablet pen Once you have painted what you need, you can turn Quick Mask off by pressing the button and the spline will be generated.</p>
<p>The number in the field is a pixel diameter. Any gap in a closed painted area that is smaller than the number in the field will be filled. For example:. A large fill gap setting is useful for quickly circling an object with paint to make a filled spline. The tool is under the main Area Brush icon.</p>
<p>Just press and hold the toolbar icon to select the brush from the list:. Once done, you can turn off Quick Mask if it is on or just release the mouse button and the resulting spline intersect with the existing layer splines:. If Quick Mask mode is off, this will erase the existing spline if you are using the Add Area Brush tool. Just paint as normal holding down the modifier key:. Draw a new basic shape and track the object you want to rotoscope as outlined above in “Stereo Tracking”.</p>
<p>Click the “Link to track” drop down in Layer Properties and choose the previously tracked layer. When you switch to the non-Hero view the rotoscoping will be offset by the tracking data. While this will not completely refine the result, it will save you a lot of time. Whenever you manipulate a control point in the Hero view it will offset that control point in the non-Hero view. When you start to tweak the non-Hero view it will also generate new keyframes for that view only and will not affect the Hero view.</p>
<p>You can see these keyframes represented in the timeline by split left and right keys. If you wish to directly modify the control point in both views when working in either view, you can turn on the “Apply Keyframe Changes to All Views” button at the very end of the timeline controls to the right.</p>
<p>If you need to offset your tracking or roto manually see below , you can use the Difference 3D view to help align the layer. Turn on Difference mode. Offset X and Y until the screen gets as close to blank middle grey as possible. You can optionally also adjust the other Stereo parameters. The corner pin data records and exports the 4 point x, y information from either the adjusted track or the raw track.</p>
<p>There are three different types of corner pin exports — two for recent After Effects versions and one for CS3 and older versions of After Effects. The Power pin data is very much like corner pin, but the exported effect gives you more control over the results in After Effects.</p>
<p>The transform data exports x and x positions as well as the scale and rotation for the whole surface. If you click Save , this will display a file browser for saving the tracking data for use later.</p>
<p>If you are saving to file you will need to open the text file you saved with the data, select the entire body of text and copy it. Select the item on the timeline that is the insert object.</p>
<p>Paste the data to the selected layer. If you are pasting transform data rather than corner pin data then you will need to delete the anchor point keyframes to see a result.</p>
<p>We export both position and anchor point keyframes so that stabilization or tracking can be achieved. See below. If your insert is not the same size as the dimensions of the composition in After Effects, you will need to take a few further steps to make sure your corner pin data fits correctly.</p>
<p>The reason for this is that tracking data is basing itself on the relative size and aspect ratio of the footage, whereas After Effects treats the corner pin data relative to the size of the layer you are applying it to. To get around this, you can take the following steps to modify the insert layer in After Effects:. Open the Precomp you just made and fit the layer to the composition dimensions Layer Transform Fit to Comp.</p>
<p>Apply a manual corner pin to your insert layer in After Effects and place it in the desired position for any frame. In Mocha, go to the same frame in the footage you applied the corner pin to in After Effects and select the track.</p>
<p>On this frame, turn on your surface and click “Align Surface” in the Layer Properties panel. This will apply the tracking data relative to the full dimensions of the footage instead. If you need to adjust the insert, just open the precomposed layer and tweak the manual corner pin you made.</p>
<p>Track your footage as normal, then turn on the Surface button and center the surface box on the area you wish to use as the stabilize center. Export the tracking data in the After Effects Transform format.</p>
<p>Select the Invert checkbox option. Switch to After Effects, select the layer you wish to apply the stabilize data to and paste it to that layer. Alternatively you can also use the After Effect Corner Pin export using Invert in the same way to get a correctly warped stabilized image. This section explains how to export tracking data in a format readable to Silhouette Tracker nodes, how to import the data into Silhouette and how to use it for match move tasks.</p>
<p>Track an object in the usual way, and use AdjustTrack to correct for any drift if necessary. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately. You can then use a ‘Composite’ or ‘Math Composite’ to combine the corner pinned image over the top of the background image:. This example illustrates how to export Basic Motion data to Final Cut Pro or Final Cut Express, and use it to matchmove one clip to another, with translation, rotation and scale.</p>
<p>The exported tracking points will be the four corner points of the Surface, so you should position these appropriately before export. The distort option exports the 4 point x, y information from either the adjusted track or the raw track. The points exported are the four corners of the surface.</p>
<p>The basic motion option exports x and y positions as well as the scale and rotation for the whole surface. The position exported is the center of the surface. Now click Save. This will display a file browser; you need to select a filename and directory for the files to be saved. Now open the Final Cut project where you want to use the tracking data.</p>
<p>If your original footage was a QuickTime file, then the new clip in Final Cut will point to this footage. If it was an image sequence, the clip will be connected to the first frame of the sequence, stretched to the duration of the whole clip. In most situations, you want to apply the tracking data to a different clip in your timeline. To do this, you can copy and paste the data from the imported clip onto any other. Drop your imported clip into the timeline, then select it and press Cmd-C to copy it to the clipboard.</p>
<p>Now select the clip you want to apply the tracking data to and press Opt-V Paste Attributes. You will see a dialog asking you to choose which data to paste. Depending on the kind of data you exported, tick either ‘Basic Motion’ or ‘Distort’ and untick all the other boxes.</p>
<p>To use our tracking data for stabilization in Final Cut, follow the same procedure as for a basic motion export, but tick the Invert checkbox in the export dialog. You can also copy the stabilized data onto another clip using Copy and Paste Attributes as before.</p>
<p>Many issues of track misalignment can be corrected by choosing the right film type, frame rate and interlacing settings in our software.</p>
<p>These controls are on the Clip page in the Film, Interlaced and Time tabs. In Final Cut, check the sequence settings to confirm the correct PAR for the clip, then use the equivalent setting when tracking in our software. If you have already tracked with the wrong film type setting, you will need to re-track after changing it.</p>
<p>This is usually caused by a frame rate mismatch. Check that the frame rate and interlacing settings match between final Cut and our software. This can be caused by a mismatch in the Final Cut Anamorphic setting. If you are working with anamorphic footage, ensure that you have the ‘Anamorphic’ setting checked in your Final Cut sequence settings, and in the clip properties.</p>
<p>You also need to use one of the anamorphic film types when tracking: any of the film types with ‘Anamorphic’ in the name should give correct results when importing the data into Final Cut. Next, choose ‘Motion basic transform. Inside Motion, you can either choose to open the exported file as a new project or drag it into an existing project.</p>
<p>You will see a Group containing the footage you tracked as well as a blue solid called “Surface”. If the surface layer does not automatically apply to the behavior, drag the surface layer onto the Match Move behavior. If you are just using transform, Match Move defaults to this option and you can set transform, scale and rotation. If you are using corner pin, select the ‘Four Corners’ option from the ‘Type’ drop down.</p>
<p>Check that the frame rate settings match between Motion and Mocha. This is normally due to the layer you are inserting not being the same frame size as your project media. You can fix this by either changing the insert to fit the dimensions, or scaling the insert inside motion to match the dimensions. If you are going to scale the layer to fit, you should do this step before you apply Match Move. This section explains how to export tracking data in a format readable by Apple Shake, how to import the data into Shake and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>To load the tracking data in a file into an existing Shake Script follow these steps:. At this point you have successfully imported your tracking data from Mocha into Shake. But what exactly did you import? The MatchMoveLayer is used to apply the tracking data to a foreground element that you wish to matchmove to a background.</p>
<p>It consists of two inputs, the background and the foreground. The foreground element will be the element you wish to apply the match moving data to. The foreground is connected to the left side input of the node while the original tracked background element goes into the right hand side.</p>
<p>The next node is the CornerPinLayer node. This node has a single input and works just like the left input of the MatchMoveNode. It takes your foreground element and applies the scaling, rotation, and translation data to it and prepares it for compositing into your next layer.</p>
<p>The last exported node is the Stabilizer Node. Just as the name implies, it takes all of the exported tracking data and uses that data to stabilize your input clip. With this node, for example, you may apply this data to the background element you tracked to make for an easier composite.</p>
<p>Now that you have successfully exported and imported your data into Shake you are ready to continue working on your project. This section explains how to export tracking data in a format readable by Nuke, how to import the data into Nuke and how to use it for match move, corner pinning and stabilization tasks. In Nuke, append a tracker to the background clip, e.</p>
<p>On the import Ascii dialog, press the folder button next to the file name, browse to the file you exported, select it, click ‘Open’ and then click ‘OK’.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke and Paste the data. Alternatively you can import your saved Nuke Script from the File menu.</p>
<p>You can export a Corner Pin straight to the clipboard or to a. If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data.</p>
<p>This section explains how to export tracking data in a format readable by Fusion, how to import the data into Fusion and how to use it for match move, corner pinning and stabilization tasks. Now import the clip that you want composited onto the background and tie the output of the clip to the input of the tracker node. In the settings of the tracker node, select the ‘Operation’ tab and select either ‘Corner Positioning’ or ‘Match Move’ to composite the insert clip on top of the background.</p>
<p>Notice that you can switch ‘Position’, ‘Rotation’ and ‘Scaling’ on and off for different effects. This section explains how to export tracking data in a format readable by Autodesk Inferno, Flame, Flint, Smoke and Combustion.</p>
<p>Select ‘Autodesk Flame Axis. In Combustion, create a layer with the foreground graphic and set the layer shape to ‘Four-Corner’. Now select all four corners of your layer, enable the ‘Tracker’ tab and select ‘Import Tracking Data. Activate the insert layer visibility and you will see that the insert layer is now tracked to the background element, even though the image is not sized correctly yet.</p>
<p>Select all trackers and set the mode to ‘Absolute’ to resolve this. If you prefer to import your data one point at a time you can instead select one track point and import the Ascii file with the corresponding tracking data. Remember to switch to ‘Absolute’ mode once all data has been imported.</p>
<p>Firstly, we will set-up a corner-pin composite in the Action module, to reproduce the basic compositing operation. Create a new Bilinear Surface. Go to Surface then click the S button next to Track. You should now be in the familiar stabilizer module.</p>
<p>For this example we are doing a corner-pin so we will need to use all four trackers. Now browse to the corresponding file, e. The files correspond to trackers as shown below. Repeat the process for the other three trackers, making sure that you use the correct files as shown in above. You should also mark each tracker as Active if it is not already. An alternative use for the tracking data is for stabilization.</p>
<p>You can use the Stabilizer module to do 1-, 2-, 3- or 4-point stabilization. In this example, we will do a 1-point stabilization to stabilize for position only, using the center point.</p>
<p>This is helpful if you have a corner with numerous Reference Points offsetting it. When you see a drift, carefully cycle through the timeline and look for where the motion starts to change direction. A frame before this, adjust your drift, then go halfway between your master frame and the adjusted frame to check for any further drift. If you keep working by checking halfway between each keyframe you set, you will reduce the amount of keyframes required.</p>
<p>If you end up with adjustment keyframes on a large amount of frames it may be better retry the track. AdjustTrack is aimed to help reduce small anomalies and fix drift when a tracked corner has become obscured. If you are fixing every second keyframe it means you have more than a simple drift.</p>
<p>Good rotoscoping artists often think like animators, reverse engineering the movements, the easing in and outs, the holds and overshoots of objects, and set their keyframes accordingly.</p>
<p>In general, the fewer the keyframes, the better your mattes will look. Too many keyframes will cause the edges to ‘chatter’ and move unnaturally. Too few keyframes will cause the shapes to drift and lose definition. Finding the right number and placement of keyframes often comes with experience but there are a few things to keep in mind when rotoscoping. There is no such thing as a perfect matte. Rotoscoping is an art form that takes into account the background image, the movement of the object, and the new elements to be composited in the background.</p>
<p>Try to start your shape at its most complex point in time, where it will need the most control points. Break a complex shape into multiple simple shapes. If you are rotoscoping a humanoid form and an arm becomes visible, consider rotoscoping the arm as its own element, rather than adding extra points on the body that will serve no purpose when the arm is obscured. Imagine you are the animator who created the shot. What would your dope sheet look like? No matter the medium, whether CG, live action or otherwise, most movements are rarely linear.</p>
<p>They normally move in arcs; they normally accelerate in and out of stopped positions. Try and understand the mechanics behind how things are moving in your shot. This will help you to minimize keyframes.</p>
<p>Watch and study the shot before you start working. Where are the changes in directions? These will normally have keyframes.</p>
<p>Where are the starts and stops? Are there camera moves that can be stabilized to make your work easier? Beginning roto artists often make the mistake of trying to fix a flawed approach by adding more and more keyframes. Experienced roto artists learn to quickly identify an inferior approach and are unashamed to trash their work and start over, often many, many times. It is very difficult to get a good matte without a conscious effort to keep the keyframes to a minimum.</p>
<p>While you can refine a shape you have tracked to do your rotoscoping, the recommended way is to do a rough shape to track something and then link your roto to that track. This reduces the amount of work required when you are dealing with complex shapes, as you will not have to track and refine each shape as you go. Another reason is reducing the amount of data needed in your project file.</p>
<p>It also helps to remember that your spline shape is linked to your tracking data and not the other way around. First of all you want to reduce as much manual work as possible by tracking. In the example below, the front and side plane of the car is being tracked For a more detailed coverage of tracking, see the Tracking Basics documentation.</p>
<p>This means the tracked shape will not be confused with any roto shapes you are making. Once you have a track for a layer we recommend that you add a new layer to use for the actual roto spline, rather than refining the spline you used for the actual track as you might need to do more tracking with it later. You will see that a new layer is automatically created. Rename the new layer and link it to the movement of your already tracked layer by selecting it from the ‘Link to Track’ dropdown in the layer properties panel.</p>
<p>Now you have linked the rotoscoping layer to a track, you need to go over the timeline and make sure the roto is correctly animated. Often you will need to tweak your shape for it to fit correctly, adding new keyframes. Autokey is on by default, so you just need to move along the timeline and adjust your points where necessary keyframes turn up in the timeline as green dots.</p>
<p>The tracking data will help for the majority of the motion. You can also add additional shapes to the same layer using one of the “Add Spline to Layer” tools. This is useful for when you need to do minor adjustments across many points separately.</p>
<p>Edges can be feathered either by dragging out feathers point by point using the edge pointer tools in the toolbar or by using the parameters in the Edge Properties panel. A feathered edge will occur between the inner and outer spline points. For example, if you deselect all points by clicking anywhere on the canvas you can then use the Set button to apply the default 3 pixel edge width.</p>
<p>Because no points are selected the value is applied to all points on the current layer. You can then tweak the position of all spline points to ensure that the inner red spline is inside the edge and the outer blue spline is outside the edge.</p>
<p>In many instances one track will not be enough. You may need to track more than one plane to drive different sets of roto. In the car example, we have to track the front and the side to get an accurate track for each planar region to assist the roto effectively.</p>
<p>In the case of organic shapes, like people, you will have to break your tracks down to handle the different movement between the torso and the arms etc. Use this tool with care, as it is not setting any keyframes per se, it is offsetting any and all keyframe data on the points you move while it is on. Use with care. If you wish to make adjustments to a particular range, set the In and Out points to that range.</p>
<p>You can translate, rotate and scale selected points as a group by using the corresponding tools listed in the toolbar. You can turn on and off individual points in a spline. When they are off, you can still see the points, they can still be animated, but they are not contributing mathematically to the spline. This allows you to have a complex spline only when you need it, rather than having to deal with superfluous points in parts of the shot when they are not needed.</p>
<p>You will see the curve change shapes, but the points will remain. You can use the movement of the individual spline points to determine motion blur. You can control the amount of blur by changing the motion blur value in the Edge Properties panel.</p>
<p>Angle simulates how long the shutter is open for if we were viewing through a real camera, so the range is between:. The reason we refer to angle as opposed to “amount” is that camera shutters used to open with a rotary action, so a smaller angle would let in less light, and thus reduce motion blur. Because Phase is based on the shutter angle you can adjust between the range and i.</p>
<p>The steps of motion blur you want to render. The lower the quality, the faster the render speed. The default is 0. Although not necessary in this example, note that you can change how mattes are blended in the Layer Properties panel. In the View Controls, several options are offered for viewing your mattes. The Matte drop down is has options to view all mattes, just the mattes you have selected or no mattes.</p>
<p>You may wish to rotoscope against a particular color. When you have your Mattes turned on, you may choose for the matte to be filled with a color instead of cutting out the object, using Colorize. You can adjust the opacity of the color fill by changing the blend value to the right of the Colorize button. The color used by Colorize is derived from the Selected and Unselected properties of the Overlay Colors panel, which can be changed per layer.</p>
<p>If you want to get a better view of your roto, you can get a better view by turning off some overlays. This allows you to view the actual rendered mattes, which can be especially useful when tweaking motion blur.</p>
<p>The motion blur you normally see in your canvas is an OpenGL preview and can differ slightly from the actual render. Because you can choose specific layers for export when you render, a render pass is created for each layer.</p>
<p>If you want to draw open splines, you can simply hold shift when you right-click to finish the spline. This will open the shape up. You can open an existing shape using the Open Spline shortcut key by default this is ‘o’. You can close an existing shape using the Close Spline shortcut key by default this is ‘c’. Naming layers is very important to save yourself time later, especially if you are doing a heavy rotoscoping job. Get into the habit of labeling each layer with specific names.</p>
<p>If you are working on a tight roto it can sometimes be easier to turn the spline off and just see the matte with the control points. To do this:. If your other view options are at default settings you should now see the matte in the viewer with only the tangents and control points visible.</p>
<p>The Magnetic Tool draws a pixel line that snaps to the nearest edge to where the cursor lies, tracing the shortest path from any previous click. Similarly, if you go off the edge of the frame, the magnetic tool will also switch to Freehand mode, so you can freely continue the shape. One you have completed a drawn line, you can either click back on the original point, or right-click. X-Splines generated by the Magnetic and Freehand tools have a fairly high point count to match the subtle changes in the line.</p>
<p>Finish drawing the line and right-click. This will automatically switch your cursor to the selection tool. You can snap the control points of any spline to edges of an object by using the Edge Snapping tool. Keep in mind this will naturally try to find the most visible edge, so in some cases snap may not find the edge you want. In these cases it may need to be adjusted manually. Paint strokes that cross over an existing layer spline will intersect with that spline, or subtract from it if you are using the alt modifier key.</p>
<p>Once done, you can turn off Quick Mask if it is on or just release the mouse button and a spline will be generated. For finer control, the brush size will also change according to the set pressure sensitivity from a drawing tablet. Quick Mask stops the Area Brush tool from generating a spline as soon as you release the mouse or lift the tablet pen Once you have painted what you need, you can turn Quick Mask off by pressing the button and the spline will be generated.</p>
<p>The number in the field is a pixel diameter. Any gap in a closed painted area that is smaller than the number in the field will be filled. For example:. A large fill gap setting is useful for quickly circling an object with paint to make a filled spline. The tool is under the main Area Brush icon. Just press and hold the toolbar icon to select the brush from the list:. Once done, you can turn off Quick Mask if it is on or just release the mouse button and the resulting spline intersect with the existing layer splines:.</p>
<p>If Quick Mask mode is off, this will erase the existing spline if you are using the Add Area Brush tool. Just paint as normal holding down the modifier key:. Draw a new basic shape and track the object you want to rotoscope as outlined above in “Stereo Tracking”.</p>
<p>Click the “Link to track” drop down in Layer Properties and choose the previously tracked layer. When you switch to the non-Hero view the rotoscoping will be offset by the tracking data. While this will not completely refine the result, it will save you a lot of time. Whenever you manipulate a control point in the Hero view it will offset that control point in the non-Hero view.</p>
<p>When you start to tweak the non-Hero view it will also generate new keyframes for that view only and will not affect the Hero view. You can see these keyframes represented in the timeline by split left and right keys. If you wish to directly modify the control point in both views when working in either view, you can turn on the “Apply Keyframe Changes to All Views” button at the very end of the timeline controls to the right.</p>
<p>If you need to offset your tracking or roto manually see below , you can use the Difference 3D view to help align the layer. Turn on Difference mode. Offset X and Y until the screen gets as close to blank middle grey as possible. You can optionally also adjust the other Stereo parameters. The corner pin data records and exports the 4 point x, y information from either the adjusted track or the raw track.</p>
<p>There are three different types of corner pin exports — two for recent After Effects versions and one for CS3 and older versions of After Effects. The Power pin data is very much like corner pin, but the exported effect gives you more control over the results in After Effects.</p>
<p>The transform data exports x and x positions as well as the scale and rotation for the whole surface. If you click Save , this will display a file browser for saving the tracking data for use later.</p>
<p>If you are saving to file you will need to open the text file you saved with the data, select the entire body of text and copy it. Select the item on the timeline that is the insert object. Paste the data to the selected layer. If you are pasting transform data rather than corner pin data then you will need to delete the anchor point keyframes to see a result.</p>
<p>We export both position and anchor point keyframes so that stabilization or tracking can be achieved. See below. If your insert is not the same size as the dimensions of the composition in After Effects, you will need to take a few further steps to make sure your corner pin data fits correctly. The reason for this is that tracking data is basing itself on the relative size and aspect ratio of the footage, whereas After Effects treats the corner pin data relative to the size of the layer you are applying it to.</p>
<p>To get around this, you can take the following steps to modify the insert layer in After Effects:. Open the Precomp you just made and fit the layer to the composition dimensions Layer Transform Fit to Comp. Apply a manual corner pin to your insert layer in After Effects and place it in the desired position for any frame. In Mocha, go to the same frame in the footage you applied the corner pin to in After Effects and select the track.</p>
<p>On this frame, turn on your surface and click “Align Surface” in the Layer Properties panel. This will apply the tracking data relative to the full dimensions of the footage instead. If you need to adjust the insert, just open the precomposed layer and tweak the manual corner pin you made. Track your footage as normal, then turn on the Surface button and center the surface box on the area you wish to use as the stabilize center.</p>
<p>Export the tracking data in the After Effects Transform format. Select the Invert checkbox option. Switch to After Effects, select the layer you wish to apply the stabilize data to and paste it to that layer. Alternatively you can also use the After Effect Corner Pin export using Invert in the same way to get a correctly warped stabilized image.</p>
<p>This section explains how to export tracking data in a format readable to Silhouette Tracker nodes, how to import the data into Silhouette and how to use it for match move tasks. Track an object in the usual way, and use AdjustTrack to correct for any drift if necessary. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately.</p>
<p>You can then use a ‘Composite’ or ‘Math Composite’ to combine the corner pinned image over the top of the background image:. This example illustrates how to export Basic Motion data to Final Cut Pro or Final Cut Express, and use it to matchmove one clip to another, with translation, rotation and scale. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately before export.</p>
<p>The distort option exports the 4 point x, y information from either the adjusted track or the raw track. The points exported are the four corners of the surface. The basic motion option exports x and y positions as well as the scale and rotation for the whole surface. The position exported is the center of the surface. Now click Save. This will display a file browser; you need to select a filename and directory for the files to be saved. Now open the Final Cut project where you want to use the tracking data.</p>
<p>If your original footage was a QuickTime file, then the new clip in Final Cut will point to this footage. If it was an image sequence, the clip will be connected to the first frame of the sequence, stretched to the duration of the whole clip. In most situations, you want to apply the tracking data to a different clip in your timeline. To do this, you can copy and paste the data from the imported clip onto any other.</p>
<p>Drop your imported clip into the timeline, then select it and press Cmd-C to copy it to the clipboard. Now select the clip you want to apply the tracking data to and press Opt-V Paste Attributes. You will see a dialog asking you to choose which data to paste. Depending on the kind of data you exported, tick either ‘Basic Motion’ or ‘Distort’ and untick all the other boxes.</p>
<p>To use our tracking data for stabilization in Final Cut, follow the same procedure as for a basic motion export, but tick the Invert checkbox in the export dialog. You can also copy the stabilized data onto another clip using Copy and Paste Attributes as before. Many issues of track misalignment can be corrected by choosing the right film type, frame rate and interlacing settings in our software. These controls are on the Clip page in the Film, Interlaced and Time tabs.</p>
<p>In Final Cut, check the sequence settings to confirm the correct PAR for the clip, then use the equivalent setting when tracking in our software. If you have already tracked with the wrong film type setting, you will need to re-track after changing it. This is usually caused by a frame rate mismatch. Check that the frame rate and interlacing settings match between final Cut and our software. This can be caused by a mismatch in the Final Cut Anamorphic setting.</p>
<p>If you are working with anamorphic footage, ensure that you have the ‘Anamorphic’ setting checked in your Final Cut sequence settings, and in the clip properties. You also need to use one of the anamorphic film types when tracking: any of the film types with ‘Anamorphic’ in the name should give correct results when importing the data into Final Cut. Next, choose ‘Motion basic transform.</p>
<p>Inside Motion, you can either choose to open the exported file as a new project or drag it into an existing project. You will see a Group containing the footage you tracked as well as a blue solid called “Surface”.</p>
<p>If the surface layer does not automatically apply to the behavior, drag the surface layer onto the Match Move behavior. If you are just using transform, Match Move defaults to this option and you can set transform, scale and rotation. If you are using corner pin, select the ‘Four Corners’ option from the ‘Type’ drop down. Check that the frame rate settings match between Motion and Mocha. This is normally due to the layer you are inserting not being the same frame size as your project media.</p>
<p>You can fix this by either changing the insert to fit the dimensions, or scaling the insert inside motion to match the dimensions. If you are going to scale the layer to fit, you should do this step before you apply Match Move. This section explains how to export tracking data in a format readable by Apple Shake, how to import the data into Shake and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>To load the tracking data in a file into an existing Shake Script follow these steps:. At this point you have successfully imported your tracking data from Mocha into Shake.</p>
<p>But what exactly did you import? The MatchMoveLayer is used to apply the tracking data to a foreground element that you wish to matchmove to a background.</p>
<p>It consists of two inputs, the background and the foreground. The foreground element will be the element you wish to apply the match moving data to. The foreground is connected to the left side input of the node while the original tracked background element goes into the right hand side.</p>
<p>The next node is the CornerPinLayer node. This node has a single input and works just like the left input of the MatchMoveNode. It takes your foreground element and applies the scaling, rotation, and translation data to it and prepares it for compositing into your next layer.</p>
<p>The last exported node is the Stabilizer Node. Just as the name implies, it takes all of the exported tracking data and uses that data to stabilize your input clip. With this node, for example, you may apply this data to the background element you tracked to make for an easier composite.</p>
<p>Now that you have successfully exported and imported your data into Shake you are ready to continue working on your project.</p>
<p>This section explains how to export tracking data in a format readable by Nuke, how to import the data into Nuke and how to use it for match move, corner pinning and stabilization tasks. In Nuke, append a tracker to the background clip, e. On the import Ascii dialog, press the folder button next to the file name, browse to the file you exported, select it, click ‘Open’ and then click ‘OK’. If you choose Copy to Clipboard you can immediately switch over to Nuke and Paste the data.</p>
<p>Alternatively you can import your saved Nuke Script from the File menu. You can export a Corner Pin straight to the clipboard or to a. If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. This section explains how to export tracking data in a format readable by Fusion, how to import the data into Fusion and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>Now import the clip that you want composited onto the background and tie the output of the clip to the input of the tracker node. In the settings of the tracker node, select the ‘Operation’ tab and select either ‘Corner Positioning’ or ‘Match Move’ to composite the insert clip on top of the background.</p>
<p>Notice that you can switch ‘Position’, ‘Rotation’ and ‘Scaling’ on and off for different effects. This section explains how to export tracking data in a format readable by Autodesk Inferno, Flame, Flint, Smoke and Combustion.</p>
<p>Select ‘Autodesk Flame Axis. In Combustion, create a layer with the foreground graphic and set the layer shape to ‘Four-Corner’. Now select all four corners of your layer, enable the ‘Tracker’ tab and select ‘Import Tracking Data. Activate the insert layer visibility and you will see that the insert layer is now tracked to the background element, even though the image is not sized correctly yet.</p>
<p>Select all trackers and set the mode to ‘Absolute’ to resolve this. If you prefer to import your data one point at a time you can instead select one track point and import the Ascii file with the corresponding tracking data. Remember to switch to ‘Absolute’ mode once all data has been imported. Firstly, we will set-up a corner-pin composite in the Action module, to reproduce the basic compositing operation.</p>
<p>Create a new Bilinear Surface. Go to Surface then click the S button next to Track. You should now be in the familiar stabilizer module. For this example we are doing a corner-pin so we will need to use all four trackers.</p>
<p>Now browse to the corresponding file, e. The files correspond to trackers as shown below. Repeat the process for the other three trackers, making sure that you use the correct files as shown in above. You should also mark each tracker as Active if it is not already.</p>
<p>An alternative use for the tracking data is for stabilization. You can use the Stabilizer module to do 1-, 2-, 3- or 4-point stabilization. In this example, we will do a 1-point stabilization to stabilize for position only, using the center point. You should now see the key-frames loaded and be able to process. If you want to use more points to stabilize zoom, rotation, affine and perspective moves, just load the corner tracks as described in the Corner Pin section. Create a scaffold with a the image you want to insert Make it a bicubic since you want a 4-corner pin deformation.</p>
<p>You can save the data as a text file and import it. On your DS v Now right-click “R1 Tracker Y” and select “Import tracking coordinates”. HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with either a Quad Warp for corner pin or the layer with transform animation applied for Transform. You can then either relink the media in the composite file to the desired insert, or copy the Effect or Keyframes to the desired media in your existing composite.</p>
<p>In the Quantel system, select the TrackImport plug-in, and use the plug-ins file browser interface to select the tracking data file to import. Then click ‘Settings’ and choose ‘Tracker’ in the settings window and click ‘Save’. The tracking data can now be used in a manner identical to tracking data generated within the Quantel system.</p>
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<p>Dating Profile. Check that the frame rate settings match between Motion and Mocha. This is normally due to the layer you are inserting not being the same frame size as your project media. You can fix this by either changing the insert to fit the dimensions, or scaling the insert inside motion to match the dimensions.</p>
<p>If you are going to scale the layer to fit, you should do this step before you apply Match Move. This section explains how to export tracking data in a format readable by Apple Shake, how to import the data into Shake and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>To load the tracking data in a file into an existing Shake Script follow these steps:. At this point you have successfully imported your tracking data from Mocha into Shake.</p>
<p>But what exactly did you import? The MatchMoveLayer is used to apply the tracking data to a foreground element that you wish to matchmove to a background. It consists of two inputs, the background and the foreground. The foreground element will be the element you wish to apply the match moving data to. The foreground is connected to the left side input of the node while the original tracked background element goes into the right hand side.</p>
<p>The next node is the CornerPinLayer node. This node has a single input and works just like the left input of the MatchMoveNode. It takes your foreground element and applies the scaling, rotation, and translation data to it and prepares it for compositing into your next layer.</p>
<p>The last exported node is the Stabilizer Node. Just as the name implies, it takes all of the exported tracking data and uses that data to stabilize your input clip. With this node, for example, you may apply this data to the background element you tracked to make for an easier composite. Now that you have successfully exported and imported your data into Shake you are ready to continue working on your project. This section explains how to export tracking data in a format readable by Nuke, how to import the data into Nuke and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>In Nuke, append a tracker to the background clip, e. On the import Ascii dialog, press the folder button next to the file name, browse to the file you exported, select it, click ‘Open’ and then click ‘OK’.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke and Paste the data. Alternatively you can import your saved Nuke Script from the File menu.</p>
<p>You can export a Corner Pin straight to the clipboard or to a. If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. The PowerMesh to Nuke Tracker creates a single Nuke tracker node with individual tracker points representing every vertex in the PowerMesh.</p>
<p>This versatile export means you have access to numerous tracking points across your scene without having to set up individual tracks or corner pins. You can export a PowerMesh-based Nuke Tracker straight to the clipboard or to a. If you choose Copy to Clipboard you can switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data.</p>
<p>This section explains how to export tracking data in a format readable by Fusion, how to import the data into Fusion and how to use it for match move, corner pinning and stabilization tasks. Now import the clip that you want composited onto the background and tie the output of the clip to the input of the tracker node.</p>
<p>In the settings of the tracker node, select the ‘Operation’ tab and select either ‘Corner Positioning’ or ‘Match Move’ to composite the insert clip on top of the background.</p>
<p>Notice that you can switch ‘Position’, ‘Rotation’ and ‘Scaling’ on and off for different effects. This section explains how to export tracking data in a format readable by Autodesk Inferno, Flame, Flint, Smoke and Combustion. Select ‘Autodesk Flame Axis.</p>
<p>In Combustion, create a layer with the foreground graphic and set the layer shape to ‘Four-Corner’. Now select all four corners of your layer, enable the ‘Tracker’ tab and select ‘Import Tracking Data. Activate the insert layer visibility and you will see that the insert layer is now tracked to the background element, even though the image is not sized correctly yet.</p>
<p>Select all trackers and set the mode to ‘Absolute’ to resolve this. If you prefer to import your data one point at a time you can instead select one track point and import the Ascii file with the corresponding tracking data.</p>
<p>Remember to switch to ‘Absolute’ mode once all data has been imported. Firstly, we will set-up a corner-pin composite in the Action module, to reproduce the basic compositing operation. Create a new Bilinear Surface. Go to Surface then click the S button next to Track. You should now be in the familiar stabilizer module. For this example we are doing a corner-pin so we will need to use all four trackers.</p>
<p>Now browse to the corresponding file, e. The files correspond to trackers as shown below. Repeat the process for the other three trackers, making sure that you use the correct files as shown in above. You should also mark each tracker as Active if it is not already. An alternative use for the tracking data is for stabilization.</p>
<p>You can use the Stabilizer module to do 1-, 2-, 3- or 4-point stabilization. In this example, we will do a 1-point stabilization to stabilize for position only, using the center point. You should now see the key-frames loaded and be able to process. If you want to use more points to stabilize zoom, rotation, affine and perspective moves, just load the corner tracks as described in the Corner Pin section.</p>
<p>Create a scaffold with a the image you want to insert Make it a bicubic since you want a 4-corner pin deformation. Save the file to disk. Mistika at this time does not support clipboard pasting of the track data. Choose the type of data you wish to apply in Apply To. Note, you will have to have more than one tracker selected to use Rotation and Size.</p>
<p>In Apply, select the type of move you wish to do, eg. Move for matchmoves or Stabilize for stabilization. Some effects or shapes only support translation data. In these situations Rotation and Size will have no effect. You can save the data as a text file and import it. On your DS v Now right-click “R1 Tracker Y” and select “Import tracking coordinates”. HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with either a Quad Warp for corner pin or the layer with transform animation applied for Transform.</p>
<p>You can then either relink the media in the composite file to the desired insert, or copy the Effect or Keyframes to the desired media in your existing composite. In the Quantel system, select the TrackImport plug-in, and use the plug-ins file browser interface to select the tracking data file to import. Then click ‘Settings’ and choose ‘Tracker’ in the settings window and click ‘Save’.</p>
<p>The tracking data can now be used in a manner identical to tracking data generated within the Quantel system. To import the tracking data into the plugin, you start by selecting an available Data slot and then either paste from the clipboard or open the exported file:. Once imported, you can then adjust your scene to fit the data.</p>
<p>It is important to make sure you check the warnings and correct any relevant items before setting up your rig:. If there is a warning about format mismatch, click the green “Import Format” link in the MochaBlend window. If there is a warning about no camera rig, click the green “Create Rig” or “Set Active Rig” according to your needs. Finally make sure that you click the “Set Timeline to Data” if your project timeline is different from the frame range you tracked in Mocha.</p>
<p>You can then go ahead and tweak individual settings in the MochaBlend plugin. See MochaBlend documentation for further information on working with tracking data in the plugin.</p>
<p>Exporting stereo Track data from Mocha is the same as exporting in mono mode, however when you are in multiview mode you can choose the view you want to export. Select the view you want to export or check “Export all views” if it is available for that export format.</p>
<p>Click “Copy to Clipboard” or “Save” depending on your preference. Note that some exports only allow you to save the data. Mocha exports a flat mesh with X and Y coordinates for each mesh vertex generated via the Mesh parameter in the Track module. The export also includes a camera to make sure the mesh is projected correctly to the original footage dimensions.</p>
<p>Alembic meshes also contain UV mapping so you can easily warp a texture to the mesh without needing to set them up yourself. Track a layer using PowerMesh by selecting the “Mesh” parameter and generating a mesh. See the PowerMesh section for more details on Mesh tracking.</p>
<p>Choose “Alembic Mesh Data. By default the number in the field is the frame you generated the mesh on. You can use the ReadGeo in combination with the Scanline Renderer node to composite warped textures over the top of the original footage:. If you view the node, the mesh should now be correctly projected over the top. Add an image or material to the ‘img’ input of the ReadGeo node. This will then project the texture onto the Mesh. You can use the ABC node in combination with the Renderer3D node to composite warped textures over the top of the original footage:.</p>
<p>Merge the Renderer3D node over the top of your source footage node. If you view the Merge node, the mesh should now be correctly projected over the top. Add an image or material to the input of the mesh node that is the same as your mocha layer name. Similar to meshes, this alembic format provides just the transform information for the vertices in the mesh along with the camera. Vertex transforms can be interpreted by supporting hosts in different ways.</p>
<p>For example, in Nuke they are imported as a point cloud, but in Blender they may import as nulls linked to transforms. The render dialog will give you options to choose either the currently selected layer, all visible layers or all the layers in the project.</p>
<p>Index Start: The number to start the exported sequence from. By default this is the first frame in the timeline. This currently only supports ProRes. The render dialog also allows you to render to single footage streams or a combined stream via EXR. All Visible: Only the layers that have visibility turned on in the layer controls.</p>
<p>By matte color: The same as Grayscale, only the mattes are colored according to what you defined each layer matte color to be in the Layer Controls. To single footage stream: Renders all views to a single file. If you have chosen to render the current view or separate footage streams, the view abbreviation will be suffixed to the rendered export automatically, so there is no need to define this in the file name.</p>
<p>The ‘plane’ that was generated by the Planar Tracker. This defines the overall movement of the shape s. When you are ready to export, select Export Shape Data button. On the dialog that opens, choose if to export the selected layer, all visible layers or all layers. When you have made the right selection, click Copy to Clipboard , then switch to After Effects.</p>
<p>In After Effects, import the same footage and ensure that the frame rate and pixel aspect ratio are the same as those used when generating the shape. Bring the footage into a composition, then select Edit Paste to add the shape effects to the composition. Each shape exported will come across as its own plug-in effect.</p>
<p>You can choose to change the blend mode from the one assigned to the shape by selecting Multiply, Add or Subtract from the dropdown menu. If you have created the shape with feathered edges but wish to switch these off, untick this parameter. Note that if you have not created feathered edges this will have no effect. This setting allows you to choose between various render effects.</p>
<p>The default is the ‘Shape cutout’ which uses the matte to cut out the corresponding area in the background footage. Note that the Opacity setting affects this color fill, allowing you to blend it with the background footage. Defines the color of the color fill applied when selecting the ‘Color composite’ render type. Defines the opacity of the color fill applied when selecting the ‘Color composite’ render type. You can also apply the masks to most effects, by adding the effect to your clip, selecting the effect in the Effects panel and pasting.</p>
<p>When you have made the right selection, click Save and select a destination to save the XML file to, then switch to Final Cut. To use the shape to composite the rotoscoped object over a new background, simply place the Mocha shape sequence in a video track above the background sequence.</p>
<p>If you want access to the actual matte, individual layers of the matte or control that affect the appearance of the matte, double click on the Mocha shape sequence to reveal the two main sequences it consists of – the original sequence and the ContourSequence. Double clicking the ContourSequence will reveal the individual layers that the ContourSequence consists of.</p>
<p>Dragging a layer into the viewer and selecting ‘Controls’ will give you access to controls of that layer, as shown below. This makes it easier to change the mask data in Flame or attach other nodes to the Axis tracking data. Flame Tracer [Basic]. Flame Gmask Script. A dialog will show with a drop-down containing 3 different saving options. Choose the target application and hit Save. The data going into the file is not binary, and is shown in the dialog so that you may copy and paste it directly into a text editor if you prefer to work that way.</p>
<p>Because of differences in the way Splines are handled in the application, maintaining accurate keyframe interpolation between our software and the other applications requires that the exported shapes have a keyframe on every frame.</p>
<p>HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with shape masks.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the shape data to and Paste the data. You have the option of exporting Basic Roto data which bakes the keyframes, or Transform and Shape data which separates the tracking data from the manual keyframes.</p>
<p>The SplineWarp node exports each layer as a joined set of splines with the spline keyframes separate from the tracked data which is set in each curves transform. For example if you only have 1 tracked layer to export, Mocha will export that layer to SplineWarp as two joined splines in A. To import the shape data into Fusion, either paste directly into the Fusion Flow View or open the comp file from the file menu.</p>
<p>The Mocha layers will come in as separate nodes into the Flow View. To import the shape data into the plugin, you start by selecting an available slot in MochaBlend and then either paste or open the data file:. You can then go ahead and create the splines under the Objects settings. See MochaBlend documentation for further information on working with shape data in the plugin.</p>
<p>Exporting stereo Shape data from Mocha is the same as exporting in mono mode, however now you can choose the view you want to export. If you would prefer the nodes to be separate, export using the different views instead of checking the all views option.</p>
<p>The range of frames you wish to export. If you choose to export the full range but have not rendered all your frames, the next drop down, “Revert to clip” will be used. Choose how to export frames that have not been rendered. If you choose None or the current clip to export, black frames will be exported for non-rendered frames.</p>
<p>By default, this will just export the flattened render Color , but if your render has alpha you can choose this also. To single stream: Renders all views to a single file. This is particularly useful if you cannot get a good track on the plane you need, as you can track other planes in the shot and use them to give you track in 3D space instead. As we are dealing with 3D calculations rather than 2D planar projections, the workflow is slightly different to a usual planar track.</p>
<p>In order to get a good camera solve you must first identify what type of track it is. Mocha recognizes three types of camera situations:.</p>
<p>Pan, tilt. PTZ cameras are looking for overall movement in the camera plane, rather than changes in the physical planes within your scene. Small Parallax is where the camera is not fixed to one point in space and has a lot of mid-ground planes that can be tracked. Large Parallax is where the camera is not fixed to one point in space and has trackable planes very close to the camera.</p>
<p>It is referred to as Large Parallax because closer objects move at much greater perspective and distance to the camera than objects further away. PTZ solves are a little different from perspective solves in that they only need to look for how the camera is behaving when fixed, such as on a tripod.</p>
<p>Locate a large area in the shot that can be tracked. If your track pans around more than around 60 degrees, stop the track and create another shape to continue tracking. The second shape will need to start further back in time than where the first one stopped tracking, so their tracking information overlaps on the timeline. This will help the solver blend together the tracking information of multiple shapes. Turn on the process cog for all tracked layers you wish to use for the solve.</p>
<p>Do NOT select layers that track moving objects: The camera movement is determined by static objects. See Exporting Camera Solves for details on how to export moving objects to 3D after a solve. If you select Pan, Tilt, Zoom , set the focal length. Most commonly this will be mm. You can choose more than one if the focal length changes.</p>
<p>Also choose Zooming if the is any camera zoom in the shot. Once Mocha finishes solving the shot, you can then export the solved scene. See Exporting Camera Solves for further details.</p>
<p>Small Parallax shots require at least 2 non-coplanar tracks to solve the scene. Non-coplanar means not on the same plane as each other. Examples of non-coplanar areas include:. Two camera-facing areas at noticeably different distances from the camera, such as one building in front of another.</p>
<p>Locate planar areas in the mid-ground of the shot that can be tracked. These objects should not be moving in the shot, so choose areas like walls, ground, tree trunks etc. Planes too close or too far away from the camera may not help a Small Parallax solve. Turn on the grid so you can see how the planes are moving. Adjust the surface to fit the planar perspective if you need to see this movement more accurately.</p>
<p>If you lose the track due to obstructions or the object moving off screen, stop the track and create another shape to continue tracking.</p>
<p>Choose either Auto to let Mocha guess the right solve, or choose Small Parallax from the drop-down. If you select Small Parallax , set the focal length. Like Small Parallax, Large Parallax shots also require at least 2 non-coplanar tracks to solve the scene.</p>
<p>See examples of non-coplanar areas above. Locate planar areas in the shot that can be tracked. Choose either Auto to let Mocha guess the right solve, or choose Large Parallax from the drop-down. If you select Large Parallax , set the focal length. When a solve is complete, the Solve Quality bar will tell you how accurate the solve has been. If you get a poor percentage check to make sure your tracks are locked on accurately, add additional layers to help the solver or try a different solve type or focal distance.</p>
<p>Camera solves also work with Multiview footage. Like with tracking, a stereo camera solve is designed to be as similar to the Mono process as possible. Select the layers in the layer control panel you want to solve with. See full documentation for more information.</p>
<p>You can then export out to left and right views, or for Standard FBX, you can export full Stereo cameras. The full stereo camera solve FBX presently works in Maya. Select the layers you used to do the initial solve in the layer panel these are still selected if you have just completed a camera solve. These layers are normally tracked to static objects, such as walls, ground, a parked vehicle, a dinosaur fossil etc.</p>
<p>When you paste into After Effects you will get a camera and a number of nulls depending on the type of solve you did. PTZ will only export a single null to help define the camera motion. The other 2 solves will create a null for each corner of your layer surface objects in Mocha. Once you have exported a camera from the static solve, select any layers that you used to track moving objects in the shot.</p>
<p>If you have not tracked any moving objects you can do this now. Any tracked layers with the cog on are assumed to move with camera motion only. If you have layers checked that are moving objects, Mocha will not solve the scene correctly.</p>
<p>Check that there is enough overlapping frames in the layers if you have had to do more than one track along the timeline. If you start one track exactly where the last finished, the solver may not be able to accurately blend the resulting data. You may not have enough layers tracked to get an accurate solve.</p>
<p>Try adding further tracks to help the solve. The Insert module is where you choose the image you would like to insert into your tracked layer. You can import a still frame or a moving sequence.</p>
<p>Once imported, the Insert module provides a comprehensive range of tools for matching this new image to the original background layer. The skill here, naturally, is to make the newly imported image look like it was in the original shot all along. This is where you choose the Input Clip or background layer and the Insert Clip or foreground layer, and optionally a separate input clip with an alpha channel for compositing. By default Mocha Pro selects the last clip that was tracked as the input.</p>
<p>If you want to change the input, just select a different clip from the pulldown menu. This clip mirrors the Insert Clip inside Layer properties, i.</p>
<p>By default mocha Pro selects None as the foreground input, expecting you to make a choice of your own. To choose an insert select the Import button and use the file browser to locate a still frame or a file sequence that you would like to appear over the tracked background clip. In the Mocha Pro Plugin, you can choose an ‘Insert Layer’ placeholder that reads from layers back in the host timeline to render in Mocha.</p>
<p>Check this is you want to force the alpha in the insert clip to be pre-multiplied. Off means the clip remains straight alpha. Here you can select the name of the clip to be output. The remainder of the controls in the Insert module dictate both how much of the insert is displayed and how it is displayed during the course of the shot. The Source region of interest ROI can move anywhere on the insert image, including outside it. It is the area of the insert that you would like to be displayed in the tracked layer.</p>
<p>As you adjust the ROI, the insert is scaled to fit the surface. There is also a Reset button to reset the ROI to the corners of the insert image. By default, the aspect ratio is locked. To adjust the ROI aspect ratio to match that of the background image given its current position and shape in the background image, click on Fit ROI to Surface. These controls will work best if you are in a frame where the insert is as front-on as possible.</p>
<p>For them to work correctly, the pixel aspect ratio of both the input clip and insert clip must be correct. A common issue is that if the resolution of either clip was not recognized when the clip was imported, it is assigned the PAL camera type.</p>
<p>This often does not give the correct pixel aspect ratio. To check this, switch to the Camera tool and select each clip in turn, checking the appearance on the screen to make sure that each clip appears correct on the screen. If not, change the Film Type. If you know that the pixel aspect ratio of the clip is one square pixels select Custom as the Film Type and set the pixel aspect ratio to one.</p>
<p>The number fields are positioned in the menu to relate to the edge of the ROI that they adjust. So, to reduce the height of the insert ROI at the top of the frame, decrease the value in the top ROI number field by dragging or highlighting the current value and typing in a new value.</p>
<p>In addition, i tried rendering a short clip and that is out of sync. You can insert fades if necessary at the end of sentences, to reduce background noise spilling in. Go to the 2 pop marker and click on it. This is a critical update which is highly recommended for all users according to Adobe. This Post production course is a Short-term certified course, taught by Experienced professionals.</p>
<p>The The Battle to Remove Echo. Instantly share files with clients or colleagues. What do I seem to be missing? Syncs directly in Adobe Premiere Pro. As I cover in my new course Mastering in the Box, there are some incredible plugins available for anyone interested in computer-based mastering.</p>
<p>Aimed at budding filmmakers and beginning editors, the software is powerful. Dave Bode is an expert on video and audio production in the upstate NY area. Most video converters can transcode to the H. I have already tried clearing the cache files,. The Dynamics Processing features automatically lower the volume on the other tracks if it detects a voiceover track. Style, power and ports. To deal with this issue, the waveform peaks are cut off or “clipped” , turning a sine wave into a square wave.</p>
<p>In this clear and straightforward guide, digital video veteran Jan Ozer gives beginning and intermediate video editors just what they need to know on Adobe Premiere Pro CC. You might want to check the bitrate of your track audio and project audio match as Premiere will spend extra time converting the bitrate with ‘Audio Render’.</p>
<p>Change video renderer settings. It makes audio that was once unusable sound professional and clear. Sometimes clearing all the media cache files fixes the blank waveforms, but not always. I still think that the classic one is easier to read. Caution: it will be powerful if there is much blue in the sky to start with. Solution 6: Check for disabled audio tracks Premiere Pro CS6 If sound is missing only from certain clips or only from clips in a certain project, then do the following tasks in order: 1.</p>
<p>Actually, the main reason for audio out of sync in Adobe Premiere Pro may be that the footage adopts variable frame rate also known as VFR which Premiere Pro cannot handle properly.</p>
<p>To hear the audio you need to do a RAM preview. The book covers the basics of learning Adobe Premiere Pro and provides countless tips and techniques to help you become more productive with the program. That popularity isn’t just due to the Adobe name, though. Add oomph to your audio. Auto-sync clips using audio waveforms Premiere Pro also lets you can merge clips by using audio waveforms. Off by default. All the programs here will allow you to add cutaways a second video track, so the image changes but the sound stays the same ; adjust audio levels, and use extra audio tracks.</p>
<p>It also adds support for the 10 bit formats of the Panasonic GH</p>
After Effects nulls (Adobe plugin only): In the Adobe plugin, there is a new section called “PowerMesh”. Use this section to create nulls from selected layers. See Creating PowerMesh Nulls for more details. Alembic tracking data as a mesh: The exports from the “Tracking Data” export options. Alembic is supported across many hosts. Copy and paste this code into your website. Your Link . We would like to show you a description here but the site won’t allow replace.me more. Password requirements: 6 to 30 characters long; ASCII characters only (characters found on a standard US keyboard); must contain at least 4 different symbols;. Browse our listings to find jobs in Germany for expats, including jobs for English speakers or those in your native language.
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<p>You can set reference points either as a template for the kind of adjustment you want, or add them yourself as needed. Note that the Transform selection works very similar to the Motion type in the Track module. When you select a motion type further down the list, it will automatically select the ones above it in order for the tracking keyframes to be adjusted predictably. You can opt to turn off the default-selected transform types later if you need to do a specific adjustment.</p>
<p>After you have chosen the type, click ‘Set points’ to create the points. You can then adjust the reference points see below. You can add more points to your adjustment as required. Each point contributes to the adjustment of the plane based on the position of the other points.</p>
<p>Once you are happy with the points positions and have set a reference frame, you can start moving back and forth on the timeline adjusting the points for drift. Each point adjustment sets a key frame for every other point in the shot to avoid unwanted distortions.</p>
<p>You can see the original reference frame for the selected point in the zoom window in the upper left of the viewer and the current frame in the window below that. This is helpful if you are ultimately planning on using the surface as your export area and want to make sure it is still lining up.</p>
<p>Nudging is used to adjust the track by pixel increments. This helps when adjustments are too subtle to be done by mouse movement. Each arrow nudges in the indicated direction. You can either click and hold the button or use the shortcut keys to nudge. The ‘Auto’ button in the middle of the direction grid tries to guess where the point needs to be.</p>
<p>It can be useful to start with ‘Auto’ to attempt to place the reference point first, then adjust manually. Auto Nudge takes the ‘Auto’ action above and lets you use it space adjustments over the whole shot.</p>
<p>If you set ‘Auto Step’ and define a frame step you can then ‘Track’ the Auto Nudge using the tracking buttons in the timeline. Auto Nudge will then nudge the selected reference points at the frame step interval set.</p>
<p>The Search fields define how far Auto and Auto Nudge look for the area the point needs to adjust to. You can export adjusted tracks as normal via the file menu or via the Track module just like any regular track.</p>
<p>This version of AdjustTrack is primarily used for eradicating drift by utilizing the four-corner surface area to generate keyframable data to compensate. When you have the Surface where you want it to stay locked and are ready to refine the track, flip over into the AdjustTrack module by hitting the AdjustTrack tab. As you play though the sequence you will be able to manually adjust the position of each point as drift occurs.</p>
<p>If your track is spot on, these reference points should line up properly throughout the shot. If you see a Reference Point drifting, that will indicate the track is drifting. Find the frame where the drift is worst and move the Reference Point back to the position it had in the Primary Frame and the track will automatically be adjusted based on your correction.</p>
<p>When you perform an adjust track and you begin to move a newly created reference point, you will notice the dashed lines which connect all of the reference points. These lines change in color to represent the quality of positioning of any given reference point. For best results keep reference points away from one another.</p>
<p>When adjusting the track try to always get at least yellow but shoot for green for a more solid adjust track. Often there are times where your reference points are either obscured or exit frame. In AdjustTrack you have the ability to create multiple reference points per surface corner that can be positioned in alternate locations to handle these situations.</p>
<p>Simply click the New Ref button to create a new reference point for the selected corner. You cannot keyframe the Surface — only the Reference Points. The original track and any refinements you make in AdjustTrack cause the Surface to move however.</p>
<p>Every so often a shot will come along that is easier to track backwards than forwards. This is fairly simple when running the tracker backwards, but introduces some rather obtuse concepts when keyframing is involved.</p>
<p>For example, if you decide to create a new backwards reference point at frame 20, a new primary reference will be created at frame Others who do a lot of tracking and find themselves working backwards often may find the backwards-thinking New Ref button helpful. Every Reference Point has one frame in which its initial placement is determined without causing any adjustment to the track.</p>
<p>This is called the Primary Reference Point; if you step forward or backward in time you will notice the red X change to a red dot. The red X indicates that this particular frame is the starting point for calculating adjustments. Step forward a frame and move the same point – this time the surface will move because you are now adjusting the track. By default, the frame in which you create a Reference Point is its Primary Reference frame.</p>
<p>This Primary Reference can occur on a different frame for each reference point. The next button simply cycles through the active reference points for that frame. More fine-grained control of reference points can be obtained through the Nudge control panel, described below. Deleting Reference Points is done by selecting the point you wish to remove and hitting the delete key. If there are multiple Reference points on a particular corner, the preceding Reference Point will be extended through your time line until a new Reference point is encountered.</p>
<p>The Nudge section allows you to move Reference points in 0. You can easily select any active Reference Point by selecting one of the corner buttons in the Nudge section. If you hit the Auto button, a tracker will attempt to line up the selected Reference Point based on its position in the Primary Reference frame.</p>
<p>You can quickly select any corner by using the Corner selector buttons in the Nudge control panel. In the image below, the user is selecting the upper right corner in preparation for nudging operations. Deselecting the Inactive Traces button will cause the display to hide the traces of the inactive Reference Points. This is helpful if you have a corner with numerous Reference Points offsetting it.</p>
<p>When you see a drift, carefully cycle through the timeline and look for where the motion starts to change direction. A frame before this, adjust your drift, then go halfway between your primary frame and the adjusted frame to check for any further drift.</p>
<p>If you keep working by checking halfway between each keyframe you set, you will reduce the amount of keyframes required. If you end up with adjustment keyframes on a large amount of frames it may be better retry the track. AdjustTrack is aimed to help reduce small anomalies and fix drift when a tracked corner has become obscured. If you are fixing every second keyframe it means you have more than a simple drift.</p>
<p>Good rotoscoping artists often think like animators, reverse engineering the movements, the easing in and outs, the holds and overshoots of objects, and set their keyframes accordingly. In general, the fewer the keyframes, the better your mattes will look. Too many keyframes will cause the edges to ‘chatter’ and move unnaturally. Too few keyframes will cause the shapes to drift and lose definition. Finding the right number and placement of keyframes often comes with experience but there are a few things to keep in mind when rotoscoping.</p>
<p>There is no such thing as a perfect matte. Rotoscoping is an art form that takes into account the background image, the movement of the object, and the new elements to be composited in the background. Try to start your shape at its most complex point in time, where it will need the most control points.</p>
<p>Break a complex shape into multiple simple shapes. If you are rotoscoping a humanoid form and an arm becomes visible, consider rotoscoping the arm as its own element, rather than adding extra points on the body that will serve no purpose when the arm is obscured.</p>
<p>Imagine you are the animator who created the shot. What would your dope sheet look like? No matter the medium, whether CG, live action or otherwise, most movements are rarely linear. They normally move in arcs; they normally accelerate in and out of stopped positions. Try and understand the mechanics behind how things are moving in your shot. This will help you to minimize keyframes. Watch and study the shot before you start working. Where are the changes in directions? These will normally have keyframes.</p>
<p>Where are the starts and stops? Are there camera moves that can be stabilized to make your work easier? Beginning roto artists often make the mistake of trying to fix a flawed approach by adding more and more keyframes. Experienced roto artists learn to quickly identify an inferior approach and are unashamed to trash their work and start over, often many, many times. It is very difficult to get a good matte without a conscious effort to keep the keyframes to a minimum.</p>
<p>While you can refine a shape you have tracked to do your rotoscoping, the recommended way is to do a rough shape to track something and then link your roto to that track. This reduces the amount of work required when you are dealing with complex shapes, as you will not have to track and refine each shape as you go. Another reason is reducing the amount of data needed in your project file. It also helps to remember that your spline shape is linked to your tracking data and not the other way around.</p>
<p>First of all you want to reduce as much manual work as possible by tracking. In the example below, the front and side plane of the car is being tracked For a more detailed coverage of tracking, see the Tracking Basics documentation. This means the tracked shape will not be confused with any roto shapes you are making. Once you have a track for a layer we recommend that you add a new layer to use for the actual roto spline, rather than refining the spline you used for the actual track as you might need to do more tracking with it later.</p>
<p>You will see that a new layer is automatically created. Rename the new layer and link it to the movement of your already tracked layer by selecting it from the ‘Link to Track’ dropdown in the layer properties panel. Now you have linked the rotoscoping layer to a track, you need to go over the timeline and make sure the roto is correctly animated.</p>
<p>Often you will need to tweak your shape for it to fit correctly, adding new keyframes. Autokey is on by default, so you just need to move along the timeline and adjust your points where necessary keyframes turn up in the timeline as green dots.</p>
<p>The tracking data will help for the majority of the motion. You can also add additional shapes to the same layer using one of the “Add Spline to Layer” tools.</p>
<p>This is useful for when you need to do minor adjustments across many points separately. Edges can be feathered either by dragging out feathers point by point using the edge pointer tools in the toolbar or by using the parameters in the Edge Properties panel.</p>
<p>A feathered edge will occur between the inner and outer spline points. For example, if you deselect all points by clicking anywhere on the canvas you can then use the Set button to apply the default 3 pixel edge width.</p>
<p>Because no points are selected the value is applied to all points on the current layer. You can then tweak the position of all spline points to ensure that the inner red spline is inside the edge and the outer blue spline is outside the edge. In many instances one track will not be enough.</p>
<p>You may need to track more than one plane to drive different sets of roto. In the car example, we have to track the front and the side to get an accurate track for each planar region to assist the roto effectively. In the case of organic shapes, like people, you will have to break your tracks down to handle the different movement between the torso and the arms etc. Use this tool with care, as it is not setting any keyframes per se, it is offsetting any and all keyframe data on the points you move while it is on.</p>
<p>Use with care. If you wish to make adjustments to a particular range, set the In and Out points to that range. You can translate, rotate and scale selected points as a group by using the corresponding tools listed in the toolbar.</p>
<p>You can turn on and off individual points in a spline. When they are off, you can still see the points, they can still be animated, but they are not contributing mathematically to the spline.</p>
<p>This allows you to have a complex spline only when you need it, rather than having to deal with superfluous points in parts of the shot when they are not needed.</p>
<p>You will see the curve change shapes, but the points will remain. You can use the movement of the individual spline points to determine motion blur. You can control the amount of blur by changing the motion blur value in the Edge Properties panel. Angle simulates how long the shutter is open for if we were viewing through a real camera, so the range is between:. The reason we refer to angle as opposed to “amount” is that camera shutters used to open with a rotary action, so a smaller angle would let in less light, and thus reduce motion blur.</p>
<p>Because Phase is based on the shutter angle you can adjust between the range and i. The steps of motion blur you want to render. The lower the quality, the faster the render speed. The default is 0. Although not necessary in this example, note that you can change how mattes are blended in the Layer Properties panel. In the View Controls, several options are offered for viewing your mattes. The Matte drop down is has options to view all mattes, just the mattes you have selected or no mattes.</p>
<p>You may wish to rotoscope against a particular color. When you have your Mattes turned on, you may choose for the matte to be filled with a color instead of cutting out the object, using Colorize. You can adjust the opacity of the color fill by changing the blend value to the right of the Colorize button. The color used by Colorize is derived from the Selected and Unselected properties of the Overlay Colors panel, which can be changed per layer. If you want to get a better view of your roto, you can get a better view by turning off some overlays.</p>
<p>This allows you to view the actual rendered mattes, which can be especially useful when tweaking motion blur. The motion blur you normally see in your canvas is an OpenGL preview and can differ slightly from the actual render. Because you can choose specific layers for export when you render, a render pass is created for each layer.</p>
<p>If you want to draw open splines, you can simply hold shift when you right-click to finish the spline. This will open the shape up. You can open an existing shape using the Open Spline shortcut key by default this is ‘o’.</p>
<p>You can close an existing shape using the Close Spline shortcut key by default this is ‘c’. Naming layers is very important to save yourself time later, especially if you are doing a heavy rotoscoping job.</p>
<p>Get into the habit of labeling each layer with specific names. If you are working on a tight roto it can sometimes be easier to turn the spline off and just see the matte with the control points. To do this:. If your other view options are at default settings you should now see the matte in the viewer with only the tangents and control points visible. The Magnetic Tool draws a pixel line that snaps to the nearest edge to where the cursor lies, tracing the shortest path from any previous click.</p>
<p>Similarly, if you go off the edge of the frame, the magnetic tool will also switch to Freehand mode, so you can freely continue the shape. One you have completed a drawn line, you can either click back on the original point, or right-click.</p>
<p>X-Splines generated by the Magnetic and Freehand tools have a fairly high point count to match the subtle changes in the line. Finish drawing the line and right-click. This will automatically switch your cursor to the selection tool. You can snap the control points of any spline to edges of an object by using the Edge Snapping tool. Keep in mind this will naturally try to find the most visible edge, so in some cases snap may not find the edge you want. In these cases it may need to be adjusted manually.</p>
<p>Paint strokes that cross over an existing layer spline will intersect with that spline, or subtract from it if you are using the alt modifier key. Once done, you can turn off Quick Mask if it is on or just release the mouse button and a spline will be generated.</p>
<p>For finer control, the brush size will also change according to the set pressure sensitivity from a drawing tablet. Quick Mask stops the Area Brush tool from generating a spline as soon as you release the mouse or lift the tablet pen Once you have painted what you need, you can turn Quick Mask off by pressing the button and the spline will be generated. The number in the field is a pixel diameter.</p>
<p>Any gap in a closed painted area that is smaller than the number in the field will be filled. For example:. A large fill gap setting is useful for quickly circling an object with paint to make a filled spline.</p>
<p>The tool is under the main Area Brush icon. Just press and hold the toolbar icon to select the brush from the list:. Once done, you can turn off Quick Mask if it is on or just release the mouse button and the resulting spline intersect with the existing layer splines:. If Quick Mask mode is off, this will erase the existing spline if you are using the Add Area Brush tool.</p>
<p>Just paint as normal holding down the modifier key:. Draw a new basic shape and track the object you want to rotoscope as outlined above in “Stereo Tracking”. Click the “Link to track” drop down in Layer Properties and choose the previously tracked layer. When you switch to the non-Hero view the rotoscoping will be offset by the tracking data.</p>
<p>While this will not completely refine the result, it will save you a lot of time. Whenever you manipulate a control point in the Hero view it will offset that control point in the non-Hero view. When you start to tweak the non-Hero view it will also generate new keyframes for that view only and will not affect the Hero view.</p>
<p>You can see these keyframes represented in the timeline by split left and right keys. If you wish to directly modify the control point in both views when working in either view, you can turn on the “Apply Keyframe Changes to All Views” button at the very end of the timeline controls to the right. If you need to offset your tracking or roto manually see below , you can use the Difference 3D view to help align the layer. Turn on Difference mode.</p>
<p>Offset X and Y until the screen gets as close to blank middle grey as possible. You can optionally also adjust the other Stereo parameters. The corner pin data records and exports the 4 point x, y information from either the adjusted track or the raw track.</p>
<p>There are three different types of corner pin exports — two for recent After Effects versions and one for CS3 and older versions of After Effects. The Power pin data is very much like corner pin, but the exported effect gives you more control over the results in After Effects. The transform data exports x and x positions as well as the scale and rotation for the whole surface. If you click Save , this will display a file browser for saving the tracking data for use later. If you are saving to file you will need to open the text file you saved with the data, select the entire body of text and copy it.</p>
<p>Select the item on the timeline that is the insert object. Paste the data to the selected layer. If you are pasting transform data rather than corner pin data then you will need to delete the anchor point keyframes to see a result. We export both position and anchor point keyframes so that stabilization or tracking can be achieved. See below. If your insert is not the same size as the dimensions of the composition in After Effects, you will need to take a few further steps to make sure your corner pin data fits correctly.</p>
<p>The reason for this is that tracking data is basing itself on the relative size and aspect ratio of the footage, whereas After Effects treats the corner pin data relative to the size of the layer you are applying it to. To get around this, you can take the following steps to modify the insert layer in After Effects:. Open the Precomp you just made and fit the layer to the composition dimensions Layer Transform Fit to Comp. Apply a manual corner pin to your insert layer in After Effects and place it in the desired position for any frame.</p>
<p>In Mocha, go to the same frame in the footage you applied the corner pin to in After Effects and select the track. On this frame, turn on your surface and click “Align Surface” in the Layer Properties panel. This will apply the tracking data relative to the full dimensions of the footage instead.</p>
<p>If you need to adjust the insert, just open the precomposed layer and tweak the manual corner pin you made. Track your footage as normal, then turn on the Surface button and center the surface box on the area you wish to use as the stabilize center. Export the tracking data in the After Effects Transform format. Select the Invert checkbox option. Switch to After Effects, select the layer you wish to apply the stabilize data to and paste it to that layer.</p>
<p>Alternatively you can also use the After Effect Corner Pin export using Invert in the same way to get a correctly warped stabilized image. This section explains how to export tracking data in a format readable to Silhouette Tracker nodes, how to import the data into Silhouette and how to use it for match move tasks.</p>
<p>Track an object in the usual way, and use AdjustTrack to correct for any drift if necessary. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately.</p>
<p>You can then use a ‘Composite’ or ‘Math Composite’ to combine the corner pinned image over the top of the background image:. This example illustrates how to export Basic Motion data to Final Cut Pro or Final Cut Express, and use it to matchmove one clip to another, with translation, rotation and scale. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately before export.</p>
<p>The distort option exports the 4 point x, y information from either the adjusted track or the raw track. The points exported are the four corners of the surface. The basic motion option exports x and y positions as well as the scale and rotation for the whole surface. The position exported is the center of the surface.</p>
<p>Now click Save. This will display a file browser; you need to select a filename and directory for the files to be saved. Now open the Final Cut project where you want to use the tracking data. If your original footage was a QuickTime file, then the new clip in Final Cut will point to this footage. If it was an image sequence, the clip will be connected to the first frame of the sequence, stretched to the duration of the whole clip.</p>
<p>In most situations, you want to apply the tracking data to a different clip in your timeline. To do this, you can copy and paste the data from the imported clip onto any other. Drop your imported clip into the timeline, then select it and press Cmd-C to copy it to the clipboard.</p>
<p>Now select the clip you want to apply the tracking data to and press Opt-V Paste Attributes. You will see a dialog asking you to choose which data to paste. Depending on the kind of data you exported, tick either ‘Basic Motion’ or ‘Distort’ and untick all the other boxes.</p>
<p>To use our tracking data for stabilization in Final Cut, follow the same procedure as for a basic motion export, but tick the Invert checkbox in the export dialog. You can also copy the stabilized data onto another clip using Copy and Paste Attributes as before. Many issues of track misalignment can be corrected by choosing the right film type, frame rate and interlacing settings in our software.</p>
<p>These controls are on the Clip page in the Film, Interlaced and Time tabs. In Final Cut, check the sequence settings to confirm the correct PAR for the clip, then use the equivalent setting when tracking in our software. If you have already tracked with the wrong film type setting, you will need to re-track after changing it.</p>
<p>This is usually caused by a frame rate mismatch. Check that the frame rate and interlacing settings match between final Cut and our software. This can be caused by a mismatch in the Final Cut Anamorphic setting. If you are working with anamorphic footage, ensure that you have the ‘Anamorphic’ setting checked in your Final Cut sequence settings, and in the clip properties.</p>
<p>You also need to use one of the anamorphic film types when tracking: any of the film types with ‘Anamorphic’ in the name should give correct results when importing the data into Final Cut. Next, choose ‘Motion basic transform. Inside Motion, you can either choose to open the exported file as a new project or drag it into an existing project. You will see a Group containing the footage you tracked as well as a blue solid called “Surface”.</p>
<p>If the surface layer does not automatically apply to the behavior, drag the surface layer onto the Match Move behavior. If you are just using transform, Match Move defaults to this option and you can set transform, scale and rotation. If you are using corner pin, select the ‘Four Corners’ option from the ‘Type’ drop down. Check that the frame rate settings match between Motion and Mocha.</p>
<p>This is normally due to the layer you are inserting not being the same frame size as your project media. You can fix this by either changing the insert to fit the dimensions, or scaling the insert inside motion to match the dimensions. If you are going to scale the layer to fit, you should do this step before you apply Match Move. This section explains how to export tracking data in a format readable by Apple Shake, how to import the data into Shake and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>To load the tracking data in a file into an existing Shake Script follow these steps:. At this point you have successfully imported your tracking data from Mocha into Shake. But what exactly did you import? The MatchMoveLayer is used to apply the tracking data to a foreground element that you wish to matchmove to a background. It consists of two inputs, the background and the foreground. The foreground element will be the element you wish to apply the match moving data to.</p>
<p>The foreground is connected to the left side input of the node while the original tracked background element goes into the right hand side. The next node is the CornerPinLayer node. This node has a single input and works just like the left input of the MatchMoveNode.</p>
<p>It takes your foreground element and applies the scaling, rotation, and translation data to it and prepares it for compositing into your next layer.</p>
<p>The last exported node is the Stabilizer Node. Just as the name implies, it takes all of the exported tracking data and uses that data to stabilize your input clip. With this node, for example, you may apply this data to the background element you tracked to make for an easier composite. Now that you have successfully exported and imported your data into Shake you are ready to continue working on your project.</p>
<p>This section explains how to export tracking data in a format readable by Nuke, how to import the data into Nuke and how to use it for match move, corner pinning and stabilization tasks. In Nuke, append a tracker to the background clip, e.</p>
<p>On the import Ascii dialog, press the folder button next to the file name, browse to the file you exported, select it, click ‘Open’ and then click ‘OK’. If you choose Copy to Clipboard you can immediately switch over to Nuke and Paste the data. Alternatively you can import your saved Nuke Script from the File menu. You can export a Corner Pin straight to the clipboard or to a.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. The PowerMesh to Nuke Tracker creates a single Nuke tracker node with individual tracker points representing every vertex in the PowerMesh. This versatile export means you have access to numerous tracking points across your scene without having to set up individual tracks or corner pins. You can export a PowerMesh-based Nuke Tracker straight to the clipboard or to a.</p>
<p>If you choose Copy to Clipboard you can switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. This section explains how to export tracking data in a format readable by Fusion, how to import the data into Fusion and how to use it for match move, corner pinning and stabilization tasks. Now import the clip that you want composited onto the background and tie the output of the clip to the input of the tracker node.</p>
<p>In the settings of the tracker node, select the ‘Operation’ tab and select either ‘Corner Positioning’ or ‘Match Move’ to composite the insert clip on top of the background. Notice that you can switch ‘Position’, ‘Rotation’ and ‘Scaling’ on and off for different effects. This section explains how to export tracking data in a format readable by Autodesk Inferno, Flame, Flint, Smoke and Combustion.</p>
<p>Select ‘Autodesk Flame Axis. In Combustion, create a layer with the foreground graphic and set the layer shape to ‘Four-Corner’. Now select all four corners of your layer, enable the ‘Tracker’ tab and select ‘Import Tracking Data.</p>
<p>Activate the insert layer visibility and you will see that the insert layer is now tracked to the background element, even though the image is not sized correctly yet.</p>
<p>Select all trackers and set the mode to ‘Absolute’ to resolve this. If you prefer to import your data one point at a time you can instead select one track point and import the Ascii file with the corresponding tracking data. Remember to switch to ‘Absolute’ mode once all data has been imported. Firstly, we will set-up a corner-pin composite in the Action module, to reproduce the basic compositing operation.</p>
<p>Create a new Bilinear Surface. Go to Surface then click the S button next to Track. You should now be in the familiar stabilizer module. For this example we are doing a corner-pin so we will need to use all four trackers. Now browse to the corresponding file, e. The files correspond to trackers as shown below. Repeat the process for the other three trackers, making sure that you use the correct files as shown in above.</p>
<p>You should also mark each tracker as Active if it is not already. An alternative use for the tracking data is for stabilization. You can use the Stabilizer module to do 1-, 2-, 3- or 4-point stabilization. In this example, we will do a 1-point stabilization to stabilize for position only, using the center point. You should now see the key-frames loaded and be able to process. If you want to use more points to stabilize zoom, rotation, affine and perspective moves, just load the corner tracks as described in the Corner Pin section.</p>
<p>Create a scaffold with a the image you want to insert Make it a bicubic since you want a 4-corner pin deformation. Save the file to disk. Mistika at this time does not support clipboard pasting of the track data.</p>
<p>Choose the type of data you wish to apply in Apply To. Note, you will have to have more than one tracker selected to use Rotation and Size. In Apply, select the type of move you wish to do, eg.</p>
<p>Move for matchmoves or Stabilize for stabilization. Some effects or shapes only support translation data. In these situations Rotation and Size will have no effect. You can save the data as a text file and import it. On your DS v Now right-click “R1 Tracker Y” and select “Import tracking coordinates”. HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with either a Quad Warp for corner pin or the layer with transform animation applied for Transform.</p>
<p>You can then either relink the media in the composite file to the desired insert, or copy the Effect or Keyframes to the desired media in your existing composite. In the Quantel system, select the TrackImport plug-in, and use the plug-ins file browser interface to select the tracking data file to import.</p>
<p>Then click ‘Settings’ and choose ‘Tracker’ in the settings window and click ‘Save’. The tracking data can now be used in a manner identical to tracking data generated within the Quantel system.</p>
<p>To import the tracking data into the plugin, you start by selecting an available Data slot and then either paste from the clipboard or open the exported file:. Once imported, you can then adjust your scene to fit the data. It is important to make sure you check the warnings and correct any relevant items before setting up your rig:. If there is a warning about format mismatch, click the green “Import Format” link in the MochaBlend window.</p>
<p>If there is a warning about no camera rig, click the green “Create Rig” or “Set Active Rig” according to your needs. Finally make sure that you click the “Set Timeline to Data” if your project timeline is different from the frame range you tracked in Mocha. You can then go ahead and tweak individual settings in the MochaBlend plugin. See MochaBlend documentation for further information on working with tracking data in the plugin. Exporting stereo Track data from Mocha is the same as exporting in mono mode, however when you are in multiview mode you can choose the view you want to export.</p>
<p>Select the view you want to export or check “Export all views” if it is available for that export format. Click “Copy to Clipboard” or “Save” depending on your preference. Note that some exports only allow you to save the data. Mocha exports a flat mesh with X and Y coordinates for each mesh vertex generated via the Mesh parameter in the Track module. I also agree to receive email newsletters, account updates, notifications and communications from other profiles, sent by germanydating.</p>
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<p>You have three options: Camera 1: This setting will sync all video clips with the audio track from camera 1 only — the audio tracks from the other camera angles are Premiere Audio suite for background sound and while tweaking the Now, the company says it has fixed the audio bug that resulted in blown-out MacBook Pro speakers for some users in version With these tools, you not only have access to manipulate certain colors and shades, but you can also see how it is affecting your footage in an analytical manner.</p>
<p>In the Timeline panel, Audio with two sources is coming in as one flat stereo pair instead of discrete tracks configure Premiere to treat audio the way Final Cut Pro 7 did. Record, edit, and integrate music clips. The audio has returned to the sequence. Import Audio Files into Adobe Premiere. Here is the Screen-Shot. Not only does it play.</p>
<p>Davinci resolve audio out of sync export. I’ve removed the audio waveforms from the audio tracks on some clips in “Main” and when I playback that Main timeline, I don’t hear the audio, but when I play back the “Master” timeline, the audio I removed is back. Much like VR video in Premiere Pro, the audio will be an explorable representation.</p>
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<p>Buttons have been added to the Trimmer to add only audio or only video to the timeline. Multimono clips in multichannel sequences do not play all audio channels This is a approaching the issue without context.</p>
<p>Bad TV Features: New in v2. In the mixer, the icons are fairly self-explanatory and similar to those in Media Composer. The file will be immediately added to the Project From Adobe Premiere Pro supported file formats list, we can find Premiere supports MOV, but apparently video, audio problems still exist while importing and editing MOV movie files. This is particularly true for highly compressed formats, and the process is called conforming. The media formats listed here are supported for directly importing and editing with Premiere Pro CC.</p>
<p>Premiere Pro supports high resolution video editing at up to 10, x 8, [9] resolution, at up to bits per channel color, in both RGB and YUV. In addition, i tried rendering a short clip and that is out of sync. You can insert fades if necessary at the end of sentences, to reduce background noise spilling in.</p>
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<p>The Dynamics Processing features automatically lower the volume on the other tracks if it detects a voiceover track. Style, power and ports.</p>
<p>The Trace feature allows you to see the position of the planar corners over time. Skip allows you to work with only every nth frame, useful on particularly long roto shots where the movement is predictable. To monitor what the tracker “sees” as a tracking area, select the Track Matte button in the view control. There may be instances where you have already created mattes for one or more objects in the shot, for example using a keyer or another roto tool that would help you isolate areas to track.</p>
<p>You can import such mattes by creating a new layer and then using the Matte Clip setting under Layer Properties to assign it to the layer. When starting a new project, go through your footage a few times to see what your best options are for tracking. You will save yourself a lot of time by making note of obstructions and possible problem areas in advance.</p>
<p>When tracking surfaces you will usually get a much better track if you include the edges and not just the interior of an object. This is because Mocha can define the difference between the background and the foreground and lock on better.</p>
<p>For example, if you are tracking a greenscreen, it is better to draw your shape around the entire screen rather than just the internal tracking markers. In some cases this means you can avoid tracking markers altogether and save time on cleanup later.</p>
<p>The processing can be slower, but you will usually get a much more solid track. Remember you are not limited to one shape in a layer. Use a combination of shapes to add further areas or cut holes in existing areas to maximize your search. If necessary, make an additional layer to track and mask out foreground obstructions before tracking the object you need.</p>
<p>This way you can stop your track early to fix any issues and spend less time trying to find them later. In order for Mocha to keep the best possible track, it is usually best to scrub through the timeline and find the largest and clearest area to begin tracking from, draw your shape there, then use backwards and forward tracking from that point.</p>
<p>For example, if you have a shot of sign coming toward you down a freeway, it is usually better to start at the end of the clip where the sign is largest, draw your shape and track backwards, rather than start from the beginning of the clip. We have a Planar Tracker which specifically tracks planes of motion, but this is not limited to tables, walls and other flat objects.</p>
<p>Distant background is considered flat by the camera where there is no parallax. Faces can be tracked very successfully around the eyes and bridge of the nose. Rocky ground, rumpled cushions, clumps of bushes, human torsos and curved car bodies are all good candidates. The key is low parallax or no obvious moving depth. When in doubt, try quickly tracking an area to see if it will work, as you can quite often trick the planar tracker into thinking something is planar. Mocha is a very flexible tracker and will save a lot of time, but you will eventually run into a piece of footage that just will not track.</p>
<p>Large or continuous obstructions, extreme blur, low contrast details and sudden flashes can all cause drift or untrackable situations. You can often get a lot more done fixing shots by hand or using AdjustTrack in Mocha rather than trying to tweak your shapes and parameters over and over again to get everything done automatically.</p>
<p>Tracking in Stereo is very similar to tracking in Mono. Draw your shape as you would normally in mono mode See Mocha User Guide for an introduction to mono Mocha tracking techniques. If you now switch between Left and Right views you will see the Right view has automatically been tracked and offset from the Left view. If you would prefer to only track and work with the Hero view initially then offset your data manually, you can also do this using the Stereo Offset tab in Track.</p>
<p>Make sure the “Track in all views” button on the right side of the tracking buttons is switched off. This will only track the current view you are on. If you switch to the other view you will see the layer still moves with the track, but is not offset like when you do an all-views track. If you decide later that you want to track the non-hero view, you can do so by selecting the non-tracked view then track as normal.</p>
<p>You have the following options in the Stereo Offset tab see above when tracking another view based on the hero view:. Track from other views: This will reference the existing track to help track and correctly offset the current view. Track this view: This will reference the current view to get the tracking information. Note that by default these are both selected to give best results. If you only use Track this view and not Track from other views , the current view will be tracked independently of the hero view and will not offset.</p>
<p>You can also open existing mono projects that have additional views and track them without having to manually offset. Just set the mono project to Multiview in the Project Settings and add the additional footage streams to the clip. For simpler tracks, you can also do a technique called “Offset Frame Tracking” which is a combined stereo track and hero track. Turn OFF the the “Operate in all views” button on the right side of the tracking buttons. If your initial stereo track was offset correctly, that offset will then carry onwards through the rest of the track.</p>
<p>Keep in mind that things like convergence and disparity in the moving stereo image may not work accurately in this scenario, but it will increase performance of the process because you only have to track one eye. You can also then apply additional manual stereo offsets as described in the manual offset section above.</p>
<p>There will be times when tracks can drift due to lack of detail or introduction of small obstructions. When this occurs, manual refinements can be made by using the AdjustTrack tool.</p>
<p>AdjustTrack is primarily used for eradicating drift by adjusting reference points to generate keyframable data to compensate. It is generally not practical to use it to remove jitter. To achieve an adjusted track you would ideally line up the surface area where you want to place your insert or lock down your roto. The Transform AdjustTrack is designed to be an easier user experience from the Classic AdjustTrack see below by removing the need to use the surface as your alignment tool.</p>
<p>In Transform AdjustTrack you can adjust based on specific transforms with as many reference points as you require. You can set reference points either as a template for the kind of adjustment you want, or add them yourself as needed. After you have chosen the type, click ‘Set points’ to create the points.</p>
<p>You can then adjust the reference points see below. You can add more points to your adjustment as required. Each point contributes to the adjustment of the plane based on the position of the other points. Once you are happy with the points positions and have set a reference frame, you can start moving back and forth on the timeline adjusting the points for drift. Each point adjustment sets a key frame for every other point in the shot to avoid unwanted distortions.</p>
<p>You can see the original reference frame for the selected point in the zoom window in the upper left of the viewer and the current frame in the window below that. This is helpful if you are ultimately planning on using the surface as your export area and want to make sure it is still lining up. Nudging is used to adjust the track by pixel increments.</p>
<p>This helps when adjustments are too subtle to be done by mouse movement. Each arrow nudges in the indicated direction. You can either click and hold the button or use the shortcut keys to nudge. The ‘Auto’ button in the middle of the direction grid tries to guess where the point needs to be. It can be useful to start with ‘Auto’ to attempt to place the reference point first, then adjust manually. Auto Nudge takes the ‘Auto’ action above and lets you use it space adjustments over the whole shot.</p>
<p>If you set ‘Auto Step’ and define a frame step you can then ‘Track’ the Auto Nudge using the tracking buttons in the timeline. Auto Nudge will then nudge the selected reference points at the frame step interval set. The Search fields define how far Auto and Auto Nudge look for the area the point needs to adjust to. You can export adjusted tracks as normal via the file menu or via the Track module just like any regular track. This version of AdjustTrack is primarily used for eradicating drift by utilizing the four-corner surface area to generate keyframable data to compensate.</p>
<p>When you have the Surface where you want it to stay locked and are ready to refine the track, flip over into the AdjustTrack module by hitting the AdjustTrack tab. As you play though the sequence you will be able to manually adjust the position of each point as drift occurs.</p>
<p>If your track is spot on, these reference points should line up properly throughout the shot. If you see a Reference Point drifting, that will indicate the track is drifting. Find the frame where the drift is worst and move the Reference Point back to the position it had in the Master Frame and the track will automatically be adjusted based on your correction.</p>
<p>When you perform an adjust track and you begin to move a newly created reference point, you will notice the dashed lines which connect all of the reference points. These lines change in color to represent the quality of positioning of any given reference point.</p>
<p>For best results keep reference points away from one another. When adjusting the track try to always get at least yellow but shoot for green for a more solid adjust track.</p>
<p>Often there are times where your reference points are either obscured or exit frame. In AdjustTrack you have the ability to create multiple reference points per surface corner that can be positioned in alternate locations to handle these situations. Simply click the New Ref button to create a new reference point for the selected corner. You cannot keyframe the Surface — only the Reference Points. The original track and any refinements you make in AdjustTrack cause the Surface to move however.</p>
<p>Every so often a shot will come along that is easier to track backwards than forwards. This is fairly simple when running the tracker backwards, but introduces some rather obtuse concepts when keyframing is involved.</p>
<p>For example, if you decide to create a new backwards reference point at frame 20, a new master reference will be created at frame Others who do a lot of tracking and find themselves working backwards often may find the backwards-thinking New Ref button helpful.</p>
<p>Every Reference Point has one frame in which its initial placement is determined without causing any adjustment to the track. This is called the Master Reference Point; if you step forward or backward in time you will notice the red X change to a red dot. The red X indicates that this particular frame is the starting point for calculating adjustments.</p>
<p>Step forward a frame and move the same point – this time the surface will move because you are now adjusting the track. By default, the frame in which you create a Reference Point is its Master Reference frame. This Master Reference can occur on a different frame for each reference point. The next button simply cycles through the active reference points for that frame. More fine-grained control of reference points can be obtained through the Nudge control panel, described below.</p>
<p>Deleting Reference Points is done by selecting the point you wish to remove and hitting the delete key. If there are multiple Reference points on a particular corner, the preceding Reference Point will be extended through your time line until a new Reference point is encountered. The Nudge section allows you to move Reference points in 0. You can easily select any active Reference Point by selecting one of the corner buttons in the Nudge section. If you hit the Auto button, a tracker will attempt to line up the selected Reference Point based on its position in the Master Reference frame.</p>
<p>You can quickly select any corner by using the Corner selector buttons in the Nudge control panel. In the image below, the user is selecting the upper right corner in preparation for nudging operations. Deselecting the Inactive Traces button will cause the display to hide the traces of the inactive Reference Points. This is helpful if you have a corner with numerous Reference Points offsetting it.</p>
<p>When you see a drift, carefully cycle through the timeline and look for where the motion starts to change direction. A frame before this, adjust your drift, then go halfway between your master frame and the adjusted frame to check for any further drift. If you keep working by checking halfway between each keyframe you set, you will reduce the amount of keyframes required. If you end up with adjustment keyframes on a large amount of frames it may be better retry the track. AdjustTrack is aimed to help reduce small anomalies and fix drift when a tracked corner has become obscured.</p>
<p>If you are fixing every second keyframe it means you have more than a simple drift. Good rotoscoping artists often think like animators, reverse engineering the movements, the easing in and outs, the holds and overshoots of objects, and set their keyframes accordingly. In general, the fewer the keyframes, the better your mattes will look. Too many keyframes will cause the edges to ‘chatter’ and move unnaturally. Too few keyframes will cause the shapes to drift and lose definition.</p>
<p>Finding the right number and placement of keyframes often comes with experience but there are a few things to keep in mind when rotoscoping. There is no such thing as a perfect matte.</p>
<p>Rotoscoping is an art form that takes into account the background image, the movement of the object, and the new elements to be composited in the background. Try to start your shape at its most complex point in time, where it will need the most control points. Break a complex shape into multiple simple shapes. If you are rotoscoping a humanoid form and an arm becomes visible, consider rotoscoping the arm as its own element, rather than adding extra points on the body that will serve no purpose when the arm is obscured.</p>
<p>Imagine you are the animator who created the shot. What would your dope sheet look like? No matter the medium, whether CG, live action or otherwise, most movements are rarely linear. They normally move in arcs; they normally accelerate in and out of stopped positions. Try and understand the mechanics behind how things are moving in your shot. This will help you to minimize keyframes. Watch and study the shot before you start working. Where are the changes in directions? These will normally have keyframes.</p>
<p>Where are the starts and stops? Are there camera moves that can be stabilized to make your work easier? Beginning roto artists often make the mistake of trying to fix a flawed approach by adding more and more keyframes. Experienced roto artists learn to quickly identify an inferior approach and are unashamed to trash their work and start over, often many, many times.</p>
<p>It is very difficult to get a good matte without a conscious effort to keep the keyframes to a minimum. While you can refine a shape you have tracked to do your rotoscoping, the recommended way is to do a rough shape to track something and then link your roto to that track. This reduces the amount of work required when you are dealing with complex shapes, as you will not have to track and refine each shape as you go.</p>
<p>Another reason is reducing the amount of data needed in your project file. It also helps to remember that your spline shape is linked to your tracking data and not the other way around. First of all you want to reduce as much manual work as possible by tracking. In the example below, the front and side plane of the car is being tracked For a more detailed coverage of tracking, see the Tracking Basics documentation. This means the tracked shape will not be confused with any roto shapes you are making.</p>
<p>Once you have a track for a layer we recommend that you add a new layer to use for the actual roto spline, rather than refining the spline you used for the actual track as you might need to do more tracking with it later. You will see that a new layer is automatically created.</p>
<p>Rename the new layer and link it to the movement of your already tracked layer by selecting it from the ‘Link to Track’ dropdown in the layer properties panel. Now you have linked the rotoscoping layer to a track, you need to go over the timeline and make sure the roto is correctly animated. Often you will need to tweak your shape for it to fit correctly, adding new keyframes. Autokey is on by default, so you just need to move along the timeline and adjust your points where necessary keyframes turn up in the timeline as green dots.</p>
<p>The tracking data will help for the majority of the motion. You can also add additional shapes to the same layer using one of the “Add Spline to Layer” tools. This is useful for when you need to do minor adjustments across many points separately.</p>
<p>Edges can be feathered either by dragging out feathers point by point using the edge pointer tools in the toolbar or by using the parameters in the Edge Properties panel. A feathered edge will occur between the inner and outer spline points. For example, if you deselect all points by clicking anywhere on the canvas you can then use the Set button to apply the default 3 pixel edge width. Because no points are selected the value is applied to all points on the current layer.</p>
<p>You can then tweak the position of all spline points to ensure that the inner red spline is inside the edge and the outer blue spline is outside the edge. In many instances one track will not be enough. You may need to track more than one plane to drive different sets of roto.</p>
<p>In the car example, we have to track the front and the side to get an accurate track for each planar region to assist the roto effectively. In the case of organic shapes, like people, you will have to break your tracks down to handle the different movement between the torso and the arms etc. Use this tool with care, as it is not setting any keyframes per se, it is offsetting any and all keyframe data on the points you move while it is on. Use with care.</p>
<p>If you wish to make adjustments to a particular range, set the In and Out points to that range. You can translate, rotate and scale selected points as a group by using the corresponding tools listed in the toolbar. You can turn on and off individual points in a spline. When they are off, you can still see the points, they can still be animated, but they are not contributing mathematically to the spline.</p>
<p>This allows you to have a complex spline only when you need it, rather than having to deal with superfluous points in parts of the shot when they are not needed. You will see the curve change shapes, but the points will remain. You can use the movement of the individual spline points to determine motion blur. You can control the amount of blur by changing the motion blur value in the Edge Properties panel. Angle simulates how long the shutter is open for if we were viewing through a real camera, so the range is between:.</p>
<p>The reason we refer to angle as opposed to “amount” is that camera shutters used to open with a rotary action, so a smaller angle would let in less light, and thus reduce motion blur. Because Phase is based on the shutter angle you can adjust between the range and i. The steps of motion blur you want to render. The lower the quality, the faster the render speed. The default is 0.</p>
<p>Although not necessary in this example, note that you can change how mattes are blended in the Layer Properties panel. In the View Controls, several options are offered for viewing your mattes. The Matte drop down is has options to view all mattes, just the mattes you have selected or no mattes. You may wish to rotoscope against a particular color.</p>
<p>When you have your Mattes turned on, you may choose for the matte to be filled with a color instead of cutting out the object, using Colorize. You can adjust the opacity of the color fill by changing the blend value to the right of the Colorize button. The color used by Colorize is derived from the Selected and Unselected properties of the Overlay Colors panel, which can be changed per layer.</p>
<p>If you want to get a better view of your roto, you can get a better view by turning off some overlays. This allows you to view the actual rendered mattes, which can be especially useful when tweaking motion blur. The motion blur you normally see in your canvas is an OpenGL preview and can differ slightly from the actual render.</p>
<p>Because you can choose specific layers for export when you render, a render pass is created for each layer. If you want to draw open splines, you can simply hold shift when you right-click to finish the spline. This will open the shape up. You can open an existing shape using the Open Spline shortcut key by default this is ‘o’. You can close an existing shape using the Close Spline shortcut key by default this is ‘c’. Naming layers is very important to save yourself time later, especially if you are doing a heavy rotoscoping job.</p>
<p>Get into the habit of labeling each layer with specific names. If you are working on a tight roto it can sometimes be easier to turn the spline off and just see the matte with the control points. To do this:. If your other view options are at default settings you should now see the matte in the viewer with only the tangents and control points visible. The Magnetic Tool draws a pixel line that snaps to the nearest edge to where the cursor lies, tracing the shortest path from any previous click.</p>
<p>Similarly, if you go off the edge of the frame, the magnetic tool will also switch to Freehand mode, so you can freely continue the shape. One you have completed a drawn line, you can either click back on the original point, or right-click. X-Splines generated by the Magnetic and Freehand tools have a fairly high point count to match the subtle changes in the line. Finish drawing the line and right-click. This will automatically switch your cursor to the selection tool. You can snap the control points of any spline to edges of an object by using the Edge Snapping tool.</p>
<p>Keep in mind this will naturally try to find the most visible edge, so in some cases snap may not find the edge you want. In these cases it may need to be adjusted manually. Paint strokes that cross over an existing layer spline will intersect with that spline, or subtract from it if you are using the alt modifier key.</p>
<p>Once done, you can turn off Quick Mask if it is on or just release the mouse button and a spline will be generated. For finer control, the brush size will also change according to the set pressure sensitivity from a drawing tablet.</p>
<p>Quick Mask stops the Area Brush tool from generating a spline as soon as you release the mouse or lift the tablet pen Once you have painted what you need, you can turn Quick Mask off by pressing the button and the spline will be generated. The number in the field is a pixel diameter. Any gap in a closed painted area that is smaller than the number in the field will be filled. For example:. A large fill gap setting is useful for quickly circling an object with paint to make a filled spline. The tool is under the main Area Brush icon.</p>
<p>Just press and hold the toolbar icon to select the brush from the list:. Once done, you can turn off Quick Mask if it is on or just release the mouse button and the resulting spline intersect with the existing layer splines:.</p>
<p>If Quick Mask mode is off, this will erase the existing spline if you are using the Add Area Brush tool. Just paint as normal holding down the modifier key:. Draw a new basic shape and track the object you want to rotoscope as outlined above in “Stereo Tracking”. Click the “Link to track” drop down in Layer Properties and choose the previously tracked layer. When you switch to the non-Hero view the rotoscoping will be offset by the tracking data.</p>
<p>While this will not completely refine the result, it will save you a lot of time. Whenever you manipulate a control point in the Hero view it will offset that control point in the non-Hero view.</p>
<p>When you start to tweak the non-Hero view it will also generate new keyframes for that view only and will not affect the Hero view. You can see these keyframes represented in the timeline by split left and right keys. If you wish to directly modify the control point in both views when working in either view, you can turn on the “Apply Keyframe Changes to All Views” button at the very end of the timeline controls to the right.</p>
<p>If you need to offset your tracking or roto manually see below , you can use the Difference 3D view to help align the layer. Turn on Difference mode. Offset X and Y until the screen gets as close to blank middle grey as possible. You can optionally also adjust the other Stereo parameters.</p>
<p>The corner pin data records and exports the 4 point x, y information from either the adjusted track or the raw track. There are three different types of corner pin exports — two for recent After Effects versions and one for CS3 and older versions of After Effects. The Power pin data is very much like corner pin, but the exported effect gives you more control over the results in After Effects. The transform data exports x and x positions as well as the scale and rotation for the whole surface.</p>
<p>If you click Save , this will display a file browser for saving the tracking data for use later. If you are saving to file you will need to open the text file you saved with the data, select the entire body of text and copy it. Select the item on the timeline that is the insert object. Paste the data to the selected layer. If you are pasting transform data rather than corner pin data then you will need to delete the anchor point keyframes to see a result. We export both position and anchor point keyframes so that stabilization or tracking can be achieved.</p>
<p>See below. If your insert is not the same size as the dimensions of the composition in After Effects, you will need to take a few further steps to make sure your corner pin data fits correctly. The reason for this is that tracking data is basing itself on the relative size and aspect ratio of the footage, whereas After Effects treats the corner pin data relative to the size of the layer you are applying it to. To get around this, you can take the following steps to modify the insert layer in After Effects:.</p>
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<p>You can also copy the stabilized data onto another clip using Copy and Paste Attributes as before. Many issues of track misalignment can be corrected by choosing the right film type, frame rate and interlacing settings in our software. These controls are on the Clip page in the Film, Interlaced and Time tabs. In Final Cut, check the sequence settings to confirm the correct PAR for the clip, then use the equivalent setting when tracking in our software.</p>
<p>If you have already tracked with the wrong film type setting, you will need to re-track after changing it. This is usually caused by a frame rate mismatch. Check that the frame rate and interlacing settings match between final Cut and our software. This can be caused by a mismatch in the Final Cut Anamorphic setting. If you are working with anamorphic footage, ensure that you have the ‘Anamorphic’ setting checked in your Final Cut sequence settings, and in the clip properties.</p>
<p>You also need to use one of the anamorphic film types when tracking: any of the film types with ‘Anamorphic’ in the name should give correct results when importing the data into Final Cut. Next, choose ‘Motion basic transform. Inside Motion, you can either choose to open the exported file as a new project or drag it into an existing project. You will see a Group containing the footage you tracked as well as a blue solid called “Surface”.</p>
<p>If the surface layer does not automatically apply to the behavior, drag the surface layer onto the Match Move behavior. If you are just using transform, Match Move defaults to this option and you can set transform, scale and rotation.</p>
<p>If you are using corner pin, select the ‘Four Corners’ option from the ‘Type’ drop down. Check that the frame rate settings match between Motion and Mocha. This is normally due to the layer you are inserting not being the same frame size as your project media. You can fix this by either changing the insert to fit the dimensions, or scaling the insert inside motion to match the dimensions. If you are going to scale the layer to fit, you should do this step before you apply Match Move.</p>
<p>This section explains how to export tracking data in a format readable by Apple Shake, how to import the data into Shake and how to use it for match move, corner pinning and stabilization tasks. To load the tracking data in a file into an existing Shake Script follow these steps:. At this point you have successfully imported your tracking data from Mocha into Shake.</p>
<p>But what exactly did you import? The MatchMoveLayer is used to apply the tracking data to a foreground element that you wish to matchmove to a background. It consists of two inputs, the background and the foreground. The foreground element will be the element you wish to apply the match moving data to. The foreground is connected to the left side input of the node while the original tracked background element goes into the right hand side. The next node is the CornerPinLayer node.</p>
<p>This node has a single input and works just like the left input of the MatchMoveNode. It takes your foreground element and applies the scaling, rotation, and translation data to it and prepares it for compositing into your next layer. The last exported node is the Stabilizer Node. Just as the name implies, it takes all of the exported tracking data and uses that data to stabilize your input clip. With this node, for example, you may apply this data to the background element you tracked to make for an easier composite.</p>
<p>Now that you have successfully exported and imported your data into Shake you are ready to continue working on your project. This section explains how to export tracking data in a format readable by Nuke, how to import the data into Nuke and how to use it for match move, corner pinning and stabilization tasks. In Nuke, append a tracker to the background clip, e. On the import Ascii dialog, press the folder button next to the file name, browse to the file you exported, select it, click ‘Open’ and then click ‘OK’.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke and Paste the data. Alternatively you can import your saved Nuke Script from the File menu. You can export a Corner Pin straight to the clipboard or to a. If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. The PowerMesh to Nuke Tracker creates a single Nuke tracker node with individual tracker points representing every vertex in the PowerMesh.</p>
<p>This versatile export means you have access to numerous tracking points across your scene without having to set up individual tracks or corner pins. You can export a PowerMesh-based Nuke Tracker straight to the clipboard or to a.</p>
<p>If you choose Copy to Clipboard you can switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. This section explains how to export tracking data in a format readable by Fusion, how to import the data into Fusion and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>Now import the clip that you want composited onto the background and tie the output of the clip to the input of the tracker node. In the settings of the tracker node, select the ‘Operation’ tab and select either ‘Corner Positioning’ or ‘Match Move’ to composite the insert clip on top of the background.</p>
<p>Notice that you can switch ‘Position’, ‘Rotation’ and ‘Scaling’ on and off for different effects. This section explains how to export tracking data in a format readable by Autodesk Inferno, Flame, Flint, Smoke and Combustion. Select ‘Autodesk Flame Axis.</p>
<p>In Combustion, create a layer with the foreground graphic and set the layer shape to ‘Four-Corner’. Now select all four corners of your layer, enable the ‘Tracker’ tab and select ‘Import Tracking Data.</p>
<p>Activate the insert layer visibility and you will see that the insert layer is now tracked to the background element, even though the image is not sized correctly yet.</p>
<p>Select all trackers and set the mode to ‘Absolute’ to resolve this. If you prefer to import your data one point at a time you can instead select one track point and import the Ascii file with the corresponding tracking data. Remember to switch to ‘Absolute’ mode once all data has been imported. Firstly, we will set-up a corner-pin composite in the Action module, to reproduce the basic compositing operation.</p>
<p>Create a new Bilinear Surface. Go to Surface then click the S button next to Track. You should now be in the familiar stabilizer module. For this example we are doing a corner-pin so we will need to use all four trackers. Now browse to the corresponding file, e. The files correspond to trackers as shown below. Repeat the process for the other three trackers, making sure that you use the correct files as shown in above.</p>
<p>You should also mark each tracker as Active if it is not already. An alternative use for the tracking data is for stabilization. You can use the Stabilizer module to do 1-, 2-, 3- or 4-point stabilization.</p>
<p>In this example, we will do a 1-point stabilization to stabilize for position only, using the center point. You should now see the key-frames loaded and be able to process. If you want to use more points to stabilize zoom, rotation, affine and perspective moves, just load the corner tracks as described in the Corner Pin section. Create a scaffold with a the image you want to insert Make it a bicubic since you want a 4-corner pin deformation.</p>
<p>Save the file to disk. Mistika at this time does not support clipboard pasting of the track data. Choose the type of data you wish to apply in Apply To. Note, you will have to have more than one tracker selected to use Rotation and Size. In Apply, select the type of move you wish to do, eg. Move for matchmoves or Stabilize for stabilization. Some effects or shapes only support translation data. In these situations Rotation and Size will have no effect.</p>
<p>You can save the data as a text file and import it. On your DS v Now right-click “R1 Tracker Y” and select “Import tracking coordinates”. HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with either a Quad Warp for corner pin or the layer with transform animation applied for Transform.</p>
<p>You can then either relink the media in the composite file to the desired insert, or copy the Effect or Keyframes to the desired media in your existing composite. In the Quantel system, select the TrackImport plug-in, and use the plug-ins file browser interface to select the tracking data file to import. Then click ‘Settings’ and choose ‘Tracker’ in the settings window and click ‘Save’. The tracking data can now be used in a manner identical to tracking data generated within the Quantel system.</p>
<p>To import the tracking data into the plugin, you start by selecting an available Data slot and then either paste from the clipboard or open the exported file:. Once imported, you can then adjust your scene to fit the data. It is important to make sure you check the warnings and correct any relevant items before setting up your rig:.</p>
<p>If there is a warning about format mismatch, click the green “Import Format” link in the MochaBlend window. If there is a warning about no camera rig, click the green “Create Rig” or “Set Active Rig” according to your needs. Finally make sure that you click the “Set Timeline to Data” if your project timeline is different from the frame range you tracked in Mocha. You can then go ahead and tweak individual settings in the MochaBlend plugin. See MochaBlend documentation for further information on working with tracking data in the plugin.</p>
<p>Exporting stereo Track data from Mocha is the same as exporting in mono mode, however when you are in multiview mode you can choose the view you want to export. Select the view you want to export or check “Export all views” if it is available for that export format. Click “Copy to Clipboard” or “Save” depending on your preference. Note that some exports only allow you to save the data.</p>
<p>Mocha exports a flat mesh with X and Y coordinates for each mesh vertex generated via the Mesh parameter in the Track module. The export also includes a camera to make sure the mesh is projected correctly to the original footage dimensions. Alembic meshes also contain UV mapping so you can easily warp a texture to the mesh without needing to set them up yourself. Track a layer using PowerMesh by selecting the “Mesh” parameter and generating a mesh. See the PowerMesh section for more details on Mesh tracking.</p>
<p>Choose “Alembic Mesh Data. By default the number in the field is the frame you generated the mesh on. You can use the ReadGeo in combination with the Scanline Renderer node to composite warped textures over the top of the original footage:. If you view the node, the mesh should now be correctly projected over the top. Add an image or material to the ‘img’ input of the ReadGeo node.</p>
<p>This will then project the texture onto the Mesh. You can use the ABC node in combination with the Renderer3D node to composite warped textures over the top of the original footage:. Merge the Renderer3D node over the top of your source footage node. If you view the Merge node, the mesh should now be correctly projected over the top.</p>
<p>Add an image or material to the input of the mesh node that is the same as your mocha layer name. Similar to meshes, this alembic format provides just the transform information for the vertices in the mesh along with the camera. Vertex transforms can be interpreted by supporting hosts in different ways. For example, in Nuke they are imported as a point cloud, but in Blender they may import as nulls linked to transforms. The render dialog will give you options to choose either the currently selected layer, all visible layers or all the layers in the project.</p>
<p>Index Start: The number to start the exported sequence from. By default this is the first frame in the timeline. This currently only supports ProRes. The render dialog also allows you to render to single footage streams or a combined stream via EXR. All Visible: Only the layers that have visibility turned on in the layer controls.</p>
<p>By matte color: The same as Grayscale, only the mattes are colored according to what you defined each layer matte color to be in the Layer Controls.</p>
<p>To single footage stream: Renders all views to a single file. If you have chosen to render the current view or separate footage streams, the view abbreviation will be suffixed to the rendered export automatically, so there is no need to define this in the file name. The ‘plane’ that was generated by the Planar Tracker.</p>
<p>This defines the overall movement of the shape s. When you are ready to export, select Export Shape Data button. On the dialog that opens, choose if to export the selected layer, all visible layers or all layers. When you have made the right selection, click Copy to Clipboard , then switch to After Effects. In After Effects, import the same footage and ensure that the frame rate and pixel aspect ratio are the same as those used when generating the shape.</p>
<p>Bring the footage into a composition, then select Edit Paste to add the shape effects to the composition. Each shape exported will come across as its own plug-in effect.</p>
<p>You can choose to change the blend mode from the one assigned to the shape by selecting Multiply, Add or Subtract from the dropdown menu. If you have created the shape with feathered edges but wish to switch these off, untick this parameter. Note that if you have not created feathered edges this will have no effect. This setting allows you to choose between various render effects. The default is the ‘Shape cutout’ which uses the matte to cut out the corresponding area in the background footage.</p>
<p>Note that the Opacity setting affects this color fill, allowing you to blend it with the background footage. Defines the color of the color fill applied when selecting the ‘Color composite’ render type. Defines the opacity of the color fill applied when selecting the ‘Color composite’ render type. You can also apply the masks to most effects, by adding the effect to your clip, selecting the effect in the Effects panel and pasting.</p>
<p>When you have made the right selection, click Save and select a destination to save the XML file to, then switch to Final Cut. To use the shape to composite the rotoscoped object over a new background, simply place the Mocha shape sequence in a video track above the background sequence.</p>
<p>If you want access to the actual matte, individual layers of the matte or control that affect the appearance of the matte, double click on the Mocha shape sequence to reveal the two main sequences it consists of – the original sequence and the ContourSequence.</p>
<p>Double clicking the ContourSequence will reveal the individual layers that the ContourSequence consists of. Dragging a layer into the viewer and selecting ‘Controls’ will give you access to controls of that layer, as shown below.</p>
<p>This makes it easier to change the mask data in Flame or attach other nodes to the Axis tracking data. Flame Tracer [Basic].</p>
<p>Flame Gmask Script. A dialog will show with a drop-down containing 3 different saving options. Choose the target application and hit Save. The data going into the file is not binary, and is shown in the dialog so that you may copy and paste it directly into a text editor if you prefer to work that way.</p>
<p>Because of differences in the way Splines are handled in the application, maintaining accurate keyframe interpolation between our software and the other applications requires that the exported shapes have a keyframe on every frame. HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with shape masks.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the shape data to and Paste the data. You have the option of exporting Basic Roto data which bakes the keyframes, or Transform and Shape data which separates the tracking data from the manual keyframes.</p>
<p>The SplineWarp node exports each layer as a joined set of splines with the spline keyframes separate from the tracked data which is set in each curves transform.</p>
<p>For example if you only have 1 tracked layer to export, Mocha will export that layer to SplineWarp as two joined splines in A. To import the shape data into Fusion, either paste directly into the Fusion Flow View or open the comp file from the file menu. The Mocha layers will come in as separate nodes into the Flow View. To import the shape data into the plugin, you start by selecting an available slot in MochaBlend and then either paste or open the data file:.</p>
<p>You can then go ahead and create the splines under the Objects settings. See MochaBlend documentation for further information on working with shape data in the plugin.</p>
<p>Exporting stereo Shape data from Mocha is the same as exporting in mono mode, however now you can choose the view you want to export.</p>
<p>If you would prefer the nodes to be separate, export using the different views instead of checking the all views option. The range of frames you wish to export. If you choose to export the full range but have not rendered all your frames, the next drop down, “Revert to clip” will be used.</p>
<p>Choose how to export frames that have not been rendered. If you choose None or the current clip to export, black frames will be exported for non-rendered frames. By default, this will just export the flattened render Color , but if your render has alpha you can choose this also. To single stream: Renders all views to a single file. This is particularly useful if you cannot get a good track on the plane you need, as you can track other planes in the shot and use them to give you track in 3D space instead.</p>
<p>As we are dealing with 3D calculations rather than 2D planar projections, the workflow is slightly different to a usual planar track. In order to get a good camera solve you must first identify what type of track it is. Mocha recognizes three types of camera situations:. Pan, tilt. PTZ cameras are looking for overall movement in the camera plane, rather than changes in the physical planes within your scene.</p>
<p>Small Parallax is where the camera is not fixed to one point in space and has a lot of mid-ground planes that can be tracked. Large Parallax is where the camera is not fixed to one point in space and has trackable planes very close to the camera.</p>
<p>It is referred to as Large Parallax because closer objects move at much greater perspective and distance to the camera than objects further away. PTZ solves are a little different from perspective solves in that they only need to look for how the camera is behaving when fixed, such as on a tripod. Locate a large area in the shot that can be tracked.</p>
<p>If your track pans around more than around 60 degrees, stop the track and create another shape to continue tracking. The second shape will need to start further back in time than where the first one stopped tracking, so their tracking information overlaps on the timeline.</p>
<p>This will help the solver blend together the tracking information of multiple shapes. Turn on the process cog for all tracked layers you wish to use for the solve. Do NOT select layers that track moving objects: The camera movement is determined by static objects. See Exporting Camera Solves for details on how to export moving objects to 3D after a solve.</p>
<p>If you select Pan, Tilt, Zoom , set the focal length. Most commonly this will be mm. You can choose more than one if the focal length changes.</p>
<p>Also choose Zooming if the is any camera zoom in the shot. Once Mocha finishes solving the shot, you can then export the solved scene. See Exporting Camera Solves for further details. Small Parallax shots require at least 2 non-coplanar tracks to solve the scene. Non-coplanar means not on the same plane as each other. Examples of non-coplanar areas include:. Two camera-facing areas at noticeably different distances from the camera, such as one building in front of another.</p>
<p>Locate planar areas in the mid-ground of the shot that can be tracked. These objects should not be moving in the shot, so choose areas like walls, ground, tree trunks etc. Planes too close or too far away from the camera may not help a Small Parallax solve.</p>
<p>Turn on the grid so you can see how the planes are moving. Adjust the surface to fit the planar perspective if you need to see this movement more accurately. If you lose the track due to obstructions or the object moving off screen, stop the track and create another shape to continue tracking.</p>
<p>Choose either Auto to let Mocha guess the right solve, or choose Small Parallax from the drop-down. If you select Small Parallax , set the focal length. Like Small Parallax, Large Parallax shots also require at least 2 non-coplanar tracks to solve the scene.</p>
<p>See examples of non-coplanar areas above. Locate planar areas in the shot that can be tracked. Choose either Auto to let Mocha guess the right solve, or choose Large Parallax from the drop-down. If you select Large Parallax , set the focal length. When a solve is complete, the Solve Quality bar will tell you how accurate the solve has been. If you get a poor percentage check to make sure your tracks are locked on accurately, add additional layers to help the solver or try a different solve type or focal distance.</p>
<p>Camera solves also work with Multiview footage. Like with tracking, a stereo camera solve is designed to be as similar to the Mono process as possible. Select the layers in the layer control panel you want to solve with. See full documentation for more information.</p>
<p>You can then export out to left and right views, or for Standard FBX, you can export full Stereo cameras. The full stereo camera solve FBX presently works in Maya. Select the layers you used to do the initial solve in the layer panel these are still selected if you have just completed a camera solve. These layers are normally tracked to static objects, such as walls, ground, a parked vehicle, a dinosaur fossil etc.</p>
<p>When you paste into After Effects you will get a camera and a number of nulls depending on the type of solve you did. PTZ will only export a single null to help define the camera motion. The other 2 solves will create a null for each corner of your layer surface objects in Mocha. Once you have exported a camera from the static solve, select any layers that you used to track moving objects in the shot. If you have not tracked any moving objects you can do this now.</p>
<p>Any tracked layers with the cog on are assumed to move with camera motion only. If you have layers checked that are moving objects, Mocha will not solve the scene correctly. Check that there is enough overlapping frames in the layers if you have had to do more than one track along the timeline.</p>
<p>If you start one track exactly where the last finished, the solver may not be able to accurately blend the resulting data.</p>
<p>You may not have enough layers tracked to get an accurate solve. Try adding further tracks to help the solve. The Insert module is where you choose the image you would like to insert into your tracked layer. You can import a still frame or a moving sequence. Once imported, the Insert module provides a comprehensive range of tools for matching this new image to the original background layer.</p>
<p>The skill here, naturally, is to make the newly imported image look like it was in the original shot all along. This is where you choose the Input Clip or background layer and the Insert Clip or foreground layer, and optionally a separate input clip with an alpha channel for compositing. By default Mocha Pro selects the last clip that was tracked as the input.</p>
<p>If you want to change the input, just select a different clip from the pulldown menu. This clip mirrors the Insert Clip inside Layer properties, i. By default mocha Pro selects None as the foreground input, expecting you to make a choice of your own.</p>
<p>To choose an insert select the Import button and use the file browser to locate a still frame or a file sequence that you would like to appear over the tracked background clip.</p>
<p>In the Mocha Pro Plugin, you can choose an ‘Insert Layer’ placeholder that reads from layers back in the host timeline to render in Mocha. Check this is you want to force the alpha in the insert clip to be pre-multiplied. Transform properties.</p>
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<p>Mocha begins in the Essentials layout, which provides a simplified interface for basic tracking and roto. The Essentials panel on the left side of the window combines everything you need for a basic track. To attach a spline layer to an existing track, or detach it from a track entirely.</p>
<p>These buttons control viewing and expanding the surface. See Tracking Basics for how to use the surface effectively. Show surface tracking data : Reveals the blue surface that represents the tracking data. Show grid: Reveals a useful grid for lining up the surface or monitoring for drift in a track. Align surface: Expands the surface to fit the dimensions of the footage on the current frame.</p>
<p>Like the Essentials layout, this layout is optimized specifically for roto sessions where only the most necessary panels and tools are shown. If you want to reduce all clutter entirely, the Big Picture layout is very useful for previewing shots without any elements getting in the way. These can either be access by right clicking the area of the interface and choosing a GUI element to show or hide, or selecting from the View menu. Any changes you make to a layout will not be saved unless you choose View Layout Save Current Layout.</p>
<p>For example if you like the Essentials layout, but would like the Advanced toolbar from the Classic layout:. You can add, order or remove layouts from the Manage Custom Layouts dialog in the same sub-menu.</p>
<p>If you have made changes to a saved layout want to revert back to the saved version, just choose View Layout Revert to saved. If you want to revert back to the original default layout, just choose View Layout Revert to default. At the very top of the interface you have the tools that form the brunt of your time inside Mocha. Select: Selection tool for splines and points. Hold the button to choose between Marquee selection and Lasso selection.</p>
<p>Select Both: Selects both the Inner spline points and the edge points. Hold this button down to select further options See below. Select Auto: Automatically selects between Inner and Edge points. Useful for lining up individual splines. Rotate: Rotate selection around the axis of the point you click in the viewer.</p>
<p>Transform Tool: Toggles the transform bounding box for manipulating selections. Show Planar Grid: Toggles a grid relative to the planar surface view. You can adjust the number of grid lines under Viewer Preferences See below.</p>
<p>Align Surface: Expands the layer surface to fit the dimensions of the footage at the current frame. All tracked data is made relative to this new alignment. Proxy Scale: Adjust the resolution of the footage for performance Mocha Standalone only. Show Layer Mattes: Toggle on or off to show the mattes. Select from the dropdown to choose the type of matte.</p>
<p>Color Layer Mattes: Fills matte with Color. Decreasing the value lessens the opacity. Overlays: Toggles all viewer overlays, including splines, tangents, surface and grid.</p>
<p>Show Layer Outlines: Toggles all spline overlays, including splines, points and tangents. Show Spline Tangents: Toggles spline tangents view.</p>
<p>Select from the dropdown to choose the type of view. View Mesh: Toggles Mesh view. Select from the dropdown to choose either the mesh or just the vertices.</p>
<p>Stabilize: Turns on stabilize view. This centers the footage around your tracked surface. Trace: Turns on the traced path of the tracked surface. You can adjust the amount of frames to trace under Viewer Preferences See below.</p>
<p>Enable Brightness Scaling: Toggles brightness adjustment to work with low-contrast footage. Viewer Preferences: Adjustments dialog for parameters such as grid lines and trace frames. Also controls for viewer OCIO colourspaces. Reset In-Point: Set the in-point back to the start of the clip.</p>
<p>Current Frame: The frame the playhead is currently on. Enter a new value to jump to that frame. Reset Out Point: Set the out point back to the end of the clip.</p>
<p>Zoom Timeline to full frame range: Resets the timeline scale to the full range of frames. Play Controls: Controls for playing back and forth and moving one frame at a time.</p>
<p>Tracking Controls: Controls for tracking back and forth and tracking one frame at a time. Go to Previous Keyframe: Jump to the previous keyframe set in the timeline for that layer. Go to Next Keyframe: Jump to the next keyframe set in the timeline for that layer. Add New Keyframe: Add a new keyframe at the current position for the selected layer. This only appears if you are not hovering over an existing keyframe.</p>
<p>Delete New Keyframe: Deletes the keyframe at the current position for the selected layer. This only appears if you are hovering over a keyframe. Delete All Keyframes: Deletes all keyframes on the timeline for the selected layer. Autokey: Toggles automatic key insertion when moving points or adjusting parameters. Align Selected Surfaces: Aligns the selected layer surfaces to the dimensions of the footage at the current frame.</p>
<p>Toggle Active at current frame: Activates or Deactivates the layer on the current frame. Group Layer: Groups the currently selected layers. If no layers are selected, creates an empty group. Blend mode: Dropdown to add or subtract your spline to the current layer. Invert flips this. Insert Clip: Insert a demo clip to preview your track. You can use one of the defaults or import your own. For preview purposes only. Can also be set to None.</p>
<p>In Mocha v5 we introduced manual cache clearing to allow you to clear the Mocha cache at the project, render or global level. Some interface elements change when using Stereo footage. This section covers what new icons appear and how to interact with them. In stereo mode you will see 3 buttons in the View Controls next to the clip view drop down on the left:.</p>
<p>Two buttons to show individual Left or Right views L and R. These button names change according to the abbreviation you assign them in Project Settings. You can preview stereo work at any time by turning on the 3D button in the view controls. Clicking and holding on the 3D button will give you a range of stereo view options. Active : If you have an active shutter monitor available, you can view in this mode Note: Only tested on Windows. Anaglyph : Probably the most common mode to view stereo work through.</p>
<p>Difference : A difference mode of the views laid over each other. This view also has additional functionality explained below. Keyframe on All Views: Toggle this button in the timeline to maniuplate keyframes in both eyes.</p>
<p>The Mocha Pro plugins are separate from the standalone Mocha and can be applied as an effect directly onto layers in host applications. This reduces the need to swap out of your host application and streamlines getting data in and out of Mocha. The biggest advantage is you can set up layers and module settings in Mocha as normal, and then have the results render directly to the host timeline without having to export. In addition to the controls below, VR features also contain a separate area in the Module Renders section to control lens distortions without having to first open the Mocha Pro GUI:.</p>
<p>The Mocha Pro plugin supports different types of and Stereo footage via the “Views” drop down:. Stereo Separate eyes : This takes two separate footage streams. When chosen, the option to choose another source for the right eye is enabled. If you are using the ‘Stereo’ option, you will need to select the “Stereo Output” view Left or Right that you want to apply output to.</p>
<p>When used, Mocha will split the footage exactly in half horizontally and use the Top and Bottom halves for each eye. The output to the host will automatically double up to the split views. When used, Mocha will split the footage exactly in half vertically and use the Left and Right halves for each eye. The output to the hosr will automatically double up to the split views. Choosing one of the options automatically sets your Mocha project to be Equirectangular This will enable VR features:.</p>
<p>If you have separate left and right eye sources, apply a “Join Views” node to combined them and feed the output into the Source input of the Mocha node. Vegas Pro: Vegas Pro also has native stereo support.</p>
<p>You will only see two options: Mono and Stereo. As you go through the user guide, you will see sections on how to apply Mocha techniques to your stereo footage where relevant. Simply apply the effect to the layer you want to work with.</p>
<p>Launch Mocha. This will load a full version of the Mocha interface that you can use just like the standalone version. Use Mocha as required and then close and save. No rendering is required inside Mocha unless you want to.</p>
<p>Choose whether you want to use mattes, renders or any other data from Mocha back in the plugin interface. Once you have applied the Mocha Pro effect, you can click on the Mocha button to launch the main interface. This then becomes exactly like working in the standalone version of Mocha, with a few exceptions. The source layer is automatically loaded and ready to track in the view.</p>
<p>You just close and save the Mocha view when done and the project is saved inside the Effect like any other Adobe effect. By default, the starting timeline frame will always be zero, which will not affect your data generation back in After Effects. For users using timecodes instead of frame numbers in After Effects, the correct timecode offset will display inside the Mocha GUI. Once you have tracked layers in Mocha, you can then control the mattes for these layers back in the plugin interface.</p>
<p>View Matte: Show the black and white matte from the Mocha layers chosen. This is very useful if you want to just see any problems with the matte, or you want to use the output as a track matte. Visible Layers: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes.</p>
<p>You can also edit the Layer names in this window. Shape: This drop down lets you switch between All Visible and All mattes. All Visible mattes are controlled by the Visible Layers dialog.</p>
<p>Feather: Applies a blur to the matte. This feathering is independent of the feathering of the individual layers inside Mocha. This function is only available in After Effects.</p>
<p>If you are using the ‘Stereo’ option in After Effects, you will need to select the “Stereo Output” view Left or Right that you want to apply output to. Once you have set up layers in Mocha, you can then control the renders for each module back in the plugin interface. Note that you do need to have set up and tracked the correct layers in order for a render to work back in the host. Module: The module render you want to see. It controls the render quality of the warp. See the Warp Mapping section of the stabilize module.</p>
<p>Insert Layer: For any inserts you want to apply to a layer surface and render back to the host. There are also parameters for controlling the view in Lens:Distortion rendering for VR footage.</p>
<p>Pick the layer you want to use as an insert from the ‘Insert Layer’ drown down in the Mocha Pro effect. If you have a tracked layer in Mocha you can see the output of its surface back in the After Effects interface. Each point in the Tracking Data section is a point from the layer surface that automatically updates when you modify it inside Mocha. To choose a layer to create tracking data from, click the ‘Create Track Data’ button in the Tracking Data section of the plugin.</p>
<p>Then choose ether the name or the cog of the layer you want to read tracking data from in the dialog that appears. Once you click ‘OK’, the plugin will generate keyframes to populate the tracking parameters in the plugin. You can then use this data to copy to other layers, or link via expressions. The plugin interface also allows you to apply tracking data to other layers without needing to export from the Mocha GUI.</p>
<p>Do do this, you generate the tracking data from a layer, as described above in Controlling Tracking Data. Corner Pin: Support Motion Blur : A corner pin distortion with separate scale, rotation and position. If you are generating from a vertex-heavy mesh, Mocha will show a progress bar while generating the nulls. Each Null will be created separately with its own keyframes. Pick the video track you want to use as an insert from the ‘Insert Layer’ drown down in the Mocha Pro effect.</p>
<p>You just close and save the Mocha view when done and the project is saved inside the Effect like any other AVX effect. Choose from the current layer or below the current video track.</p>
<p>This will most commonly be “1st Below” the current layer with the effect applied. In many cases some functionality may be possible for unsupported hosts, but there is no guarantee of functionality or stability, so please take care when experimenting! Once loaded into the flow graph, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node. Once loaded into the node graph, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node.</p>
<p>Once loaded into the tree window, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node. Silhouette includes Linear support for the Mocha plugin. When using EXR or Cineon images, this preference should remain off. Once loaded, you can begin with the ‘Launch Mocha UI’ button at the top of the effect panel.</p>
<p>Mocha uses two sources from the timeline for inserting clips: The main background image source to track from and a secondary image source to insert into a tracked layer.</p>
<p>To use a secondary source input in Vegas for Insert clips you need to composite your tracks together:. Set the Insert clip you want to use as the parent layer and the plate you want the insert to be rendered over as the child. This will then load the secondary source into any layer Insert clip dropdown as a clip called ‘Insert Layer’.</p>
<p>See Rendering Insert Layers below. Select any additional source you want to use as an insert in Mocha and plug it into the ‘Insert’ input See Rendering Insert Layers below. Launch the Mocha UI using the button at the top of the panel. Choose whether you want to use mattes, renders or any other exported data from Mocha back in the plugin interface.</p>
<p>Once you have applied the Mocha Pro effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. You just close and save the Mocha view when done and the project is saved inside the effect. Visible Layers Button: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes.</p>
<p>You can use secondary clips in the host application to render tracked inserts into your shots. See the User Guide Chapter on the Insert Module for more details on manipulating and warping inserts.</p>
<p>For node based compositors you can plug the insert image into the ‘Insert’ input on the the Mocha Pro effect node. In Vegas you need to make the insert image the parent in compositing mode. See Using the Insert Layer clip in Vegas for this method. In HitFilm, you select the insert image from one of your other layers in the comp listed in the “Insert” dropdown. In cases where your input source has an alpha channel, you may wish to change the Alpha view inside the Mocha GUI.</p>
<p>You can either turn Alpha off entirely by toggling off the button, or choose from one of the following options:. Auto alpha: Reads in alpha if it is not opaque or premultiplied. This is the default setting. When rendering back out to the host, there are cases where you may also need to premultiply the alpha using the premultiply options in the plugin interface. If you are using the ‘Stereo’ option, make sure you are applying the effect to the Left eye footage and choose your right-eye source input.</p>
<p>This includes:. To add Mocha, simply locate it in the Effects panel like any other effect and drag it onto your layer. Once your layer is hooked up to your Mocha Effect, the general workflow for the Mocha Plugin is as follows:.</p>
<p>If you are using Mocha Pro, choose the renders you wish to use from the “Module Renders” section and check “Render”. Once you have applied the Mocha effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. If you are using the Mocha Pro version of the plugin, controlling renders is exactly like the standard OFX rendering controls.</p>
<p>This is because all Mocha VR features have been rolled into Mocha Pro and a Mocha VR plugin stub is kept to avoid breaking compatibility with your old projects. When you want to start a new VR project, we highly recommend using the Mocha Pro plugin rather than the legacy Mocha VR plugin, as this compatibility feature may be removed in future versions.</p>
<p>Mocha workflow is designed around a project structure. It is good practice to only work on one shot per project file to minimize layer management and to keep the work streamlined.</p>
<p>When you start the application you are presented with an empty workspace. No footage is loaded and most of the controls are consequently disabled. To begin working, you must open an existing project or start a new project. This will bring up a file browser, where you can select almost any industry standard file formats. Image sequences will show up as individual frames.</p>
<p>You can select any one of the frames and the application will automatically sequence the frames as a clip when importing. A project name will automatically be generated based on the filename of the imported footage, but you can change it by editing the Name field.</p>
<p>This is created in the same folder your clip is imported from. The range of frames to import. We recommend to only work with the frames you need, rather than importing very large clips or multiple shots edited together. This is set to the starting frame number or timecode by default. You can also define a fixed frame You can set a default for the fixed frame in Preferences. You also have the option to view as Timecode or Frame numbers. If your clip has an embedded timecode offset and you switch to Timecode, the offset will be used in your project.</p>
<p>If you need to adjust this value later, you can open Project Settings from the file menu. Normally this is automatically detected, but you have options to adjust if necessary.</p>
<p>Make sure you check the frame rate before you close the New Project dialog. If you are using interlaced footage, set your field separation here to Upper or Lower. Make sure you check your fields match your footage before you close the New Project dialog. If you wish the clip to be cached into memory, check the Cache clip checkbox here.</p>
<p>Caching is recommended if you are working a computer that has fast local storage, but your shot is stored in a slow network location.</p>
<p>More often than not, you can leave this setting off. If working with log color space, set soft clip value here. Default is zero making falloff linear, rather than curved.</p>
<p>Mocha Pro supports Equirectangular Footage. To set the project to be in mode, check the ‘ VR Footage’ checkbox after you import your clip.</p>
<p>When you start a New Project you are also presented with the option of creating a multiview project in the Views tab. If you check Multiview project you are then presented with the view names and their abbreviated names. The abbreviated name is used in the interface for the view buttons, but is also used as the suffix for renders.</p>
<p>You can also choose the hero view. By default this is the left. Defining a hero eye determines the tracking and roto order for working in the views.</p>
<p>If you want to define separate streams of footage for the stereo views, you can add additional footage streams view the Add button below the initial clip chooser. If you forget to set up Multiview when you start a new project, you can set it in the new Project Settings Dialog from the File menu. Once you are in Multiview mode, you will see a colored border around the viewer based on the current view you are in.</p>
<p>This is to help artists to identify which view they are currently in without having to refer to the buttons. You can switch between Views by pressing the corresponding L R buttons in the view controls, or using the default 1 and 2 keys on the keyboard. You can swap views or change the Split View mapping from the View Mapping subtab under the Clip module:. The Mocha Pro plugin has a slightly different project workflow to the stand alone Mocha applications.</p>
<p>This action loads the footage from the host clip you applied the effect to. It automatically applies the correct frame rate and other clip settings, so there is no need for the standard new project dialog. After you have done the usual work inside the Mocha Pro interface, you simply close and save the Mocha Pro GUI and then you can control the output from the effect editor interface.</p>
<p>For setting up a new stereo project with the plugin, see Plugin Stereo Workflow. The plugin has a slightly different project workflow to the stand alone Mocha applications. If you will only be working on a section of the shot you can use the In and Out points to set the range on the timeline. You can zoom the timeline to only show you the part between you In and Out points by clicking the Zoom Timeline button. Frame offsets are important to get right in Mocha so that they export correctly to your target program.</p>
<p>Project Frame Offset: This frame offset sets the starting frame for keys in your timeline. For example if you have imported a sequence of frames and you need the index of frames to start at , you can change this under the Project Settings in the file menu. Clip Frame Offset: This frame offset is to offset the actual clip frames to slide the starting point of the clip back and forth. You can adjust clip frame offset under the Display tab in the Clip module. For the vast majority of cases the Project Frame Offset is the value you want to adjust for working with data.</p>
<p>The frame offset is usually already set correctly at the New Project dialog stage, but there may be cases where offsets change, such as adding new clip frames. Working with very long files can be time consuming for the artist and can slow down the tracking as it searches for more frames.</p>
<p>Try to only use what you need, and work on individual shots, rather than multiple shots in one piece of footage. Make sure these values match the settings in your compositor or editor, otherwise tracking and shape data will not match when you export it.</p>
<p>If you are unsure which field your interlaced footage is in, import it and check. If you quickly start your project with a guessed field order, you can check to make sure it is correct by using the right arrow key to step through the footage.</p>
<p>Interlaced footage is painful to work with. For your own sanity, try not to use it unless you have to! If you are working on a large roto project you will sometimes need to have more than one person working on the same shot. When it comes time to export out mattes or do final tweaks you can use the Merge Project option to combine any files that have been used on the same piece of footage.</p>
<p>Simply select the Merge Project option from the File menu, and select a project you wish to merge. You can only merge projects that are the same dimensions, aspect ratio and frame length as the shot you are merging into. Open or create a project with matching footage and same dimensions as the Silhouette file. This is important. Your Silhouette project file will need to match the frame rate, dimensions and length of the Mocha project to correctly import. Choose a Silhouette sfx project file.</p>
<p>If you are in OS X, you may need to navigate inside the sfx package to find the actual project file. The Silhouette project will then convert any Bezier and X-splines to native Mocha splines and appear in the project. If there are any B-Spline layers in the project, these will not be imported as they are currently not supported. The key to getting the most out of the Planar Tracker is to learn to find planes of movement in your shot which coincide with the object that you want to track or roto.</p>
<p>Sometimes it will be obvious – other times you may have to break your object into different planes of movement. For instance if you were tracking a tabletop, you would want to draw the spline to avoid the flower arrangement in the center of the table — it is not on the same plane and will make your track less accurate.</p>
<p>To select a plane you simply draw a spline around it. In general X-Splines work better for tracking, especially with perspective motion. We recommend using these splines where possible.</p>
<p>The GPU option allows you to select any supported graphics card on your system to take on the brunt of the tracking process. The resulting speed improvement is especially noticeable on high resolution footage or when tracking large areas. One of the most important concepts to understand with the Mocha planar tracking system is that the spline movement is not the tracking data. By default, any spline you draw is linked to the tracking data of the layer it is currently in.</p>
<p>In hierarchical terms, the spline is the child of the track, even if there is no tracking data. When you begin to track a layer, the area of detail contained within the spline s you have drawn will be searched for in the next frame. If the planar tracker finds the same area in a following frame, it will tell the tracker to move to that point.</p>
<p>Because the spline is linked to the track by default, it will also move along with it and the search begins again for the next frame. Scrub the timeline and you will see that the grid and surface move with the spline. Now select all the points of your spline and move it around the viewer.</p>
<p>This is because the spline is linked to the track, but the track is not linked to the spline. The spline is merely a search area to tell the track where to go next.</p>
<p>It is a common misconception that moving the spline while tracking is affecting the movement of the tracking data. It is not. Moving the spline is only telling the tracker to look in a different place and will not directly affect the motion of the tracking. This makes the tracker very powerful, as you can move and manipulate your spline area around while tracking to avoid problem areas or add more detail for the search.</p>
<p>With the Planar Tracker you simply draw a spline around something, as shown with the screen below. Select one of the spline tools to create a shape around the outside edge of the area you wish to track. When drawing splines it is best to keep the shape not tight on the edge, but actually give a little space to allow for the high contrast edges to show through, as these provide good tracking data.</p>
<p>If you are using the X-Spline tool you can adjust the handles at each point by pulling them out to create a straight cornered edge, or pull them in to make them more curved. Right clicking a handle will adjust all the handles in the spline at once. In some cases there are parts of an image that can interfere with the effectiveness of the Planar Tracker.</p>
<p>To handle this, you can create an exclusion zone in the area you are tracking. For instance, in the phone example we are using, there are frames where there are strong reflections on the screen.</p>
<p>These reflections can make the track jump. So we need to isolate that area so the tracker ignores it. Select the add shape tool to add an additional shape to the current layer, which selects the area you want the tracker to ignore.</p>
<p>Draw this second shape inside the original shape. Note that both splines have the same color, which is an indication that they belong to the same layer. Also you will notice in the Layer Controls panel that you only have a single layer. You can also add as many entirely new layers on top of your tracking layer to mask out the layers below.</p>
<p>This is quite common when moving people, limbs, cars, badgers etc. In the Essentials layout , tracking Motion parameters are listed in the Essentials Panel:. In the Classic layout , detailed tracking parameters can be accessed by selecting the Track tab. On the left hand side of the Track tab, you will see two sections: Motion and Search Area.</p>
<p>Understanding the parameters section of the Track parameters is vitally important for obtaining good tracks. Here we provide a breakdown of each parameter and how to use it effectively. When tracking, Mocha looks at contrast for detail. The input channel determines where to look for that contrast. Luminance looks for contrast in the light and dark of the image.</p>
<p>Auto Channel looks for contrast in one of the color channels. By default, Luminance does a good job. If you have low-luminance footage or you are not getting a good track, try Auto Channel. By default, the minimum percentage of pixels used is dynamic. When you draw a shape, Mocha tries to determine the optimal amount of pixels to look for in order to speed up tracking. If you draw a very large shape, the percentage will be low.</p>
<p>If you draw a small shape, the percentage will be high. In many cases, the cause of a drifting or slipping track is a low percentage of pixels.</p>
<p>Keep in mind however that a larger percentage of pixels can mean a slower track. This value blurs the input clip before it is tracked. This can be useful when there is a lot of severe noise in the clip. It is left at zero by default. The main difference between shear and perspective is the relative motion. Shear is defined as the object warping in only two corners, whereas perspective is most often needed where the object is rotating away from the viewer significantly in space. As an example, if someone is walking towards you, their torso would be showing shear as it rotates slightly back and forth from your point of view.</p>
<p>The front of a truck turning a corner in front of you would be showing significant perspective change. Large Motion: This is the default. It searches for motion and optimizes the track as it goes. Small Motion is also applied when you choose Large Motion. Small Motion: This only optimizes.</p>
<p>You would use Small Motion if there were very subtle changes in the movement of the object you are tracking. Manual Tracking: This is only necessary to use when the object you are tracking is completely obscured or becomes untrackable. Usually used when you need to make some adjustments to complete the rest of the automated tracking successfully.</p>
<p>This is set to Auto by default. Angle: If you have a fast rotating object, like a wheel, you can set an angle of rotation to help the tracker to lock onto the detail correctly. Zoom: If you have a fast zoom, you can add a percentage value here to help the tracker. Again, the tracker will still handle a small amount of zoom with this set to zero. Improved Insert Render Quality: The Insert module now renders with high-quality filtering for improved looking results.</p>
<p>The new Source Mesh Grid view controls make it easier to preview and edit simple to complex mesh distortions. Quick Stabilize Preview Update: You can now quick-stabilize pan and zoom via any layer rather than just the currently selected layer.</p>
<p>This option is available via a dropdown on the Quick Stabilize button. Mesh Track Using Existing Data: Linking PowerMeshes to existing planar tracking layers makes it easier to combine planar tracking with PowerMesh tracking for roto and other tasks.</p>
<p>PowerMesh to Alembic Transform: Export the mesh vertex position data to individual transform nulls. Silhouette shapes with split transform data: Silhouette shapes now export with keyframe data split out to make it easier to add new Silhouette shapes which inherit the tracking data.</p>
<p>Nuke Roto nodes with split transform data: Nuke Roto now exports with keyframe data split out to make it easier to add new Nuke roto splines which inherit the tracking data. Mistika Corner Pin: You can now export Mocha planar tracking corner data to Mistika as point tracking data. See the Exporting Tracks and Exporting Mattes chapters for more details.</p>
<p>Slide keyframes: You can now move all keyframes easily to new positions in the timeline. Keyframe zooming: It is now much is easier to zoom into selected keyframes and zoom out to all keyframes. Improved AdjustTrack parameters now adjust all track keyframes based on the motion types selected. To quickly get familiar with Mocha before you dive into the rest of the manual, here is a breakdown of the interface and its controls.</p>
<p>Mocha begins in the Essentials layout, which provides a simplified interface for basic tracking and roto. The Essentials panel on the left side of the window combines everything you need for a basic track. To attach a spline layer to an existing track, or detach it from a track entirely. These buttons control viewing and expanding the surface. See Tracking Basics for how to use the surface effectively. Show surface tracking data : Reveals the blue surface that represents the tracking data.</p>
<p>Show grid: Reveals a useful grid for lining up the surface or monitoring for drift in a track. Align surface: Expands the surface to fit the dimensions of the footage on the current frame. Like the Essentials layout, this layout is optimized specifically for roto sessions where only the most necessary panels and tools are shown. If you want to reduce all clutter entirely, the Big Picture layout is very useful for previewing shots without any elements getting in the way.</p>
<p>These can either be access by right clicking the area of the interface and choosing a GUI element to show or hide, or selecting from the View menu. Any changes you make to a layout will not be saved unless you choose View Layout Save Current Layout.</p>
<p>For example if you like the Essentials layout, but would like the Advanced toolbar from the Classic layout:. You can add, order or remove layouts from the Manage Custom Layouts dialog in the same sub-menu. If you have made changes to a saved layout want to revert back to the saved version, just choose View Layout Revert to saved. If you want to revert back to the original default layout, just choose View Layout Revert to default.</p>
<p>At the very top of the interface you have the tools that form the brunt of your time inside Mocha. Select: Selection tool for splines and points. Hold the button to choose between Marquee selection and Lasso selection. Select Both: Selects both the Inner spline points and the edge points. Hold this button down to select further options See below.</p>
<p>Select Auto: Automatically selects between Inner and Edge points. Useful for lining up individual splines. Rotate: Rotate selection around the axis of the point you click in the viewer. Transform Tool: Toggles the transform bounding box for manipulating selections. Show Planar Grid: Toggles a grid relative to the planar surface view. You can adjust the number of grid lines under Viewer Preferences See below.</p>
<p>Align Surface: Expands the layer surface to fit the dimensions of the footage at the current frame. All tracked data is made relative to this new alignment.</p>
<p>Proxy Scale: Adjust the resolution of the footage for performance Mocha Standalone only. Select from the dropdown to choose an individual color channel to view. Show Layer Mattes: Toggle on or off to show the mattes.</p>
<p>Select from the dropdown to choose the type of matte. Color Layer Mattes: Fills matte with Color. Decreasing the value lessens the opacity. Overlays: Toggles all viewer overlays, including splines, tangents, surface and grid. Show Layer Outlines: Toggles all spline overlays, including splines, points and tangents.</p>
<p>Show Spline Tangents: Toggles spline tangents view. Select from the dropdown to choose the type of view. View Mesh: Toggles Mesh view. Select from the dropdown to choose either the mesh or just the vertices. Stabilize: Turns on Quick Stabilize Preview. This centers the footage around your tracked surface using the tracking data linked to pan and zoom.</p>
<p>You can choose different layers to stabilize the viewer from the dropdown in the button. Trace: Turns on the traced path of the tracked surface. You can adjust the amount of frames to trace under Viewer Preferences See below.</p>
<p>Enable Brightness Scaling: Toggles brightness adjustment to work with low-contrast footage. Viewer Preferences: Adjustments dialog for parameters such as grid lines and trace frames.</p>
<p>Also controls for viewer OCIO colourspaces. Reset In-Point: Set the in-point back to the start of the clip. Current Frame: The frame the playhead is currently on. Enter a new value to jump to that frame. Reset Out Point: Set the out point back to the end of the clip. Zoom Timeline to full frame range: Resets the timeline scale to the full range of frames.</p>
<p>Play Controls: Controls for playing back and forth and moving one frame at a time. Tracking Controls: Controls for tracking back and forth and tracking one frame at a time.</p>
<p>Go to Previous Keyframe: Jump to the previous keyframe set in the timeline for that layer. Go to Next Keyframe: Jump to the next keyframe set in the timeline for that layer. Add New Keyframe: Add a new keyframe at the current position for the selected layer. This only appears if you are not hovering over an existing keyframe. Delete New Keyframe: Deletes the keyframe at the current position for the selected layer. This only appears if you are hovering over a keyframe. Delete All Keyframes: Deletes all keyframes on the timeline for the selected layer.</p>
<p>Autokey: Toggles automatic key insertion when moving points or adjusting parameters. Align Selected Surfaces: Aligns the selected layer surfaces to the dimensions of the footage at the current frame. Toggle Active at current frame: Activates or Deactivates the layer on the current frame.</p>
<p>Group Layer: Groups the currently selected layers. If no layers are selected, creates an empty group. Blend mode: Dropdown to add or subtract your spline to the current layer. Invert flips this. Insert Clip: Insert a demo clip to preview your track. You can use one of the defaults or import your own. For preview purposes only. Can also be set to None. You can select multiple layers before choosing this option.</p>
<p>In Mocha v5 we introduced manual cache clearing to allow you to clear the Mocha cache at the project, render or global level.</p>
<p>Some interface elements change when using Stereo footage. This section covers what new icons appear and how to interact with them. In stereo mode you will see 3 buttons in the View Controls next to the clip view drop down on the left:. Two buttons to show individual Left or Right views L and R. These button names change according to the abbreviation you assign them in Project Settings. You can preview stereo work at any time by turning on the 3D button in the view controls.</p>
<p>Clicking and holding on the 3D button will give you a range of stereo view options. Active : If you have an active shutter monitor available, you can view in this mode Note: Only tested on Windows. Anaglyph : Probably the most common mode to view stereo work through.</p>
<p>Difference : A difference mode of the views laid over each other. This view also has additional functionality explained below. Keyframe on All Views: Toggle this button in the timeline to maniuplate keyframes in both eyes.</p>
<p>The Mocha Pro plugins are separate from the standalone Mocha and can be applied as an effect directly onto layers in host applications. This reduces the need to swap out of your host application and streamlines getting data in and out of Mocha.</p>
<p>The biggest advantage is you can set up layers and module settings in Mocha as normal, and then have the results render directly to the host timeline without having to export. In addition to the controls below, VR features also contain a separate area in the Module Renders section to control lens distortions without having to first open the Mocha Pro GUI:.</p>
<p>The Mocha Pro plugin supports different types of and Stereo footage via the “Views” drop down:. Stereo Separate eyes : This takes two separate footage streams. When chosen, the option to choose another source for the right eye is enabled.</p>
<p>If you are using the ‘Stereo’ option, you will need to select the “Stereo Output” view Left or Right that you want to apply output to. When used, Mocha will split the footage exactly in half horizontally and use the Top and Bottom halves for each eye.</p>
<p>The output to the host will automatically double up to the split views. When used, Mocha will split the footage exactly in half vertically and use the Left and Right halves for each eye. The output to the hosr will automatically double up to the split views.</p>
<p>Choosing one of the options automatically sets your Mocha project to be Equirectangular This will enable VR features:. If you have separate left and right eye sources, apply a “Join Views” node to combined them and feed the output into the Source input of the Mocha node. Vegas Pro: Vegas Pro also has native stereo support. You will only see two options: Mono and Stereo. As you go through the user guide, you will see sections on how to apply Mocha techniques to your stereo footage where relevant.</p>
<p>Simply apply the effect to the layer you want to work with. Launch Mocha. This will load a full version of the Mocha interface that you can use just like the standalone version. Use Mocha as required and then close and save. No rendering is required inside Mocha unless you want to. Choose whether you want to use mattes, renders or any other data from Mocha back in the plugin interface. Once you have applied the Mocha Pro effect, you can click on the Mocha button to launch the main interface.</p>
<p>This then becomes exactly like working in the standalone version of Mocha, with a few exceptions. The source layer is automatically loaded and ready to track in the view. You just close and save the Mocha view when done and the project is saved inside the Effect like any other Adobe effect.</p>
<p>By default, the starting timeline frame will always be zero, which will not affect your data generation back in After Effects. For users using timecodes instead of frame numbers in After Effects, the correct timecode offset will display inside the Mocha GUI. Once you have tracked layers in Mocha, you can then control the mattes for these layers back in the plugin interface.</p>
<p>View Matte: Show the black and white matte from the Mocha layers chosen. This is very useful if you want to just see any problems with the matte, or you want to use the output as a track matte. Visible Layers: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes. You can also edit the Layer names in this window. Shape: This drop down lets you switch between All Visible and All mattes.</p>
<p>All Visible mattes are controlled by the Visible Layers dialog. Feather: Applies a blur to the matte. This feathering is independent of the feathering of the individual layers inside Mocha. This function is only available in After Effects. If you are using the ‘Stereo’ option in After Effects, you will need to select the “Stereo Output” view Left or Right that you want to apply output to. Once you have set up layers in Mocha, you can then control the renders for each module back in the plugin interface.</p>
<p>Note that you do need to have set up and tracked the correct layers in order for a render to work back in the host. Module: The module render you want to see. It controls the render quality of the warp. See the Warp Mapping section of the stabilize module.</p>
<p>Insert Layer: For any inserts you want to apply to a layer surface and render back to the host. If left to “Default” it will render what has been set inside the Mocha project. If changed, it will override all insert layers in the project. Insert Opacity: Overrides the default insert opacity set inside the Mocha project. There are also parameters for controlling the view in Lens:Distortion rendering for VR footage.</p>
<p>Pick the layer you want to use as an insert from the ‘Insert Layer’ drown down in the Mocha Pro effect. If you have a tracked layer in Mocha you can see the output of its surface back in the After Effects interface. Each point in the Tracking Data section is a point from the layer surface that automatically updates when you modify it inside Mocha.</p>
<p>To choose a layer to create tracking data from, click the ‘Create Track Data’ button in the Tracking Data section of the plugin. Then choose ether the name or the cog of the layer you want to read tracking data from in the dialog that appears. Once you click ‘OK’, the plugin will generate keyframes to populate the tracking parameters in the plugin.</p>
<p>You can then use this data to copy to other layers, or link via expressions. The plugin interface also allows you to apply tracking data to other layers without needing to export from the Mocha GUI. Do do this, you generate the tracking data from a layer, as described above in Controlling Tracking Data. Corner Pin: Support Motion Blur : A corner pin distortion with separate scale, rotation and position.</p>
<p>If you are generating from a vertex-heavy mesh, Mocha will show a progress bar while generating the nulls. Each Null will be created separately with its own keyframes. Pick the video track you want to use as an insert from the ‘Insert Layer’ drown down in the Mocha Pro effect. You just close and save the Mocha view when done and the project is saved inside the Effect like any other AVX effect.</p>
<p>Choose from the current layer or below the current video track. This will most commonly be “1st Below” the current layer with the effect applied. In many cases some functionality may be possible for unsupported hosts, but there is no guarantee of functionality or stability, so please take care when experimenting! Once loaded into the flow graph, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node.</p>
<p>Once loaded into the node graph, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node. Once loaded into the tree window, simply plug the image node you want to work with into the ‘Source’ input of the Mocha Pro effect node.</p>
<p>Silhouette includes Linear support for the Mocha plugin. When using EXR or Cineon images, this preference should remain off.</p>
<p>Once loaded, you can begin with the ‘Launch Mocha UI’ button at the top of the effect panel. Mocha uses two sources from the timeline for inserting clips: The main background image source to track from and a secondary image source to insert into a tracked layer.</p>
<p>To use a secondary source input in Vegas for Insert clips you need to composite your tracks together:. Set the Insert clip you want to use as the parent layer and the plate you want the insert to be rendered over as the child.</p>
<p>This will then load the secondary source into any layer Insert clip dropdown as a clip called ‘Insert Layer’. See Rendering Insert Layers below.</p>
<p>Select any additional source you want to use as an insert in Mocha and plug it into the ‘Insert’ input See Rendering Insert Layers below. Launch the Mocha UI using the button at the top of the panel. Choose whether you want to use mattes, renders or any other exported data from Mocha back in the plugin interface. Once you have applied the Mocha Pro effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface.</p>
<p>You just close and save the Mocha view when done and the project is saved inside the effect. Visible Layers Button: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes.</p>
<p>You can use secondary clips in the host application to render tracked inserts into your shots. See the User Guide Chapter on the Insert Module for more details on manipulating and warping inserts. For node based compositors you can plug the insert image into the ‘Insert’ input on the the Mocha Pro effect node.</p>
<p>In Vegas you need to make the insert image the parent in compositing mode. See Using the Insert Layer clip in Vegas for this method. In HitFilm, you select the insert image from one of your other layers in the comp listed in the “Insert” dropdown. You can also adjust the Insert Blend Mode and the Insert Opacity from the plugin interface without needing to go back into Mocha:.</p>
<p>In cases where your input source has an alpha channel, you may wish to change the Alpha view inside the Mocha GUI. You can either turn Alpha off entirely by toggling off the button, or choose from one of the following options:. Auto alpha: Reads in alpha if it is not opaque or premultiplied. This is the default setting. When rendering back out to the host, there are cases where you may also need to premultiply the alpha using the premultiply options in the plugin interface.</p>
<p>If you are using the ‘Stereo’ option, make sure you are applying the effect to the Left eye footage and choose your right-eye source input. This includes:. To add Mocha, simply locate it in the Effects panel like any other effect and drag it onto your layer.</p>
<p>Once your layer is hooked up to your Mocha Effect, the general workflow for the Mocha Plugin is as follows:. If you are using Mocha Pro, choose the renders you wish to use from the “Module Renders” section and check “Render”. Once you have applied the Mocha effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface.</p>
<p>If you are using the Mocha Pro version of the plugin, controlling renders is exactly like the standard OFX rendering controls. This is because all Mocha VR features have been rolled into Mocha Pro and a Mocha VR plugin stub is kept to avoid breaking compatibility with your old projects.</p>
<p>When you want to start a new VR project, we highly recommend using the Mocha Pro plugin rather than the legacy Mocha VR plugin, as this compatibility feature may be removed in future versions. Mocha workflow is designed around a project structure. It is good practice to only work on one shot per project file to minimize layer management and to keep the work streamlined.</p>
<p>When you start the application you are presented with an empty workspace. No footage is loaded and most of the controls are consequently disabled.</p>
<p>To begin working, you must open an existing project or start a new project. This will bring up a file browser, where you can select almost any industry standard file formats. Image sequences will show up as individual frames. You can select any one of the frames and the application will automatically sequence the frames as a clip when importing.</p>
<p>A project name will automatically be generated based on the filename of the imported footage, but you can change it by editing the Name field. This is created in the same folder your clip is imported from. The range of frames to import. We recommend to only work with the frames you need, rather than importing very large clips or multiple shots edited together. This is set to the starting frame number or timecode by default. You can also define a fixed frame You can set a default for the fixed frame in Preferences.</p>
<p>You also have the option to view as Timecode or Frame numbers. If your clip has an embedded timecode offset and you switch to Timecode, the offset will be used in your project. If you need to adjust this value later, you can open Project Settings from the file menu.</p>
<p>Normally this is automatically detected, but you have options to adjust if necessary. Make sure you check the frame rate before you close the New Project dialog. If you are using interlaced footage, set your field separation here to Upper or Lower. Make sure you check your fields match your footage before you close the New Project dialog. If you wish the clip to be cached into memory, check the Cache clip checkbox here. Caching is recommended if you are working a computer that has fast local storage, but your shot is stored in a slow network location.</p>
<p>More often than not, you can leave this setting off. If working with log color space, set soft clip value here. Default is zero making falloff linear, rather than curved. Mocha Pro supports Equirectangular Footage. To set the project to be in mode, check the ‘ VR Footage’ checkbox after you import your clip. When you start a New Project you are also presented with the option of creating a multiview project in the Views tab.</p>
<p>If you check Multiview project you are then presented with the view names and their abbreviated names. The abbreviated name is used in the interface for the view buttons, but is also used as the suffix for renders. You can also choose the hero view.</p>
<p>By default this is the left. Defining a hero eye determines the tracking and roto order for working in the views. If you want to define separate streams of footage for the stereo views, you can add additional footage streams view the Add button below the initial clip chooser. If you forget to set up Multiview when you start a new project, you can set it in the new Project Settings Dialog from the File menu. Once you are in Multiview mode, you will see a colored border around the viewer based on the current view you are in.</p>
<p>This is to help artists to identify which view they are currently in without having to refer to the buttons. You can switch between Views by pressing the corresponding L R buttons in the view controls, or using the default 1 and 2 keys on the keyboard.</p>
<p>You can swap views or change the Split View mapping from the View Mapping subtab under the Clip module:. The Mocha Pro plugin has a slightly different project workflow to the stand alone Mocha applications. This action loads the footage from the host clip you applied the effect to. It automatically applies the correct frame rate and other clip settings, so there is no need for the standard new project dialog. After you have done the usual work inside the Mocha Pro interface, you simply close and save the Mocha Pro GUI and then you can control the output from the effect editor interface.</p>
<p>For setting up a new stereo project with the plugin, see Plugin Stereo Workflow. The plugin has a slightly different project workflow to the stand alone Mocha applications. If you will only be working on a section of the shot you can use the In and Out points to set the range on the timeline. You can zoom the timeline to only show you the part between you In and Out points by clicking the Zoom Timeline button. Frame offsets are important to get right in Mocha so that they export correctly to your target program.</p>
<p>Project Frame Offset: This frame offset sets the starting frame for keys in your timeline. For example if you have imported a sequence of frames and you need the index of frames to start at , you can change this under the Project Settings in the file menu. Clip Frame Offset: This frame offset is to offset the actual clip frames to slide the starting point of the clip back and forth.</p>
<p>You can adjust clip frame offset under the Display tab in the Clip module. For the vast majority of cases the Project Frame Offset is the value you want to adjust for working with data. The frame offset is usually already set correctly at the New Project dialog stage, but there may be cases where offsets change, such as adding new clip frames.</p>
<p>Working with very long files can be time consuming for the artist and can slow down the tracking as it searches for more frames. Try to only use what you need, and work on individual shots, rather than multiple shots in one piece of footage. Make sure these values match the settings in your compositor or editor, otherwise tracking and shape data will not match when you export it.</p>
<p>If you are unsure which field your interlaced footage is in, import it and check. If you quickly start your project with a guessed field order, you can check to make sure it is correct by using the right arrow key to step through the footage. Interlaced footage is painful to work with. For your own sanity, try not to use it unless you have to! If you are working on a large roto project you will sometimes need to have more than one person working on the same shot.</p>
<p>When it comes time to export out mattes or do final tweaks you can use the Merge Project option to combine any files that have been used on the same piece of footage. Simply select the Merge Project option from the File menu, and select a project you wish to merge. You can only merge projects that are the same dimensions, aspect ratio and frame length as the shot you are merging into.</p>
<p>Open or create a project with matching footage and same dimensions as the Silhouette file. This is important. Your Silhouette project file will need to match the frame rate, dimensions and length of the Mocha project to correctly import. Choose a Silhouette sfx project file. If you are in OS X, you may need to navigate inside the sfx package to find the actual project file.</p>
<p>The Silhouette project will then convert any Bezier and X-splines to native Mocha splines and appear in the project. If there are any B-Spline layers in the project, these will not be imported as they are currently not supported. The key to getting the most out of the Planar Tracker is to learn to find planes of movement in your shot which coincide with the object that you want to track or roto.</p>
<p>Sometimes it will be obvious – other times you may have to break your object into different planes of movement. For instance if you were tracking a tabletop, you would want to draw the spline to avoid the flower arrangement in the center of the table — it is not on the same plane and will make your track less accurate.</p>
<p>To select a plane you simply draw a spline around it. In general X-Splines work better for tracking, especially with perspective motion. We recommend using these splines where possible. The GPU option allows you to select any supported graphics card on your system to take on the brunt of the tracking process.</p>
<p>The resulting speed improvement is especially noticeable on high resolution footage or when tracking large areas. One of the most important concepts to understand with the Mocha planar tracking system is that the spline movement is not the tracking data. By default, any spline you draw is linked to the tracking data of the layer it is currently in.</p>
<p>In hierarchical terms, the spline is the child of the track, even if there is no tracking data. When you begin to track a layer, the area of detail contained within the spline s you have drawn will be searched for in the next frame. If the planar tracker finds the same area in a following frame, it will tell the tracker to move to that point.</p>
<p>Because the spline is linked to the track by default, it will also move along with it and the search begins again for the next frame. Scrub the timeline and you will see that the grid and surface move with the spline. Now select all the points of your spline and move it around the viewer. This is because the spline is linked to the track, but the track is not linked to the spline. The spline is merely a search area to tell the track where to go next.</p>
<p>It is a common misconception that moving the spline while tracking is affecting the movement of the tracking data. It is not. Moving the spline is only telling the tracker to look in a different place and will not directly affect the motion of the tracking.</p>
<p>This makes the tracker very powerful, as you can move and manipulate your spline area around while tracking to avoid problem areas or add more detail for the search. With the Planar Tracker you simply draw a spline around something, as shown with the screen below.</p>
<p>Select one of the spline tools to create a shape around the outside edge of the area you wish to track. When drawing splines it is best to keep the shape not tight on the edge, but actually give a little space to allow for the high contrast edges to show through, as these provide good tracking data. If you are using the X-Spline tool you can adjust the handles at each point by pulling them out to create a straight cornered edge, or pull them in to make them more curved.</p>
<p>Right clicking a handle will adjust all the handles in the spline at once. In some cases there are parts of an image that can interfere with the effectiveness of the Planar Tracker.</p>
<p>To handle this, you can create an exclusion zone in the area you are tracking. For instance, in the phone example we are using, there are frames where there are strong reflections on the screen. These reflections can make the track jump. So we need to isolate that area so the tracker ignores it. Select the add shape tool to add an additional shape to the current layer, which selects the area you want the tracker to ignore. Draw this second shape inside the original shape. Note that both splines have the same color, which is an indication that they belong to the same layer.</p>
<p>Also you will notice in the Layer Controls panel that you only have a single layer. You can also add as many entirely new layers on top of your tracking layer to mask out the layers below. This is quite common when moving people, limbs, cars, badgers etc. In the Essentials layout , tracking Motion parameters are listed in the Essentials Panel:.</p>
<p>In the Classic layout , detailed tracking parameters can be accessed by selecting the Track tab. On the left hand side of the Track tab, you will see two sections: Motion and Search Area. Understanding the parameters section of the Track parameters is vitally important for obtaining good tracks.</p>
<p>Here we provide a breakdown of each parameter and how to use it effectively. When tracking, Mocha looks at contrast for detail. The input channel determines where to look for that contrast. By default, Luminance does a good job. If you have low-luminance footage or you are not getting a good track, try one of the color channels or Auto Channel. By default, the minimum percentage of pixels used is dynamic. When you draw a shape, Mocha tries to determine the optimal amount of pixels to look for in order to speed up tracking.</p>
<p>If you draw a very large shape, the percentage will be low. If you draw a small shape, the percentage will be high. In many cases, the cause of a drifting or slipping track is a low percentage of pixels.</p>
<p>I’ve removed the audio waveforms from the audio tracks on some clips in “Main” and when I playback that Main timeline, I don’t hear the audio, but when I play back the “Master” timeline, the audio I removed is back. Much like VR video in Premiere Pro, the audio will be an explorable representation. I created these 12 presets to solve a majority of audio issues and make your videos sound so much better.</p>
<p>The Manage versions feature is only available when you access your Google Drive account in a browser. Audio mixing, syncing, scrubbing and waveform visualization. Premiere Pro refers to versions released in and later, whereas Premiere refers to the earlier releases. How to adjust audio levels on a clip.</p>
<p>Adobe premiere pro Maya keyframes missing. Buttons have been added to the Trimmer to add only audio or only video to the timeline. Multimono clips in multichannel sequences do not play all audio channels This is a approaching the issue without context.</p>
<p>Bad TV Features: New in v2. In the mixer, the icons are fairly self-explanatory and similar to those in Media Composer. The file will be immediately added to the Project From Adobe Premiere Pro supported file formats list, we can find Premiere supports MOV, but apparently video, audio problems still exist while importing and editing MOV movie files.</p>
<p>This is particularly true for highly compressed formats, and the process is called conforming. The media formats listed here are supported for directly importing and editing with Premiere Pro CC. Premiere Pro supports high resolution video editing at up to 10, x 8, [9] resolution, at up to bits per channel color, in both RGB and YUV.</p>
<p>In addition, i tried rendering a short clip and that is out of sync. You can insert fades if necessary at the end of sentences, to reduce background noise spilling in. Go to the 2 pop marker and click on it.</p>
<p>This is a critical update which is highly recommended for all users according to Adobe. This Post production course is a Short-term certified course, taught by Experienced professionals. The The Battle to Remove Echo. Instantly share files with clients or colleagues. What do I seem to be missing? Syncs directly in Adobe Premiere Pro. As I cover in my new course Mastering in the Box, there are some incredible plugins available for anyone interested in computer-based mastering.</p>
<p>Aimed at budding filmmakers and beginning editors, the software is powerful. Dave Bode is an expert on video and audio production in the upstate NY area. Most video converters can transcode to the H. I have already tried clearing the cache files,. The Dynamics Processing features automatically lower the volume on the other tracks if it detects a voiceover track. Style, power and ports. To deal with this issue, the waveform peaks are cut off or “clipped” , turning a sine wave into a square wave.</p>
<p>In this clear and straightforward guide, digital video veteran Jan Ozer gives beginning and intermediate video editors just what they need to know on Adobe Premiere Pro CC. You might want to check the bitrate of your track audio and project audio match as Premiere will spend extra time converting the bitrate with ‘Audio Render’.</p>
<p>Change video renderer settings. It makes audio that was once unusable sound professional and clear. Sometimes clearing all the media cache files fixes the blank waveforms, but not always. I still think that the classic one is easier to read. Caution: it will be powerful if there is much blue in the sky to start with.</p>
<p>Solution 6: Check for disabled audio tracks Premiere Pro CS6 If sound is missing only from certain clips or only from clips in a certain project, then do the following tasks in order: 1. Actually, the main reason for audio out of sync in Adobe Premiere Pro may be that the footage adopts variable frame rate also known as VFR which Premiere Pro cannot handle properly. To hear the audio you need to do a RAM preview. The book covers the basics of learning Adobe Premiere Pro and provides countless tips and techniques to help you become more productive with the program.</p>
<p>That popularity isn’t just due to the Adobe name, though. Add oomph to your audio.</p>
<p>Often there are times where your reference points are either obscured or exit frame. In AdjustTrack you have the ability to create multiple reference points per surface corner that can be positioned in alternate locations to handle these situations.</p>
<p>Simply click the New Ref button to create a new reference point for the selected corner. You cannot keyframe the Surface — only the Reference Points. The original track and any refinements you make in AdjustTrack cause the Surface to move however. Every so often a shot will come along that is easier to track backwards than forwards.</p>
<p>This is fairly simple when running the tracker backwards, but introduces some rather obtuse concepts when keyframing is involved. For example, if you decide to create a new backwards reference point at frame 20, a new master reference will be created at frame Others who do a lot of tracking and find themselves working backwards often may find the backwards-thinking New Ref button helpful.</p>
<p>Every Reference Point has one frame in which its initial placement is determined without causing any adjustment to the track. This is called the Master Reference Point; if you step forward or backward in time you will notice the red X change to a red dot. The red X indicates that this particular frame is the starting point for calculating adjustments.</p>
<p>Step forward a frame and move the same point – this time the surface will move because you are now adjusting the track. By default, the frame in which you create a Reference Point is its Master Reference frame. This Master Reference can occur on a different frame for each reference point.</p>
<p>The next button simply cycles through the active reference points for that frame. More fine-grained control of reference points can be obtained through the Nudge control panel, described below. Deleting Reference Points is done by selecting the point you wish to remove and hitting the delete key. If there are multiple Reference points on a particular corner, the preceding Reference Point will be extended through your time line until a new Reference point is encountered.</p>
<p>The Nudge section allows you to move Reference points in 0. You can easily select any active Reference Point by selecting one of the corner buttons in the Nudge section.</p>
<p>If you hit the Auto button, a tracker will attempt to line up the selected Reference Point based on its position in the Master Reference frame. You can quickly select any corner by using the Corner selector buttons in the Nudge control panel. In the image below, the user is selecting the upper right corner in preparation for nudging operations. Deselecting the Inactive Traces button will cause the display to hide the traces of the inactive Reference Points.</p>
<p>This is helpful if you have a corner with numerous Reference Points offsetting it. When you see a drift, carefully cycle through the timeline and look for where the motion starts to change direction.</p>
<p>A frame before this, adjust your drift, then go halfway between your master frame and the adjusted frame to check for any further drift. If you keep working by checking halfway between each keyframe you set, you will reduce the amount of keyframes required. If you end up with adjustment keyframes on a large amount of frames it may be better retry the track. AdjustTrack is aimed to help reduce small anomalies and fix drift when a tracked corner has become obscured. If you are fixing every second keyframe it means you have more than a simple drift.</p>
<p>Good rotoscoping artists often think like animators, reverse engineering the movements, the easing in and outs, the holds and overshoots of objects, and set their keyframes accordingly. In general, the fewer the keyframes, the better your mattes will look. Too many keyframes will cause the edges to ‘chatter’ and move unnaturally. Too few keyframes will cause the shapes to drift and lose definition. Finding the right number and placement of keyframes often comes with experience but there are a few things to keep in mind when rotoscoping.</p>
<p>There is no such thing as a perfect matte. Rotoscoping is an art form that takes into account the background image, the movement of the object, and the new elements to be composited in the background. Try to start your shape at its most complex point in time, where it will need the most control points. Break a complex shape into multiple simple shapes. If you are rotoscoping a humanoid form and an arm becomes visible, consider rotoscoping the arm as its own element, rather than adding extra points on the body that will serve no purpose when the arm is obscured.</p>
<p>Imagine you are the animator who created the shot. What would your dope sheet look like? No matter the medium, whether CG, live action or otherwise, most movements are rarely linear. They normally move in arcs; they normally accelerate in and out of stopped positions. Try and understand the mechanics behind how things are moving in your shot. This will help you to minimize keyframes. Watch and study the shot before you start working.</p>
<p>Where are the changes in directions? These will normally have keyframes. Where are the starts and stops? Are there camera moves that can be stabilized to make your work easier? Beginning roto artists often make the mistake of trying to fix a flawed approach by adding more and more keyframes. Experienced roto artists learn to quickly identify an inferior approach and are unashamed to trash their work and start over, often many, many times.</p>
<p>It is very difficult to get a good matte without a conscious effort to keep the keyframes to a minimum. While you can refine a shape you have tracked to do your rotoscoping, the recommended way is to do a rough shape to track something and then link your roto to that track. This reduces the amount of work required when you are dealing with complex shapes, as you will not have to track and refine each shape as you go. Another reason is reducing the amount of data needed in your project file.</p>
<p>It also helps to remember that your spline shape is linked to your tracking data and not the other way around. First of all you want to reduce as much manual work as possible by tracking. In the example below, the front and side plane of the car is being tracked For a more detailed coverage of tracking, see the Tracking Basics documentation.</p>
<p>This means the tracked shape will not be confused with any roto shapes you are making. Once you have a track for a layer we recommend that you add a new layer to use for the actual roto spline, rather than refining the spline you used for the actual track as you might need to do more tracking with it later. You will see that a new layer is automatically created.</p>
<p>Rename the new layer and link it to the movement of your already tracked layer by selecting it from the ‘Link to Track’ dropdown in the layer properties panel. Now you have linked the rotoscoping layer to a track, you need to go over the timeline and make sure the roto is correctly animated.</p>
<p>Often you will need to tweak your shape for it to fit correctly, adding new keyframes. Autokey is on by default, so you just need to move along the timeline and adjust your points where necessary keyframes turn up in the timeline as green dots. The tracking data will help for the majority of the motion.</p>
<p>You can also add additional shapes to the same layer using one of the “Add Spline to Layer” tools. This is useful for when you need to do minor adjustments across many points separately.</p>
<p>Edges can be feathered either by dragging out feathers point by point using the edge pointer tools in the toolbar or by using the parameters in the Edge Properties panel. A feathered edge will occur between the inner and outer spline points. For example, if you deselect all points by clicking anywhere on the canvas you can then use the Set button to apply the default 3 pixel edge width. Because no points are selected the value is applied to all points on the current layer. You can then tweak the position of all spline points to ensure that the inner red spline is inside the edge and the outer blue spline is outside the edge.</p>
<p>In many instances one track will not be enough. You may need to track more than one plane to drive different sets of roto. In the car example, we have to track the front and the side to get an accurate track for each planar region to assist the roto effectively. In the case of organic shapes, like people, you will have to break your tracks down to handle the different movement between the torso and the arms etc. Use this tool with care, as it is not setting any keyframes per se, it is offsetting any and all keyframe data on the points you move while it is on.</p>
<p>Use with care. If you wish to make adjustments to a particular range, set the In and Out points to that range. You can translate, rotate and scale selected points as a group by using the corresponding tools listed in the toolbar. You can turn on and off individual points in a spline. When they are off, you can still see the points, they can still be animated, but they are not contributing mathematically to the spline. This allows you to have a complex spline only when you need it, rather than having to deal with superfluous points in parts of the shot when they are not needed.</p>
<p>You will see the curve change shapes, but the points will remain. You can use the movement of the individual spline points to determine motion blur. You can control the amount of blur by changing the motion blur value in the Edge Properties panel. Angle simulates how long the shutter is open for if we were viewing through a real camera, so the range is between:. The reason we refer to angle as opposed to “amount” is that camera shutters used to open with a rotary action, so a smaller angle would let in less light, and thus reduce motion blur.</p>
<p>Because Phase is based on the shutter angle you can adjust between the range and i. The steps of motion blur you want to render. The lower the quality, the faster the render speed. The default is 0. Although not necessary in this example, note that you can change how mattes are blended in the Layer Properties panel.</p>
<p>In the View Controls, several options are offered for viewing your mattes. The Matte drop down is has options to view all mattes, just the mattes you have selected or no mattes. You may wish to rotoscope against a particular color. When you have your Mattes turned on, you may choose for the matte to be filled with a color instead of cutting out the object, using Colorize. You can adjust the opacity of the color fill by changing the blend value to the right of the Colorize button.</p>
<p>The color used by Colorize is derived from the Selected and Unselected properties of the Overlay Colors panel, which can be changed per layer.</p>
<p>If you want to get a better view of your roto, you can get a better view by turning off some overlays. This allows you to view the actual rendered mattes, which can be especially useful when tweaking motion blur. The motion blur you normally see in your canvas is an OpenGL preview and can differ slightly from the actual render.</p>
<p>Because you can choose specific layers for export when you render, a render pass is created for each layer. If you want to draw open splines, you can simply hold shift when you right-click to finish the spline.</p>
<p>This will open the shape up. You can open an existing shape using the Open Spline shortcut key by default this is ‘o’. You can close an existing shape using the Close Spline shortcut key by default this is ‘c’.</p>
<p>Naming layers is very important to save yourself time later, especially if you are doing a heavy rotoscoping job. Get into the habit of labeling each layer with specific names. If you are working on a tight roto it can sometimes be easier to turn the spline off and just see the matte with the control points. To do this:. If your other view options are at default settings you should now see the matte in the viewer with only the tangents and control points visible.</p>
<p>The Magnetic Tool draws a pixel line that snaps to the nearest edge to where the cursor lies, tracing the shortest path from any previous click.</p>
<p>Similarly, if you go off the edge of the frame, the magnetic tool will also switch to Freehand mode, so you can freely continue the shape. One you have completed a drawn line, you can either click back on the original point, or right-click. X-Splines generated by the Magnetic and Freehand tools have a fairly high point count to match the subtle changes in the line.</p>
<p>Finish drawing the line and right-click. This will automatically switch your cursor to the selection tool. You can snap the control points of any spline to edges of an object by using the Edge Snapping tool. Keep in mind this will naturally try to find the most visible edge, so in some cases snap may not find the edge you want.</p>
<p>In these cases it may need to be adjusted manually. Paint strokes that cross over an existing layer spline will intersect with that spline, or subtract from it if you are using the alt modifier key. Once done, you can turn off Quick Mask if it is on or just release the mouse button and a spline will be generated. For finer control, the brush size will also change according to the set pressure sensitivity from a drawing tablet. Quick Mask stops the Area Brush tool from generating a spline as soon as you release the mouse or lift the tablet pen Once you have painted what you need, you can turn Quick Mask off by pressing the button and the spline will be generated.</p>
<p>The number in the field is a pixel diameter. Any gap in a closed painted area that is smaller than the number in the field will be filled. For example:. A large fill gap setting is useful for quickly circling an object with paint to make a filled spline. The tool is under the main Area Brush icon. Just press and hold the toolbar icon to select the brush from the list:. Once done, you can turn off Quick Mask if it is on or just release the mouse button and the resulting spline intersect with the existing layer splines:.</p>
<p>If Quick Mask mode is off, this will erase the existing spline if you are using the Add Area Brush tool. Just paint as normal holding down the modifier key:. Draw a new basic shape and track the object you want to rotoscope as outlined above in “Stereo Tracking”.</p>
<p>Click the “Link to track” drop down in Layer Properties and choose the previously tracked layer. When you switch to the non-Hero view the rotoscoping will be offset by the tracking data. While this will not completely refine the result, it will save you a lot of time. Whenever you manipulate a control point in the Hero view it will offset that control point in the non-Hero view.</p>
<p>When you start to tweak the non-Hero view it will also generate new keyframes for that view only and will not affect the Hero view. You can see these keyframes represented in the timeline by split left and right keys. If you wish to directly modify the control point in both views when working in either view, you can turn on the “Apply Keyframe Changes to All Views” button at the very end of the timeline controls to the right.</p>
<p>If you need to offset your tracking or roto manually see below , you can use the Difference 3D view to help align the layer. Turn on Difference mode. Offset X and Y until the screen gets as close to blank middle grey as possible. You can optionally also adjust the other Stereo parameters. The corner pin data records and exports the 4 point x, y information from either the adjusted track or the raw track.</p>
<p>There are three different types of corner pin exports — two for recent After Effects versions and one for CS3 and older versions of After Effects. The Power pin data is very much like corner pin, but the exported effect gives you more control over the results in After Effects.</p>
<p>The transform data exports x and x positions as well as the scale and rotation for the whole surface. If you click Save , this will display a file browser for saving the tracking data for use later. If you are saving to file you will need to open the text file you saved with the data, select the entire body of text and copy it.</p>
<p>Select the item on the timeline that is the insert object. Paste the data to the selected layer. If you are pasting transform data rather than corner pin data then you will need to delete the anchor point keyframes to see a result. We export both position and anchor point keyframes so that stabilization or tracking can be achieved. See below. If your insert is not the same size as the dimensions of the composition in After Effects, you will need to take a few further steps to make sure your corner pin data fits correctly.</p>
<p>The reason for this is that tracking data is basing itself on the relative size and aspect ratio of the footage, whereas After Effects treats the corner pin data relative to the size of the layer you are applying it to. To get around this, you can take the following steps to modify the insert layer in After Effects:. Open the Precomp you just made and fit the layer to the composition dimensions Layer Transform Fit to Comp.</p>
<p>Apply a manual corner pin to your insert layer in After Effects and place it in the desired position for any frame. In Mocha, go to the same frame in the footage you applied the corner pin to in After Effects and select the track. On this frame, turn on your surface and click “Align Surface” in the Layer Properties panel. This will apply the tracking data relative to the full dimensions of the footage instead.</p>
<p>If you need to adjust the insert, just open the precomposed layer and tweak the manual corner pin you made. Track your footage as normal, then turn on the Surface button and center the surface box on the area you wish to use as the stabilize center. Export the tracking data in the After Effects Transform format. Select the Invert checkbox option.</p>
<p>Switch to After Effects, select the layer you wish to apply the stabilize data to and paste it to that layer. Alternatively you can also use the After Effect Corner Pin export using Invert in the same way to get a correctly warped stabilized image. This section explains how to export tracking data in a format readable to Silhouette Tracker nodes, how to import the data into Silhouette and how to use it for match move tasks.</p>
<p>Track an object in the usual way, and use AdjustTrack to correct for any drift if necessary. The exported tracking points will be the four corner points of the Surface, so you should position these appropriately. You can then use a ‘Composite’ or ‘Math Composite’ to combine the corner pinned image over the top of the background image:. This example illustrates how to export Basic Motion data to Final Cut Pro or Final Cut Express, and use it to matchmove one clip to another, with translation, rotation and scale.</p>
<p>The exported tracking points will be the four corner points of the Surface, so you should position these appropriately before export. The distort option exports the 4 point x, y information from either the adjusted track or the raw track.</p>
<p>The points exported are the four corners of the surface. The basic motion option exports x and y positions as well as the scale and rotation for the whole surface.</p>
<p>The position exported is the center of the surface. Now click Save. This will display a file browser; you need to select a filename and directory for the files to be saved. Now open the Final Cut project where you want to use the tracking data. If your original footage was a QuickTime file, then the new clip in Final Cut will point to this footage.</p>
<p>If it was an image sequence, the clip will be connected to the first frame of the sequence, stretched to the duration of the whole clip. In most situations, you want to apply the tracking data to a different clip in your timeline.</p>
<p>To do this, you can copy and paste the data from the imported clip onto any other. Drop your imported clip into the timeline, then select it and press Cmd-C to copy it to the clipboard.</p>
<p>Now select the clip you want to apply the tracking data to and press Opt-V Paste Attributes. You will see a dialog asking you to choose which data to paste. Depending on the kind of data you exported, tick either ‘Basic Motion’ or ‘Distort’ and untick all the other boxes. To use our tracking data for stabilization in Final Cut, follow the same procedure as for a basic motion export, but tick the Invert checkbox in the export dialog.</p>
<p>You can also copy the stabilized data onto another clip using Copy and Paste Attributes as before. Many issues of track misalignment can be corrected by choosing the right film type, frame rate and interlacing settings in our software. These controls are on the Clip page in the Film, Interlaced and Time tabs.</p>
<p>In Final Cut, check the sequence settings to confirm the correct PAR for the clip, then use the equivalent setting when tracking in our software. If you have already tracked with the wrong film type setting, you will need to re-track after changing it.</p>
<p>This is usually caused by a frame rate mismatch. Check that the frame rate and interlacing settings match between final Cut and our software. This can be caused by a mismatch in the Final Cut Anamorphic setting. If you are working with anamorphic footage, ensure that you have the ‘Anamorphic’ setting checked in your Final Cut sequence settings, and in the clip properties.</p>
<p>You also need to use one of the anamorphic film types when tracking: any of the film types with ‘Anamorphic’ in the name should give correct results when importing the data into Final Cut. Next, choose ‘Motion basic transform. Inside Motion, you can either choose to open the exported file as a new project or drag it into an existing project.</p>
<p>You will see a Group containing the footage you tracked as well as a blue solid called “Surface”. If the surface layer does not automatically apply to the behavior, drag the surface layer onto the Match Move behavior.</p>
<p>If you are just using transform, Match Move defaults to this option and you can set transform, scale and rotation. If you are using corner pin, select the ‘Four Corners’ option from the ‘Type’ drop down. Check that the frame rate settings match between Motion and Mocha. This is normally due to the layer you are inserting not being the same frame size as your project media. You can fix this by either changing the insert to fit the dimensions, or scaling the insert inside motion to match the dimensions.</p>
<p>If you are going to scale the layer to fit, you should do this step before you apply Match Move. This section explains how to export tracking data in a format readable by Apple Shake, how to import the data into Shake and how to use it for match move, corner pinning and stabilization tasks. To load the tracking data in a file into an existing Shake Script follow these steps:.</p>
<p>At this point you have successfully imported your tracking data from Mocha into Shake. But what exactly did you import? The MatchMoveLayer is used to apply the tracking data to a foreground element that you wish to matchmove to a background. It consists of two inputs, the background and the foreground. The foreground element will be the element you wish to apply the match moving data to.</p>
<p>The foreground is connected to the left side input of the node while the original tracked background element goes into the right hand side. The next node is the CornerPinLayer node. This node has a single input and works just like the left input of the MatchMoveNode. It takes your foreground element and applies the scaling, rotation, and translation data to it and prepares it for compositing into your next layer.</p>
<p>The last exported node is the Stabilizer Node. Just as the name implies, it takes all of the exported tracking data and uses that data to stabilize your input clip. With this node, for example, you may apply this data to the background element you tracked to make for an easier composite. Now that you have successfully exported and imported your data into Shake you are ready to continue working on your project. This section explains how to export tracking data in a format readable by Nuke, how to import the data into Nuke and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>In Nuke, append a tracker to the background clip, e. On the import Ascii dialog, press the folder button next to the file name, browse to the file you exported, select it, click ‘Open’ and then click ‘OK’.</p>
<p>If you choose Copy to Clipboard you can immediately switch over to Nuke and Paste the data. Alternatively you can import your saved Nuke Script from the File menu. You can export a Corner Pin straight to the clipboard or to a. If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the corner pin to and Paste the data. This section explains how to export tracking data in a format readable by Fusion, how to import the data into Fusion and how to use it for match move, corner pinning and stabilization tasks.</p>
<p>Now import the clip that you want composited onto the background and tie the output of the clip to the input of the tracker node. In the settings of the tracker node, select the ‘Operation’ tab and select either ‘Corner Positioning’ or ‘Match Move’ to composite the insert clip on top of the background.</p>
<p>Notice that you can switch ‘Position’, ‘Rotation’ and ‘Scaling’ on and off for different effects. This section explains how to export tracking data in a format readable by Autodesk Inferno, Flame, Flint, Smoke and Combustion.</p>
<p>Select ‘Autodesk Flame Axis. In Combustion, create a layer with the foreground graphic and set the layer shape to ‘Four-Corner’. Now select all four corners of your layer, enable the ‘Tracker’ tab and select ‘Import Tracking Data. Activate the insert layer visibility and you will see that the insert layer is now tracked to the background element, even though the image is not sized correctly yet.</p>
<p>Select all trackers and set the mode to ‘Absolute’ to resolve this. If you prefer to import your data one point at a time you can instead select one track point and import the Ascii file with the corresponding tracking data.</p>
<p>Remember to switch to ‘Absolute’ mode once all data has been imported. Firstly, we will set-up a corner-pin composite in the Action module, to reproduce the basic compositing operation. Create a new Bilinear Surface.</p>
<p>Go to Surface then click the S button next to Track. You should now be in the familiar stabilizer module. For this example we are doing a corner-pin so we will need to use all four trackers. Now browse to the corresponding file, e. The files correspond to trackers as shown below. Repeat the process for the other three trackers, making sure that you use the correct files as shown in above. You should also mark each tracker as Active if it is not already.</p>
<p>An alternative use for the tracking data is for stabilization. You can use the Stabilizer module to do 1-, 2-, 3- or 4-point stabilization. In this example, we will do a 1-point stabilization to stabilize for position only, using the center point. You should now see the key-frames loaded and be able to process. If you want to use more points to stabilize zoom, rotation, affine and perspective moves, just load the corner tracks as described in the Corner Pin section.</p>
<p>Create a scaffold with a the image you want to insert Make it a bicubic since you want a 4-corner pin deformation. You can save the data as a text file and import it. On your DS v Now right-click “R1 Tracker Y” and select “Import tracking coordinates”. HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with either a Quad Warp for corner pin or the layer with transform animation applied for Transform.</p>
<p>You can then either relink the media in the composite file to the desired insert, or copy the Effect or Keyframes to the desired media in your existing composite. In the Quantel system, select the TrackImport plug-in, and use the plug-ins file browser interface to select the tracking data file to import. Then click ‘Settings’ and choose ‘Tracker’ in the settings window and click ‘Save’. The tracking data can now be used in a manner identical to tracking data generated within the Quantel system.</p>
<p>To import the tracking data into the plugin, you start by selecting an available Data slot and then either paste from the clipboard or open the exported file:. Once imported, you can then adjust your scene to fit the data. It is important to make sure you check the warnings and correct any relevant items before setting up your rig:. If there is a warning about format mismatch, click the green “Import Format” link in the MochaBlend window.</p>
<p>If there is a warning about no camera rig, click the green “Create Rig” or “Set Active Rig” according to your needs. Finally make sure that you click the “Set Timeline to Data” if your project timeline is different from the frame range you tracked in Mocha. You can then go ahead and tweak individual settings in the MochaBlend plugin. See MochaBlend documentation for further information on working with tracking data in the plugin. Exporting stereo Track data from Mocha is the same as exporting in mono mode, however when you are in multiview mode you can choose the view you want to export.</p>
<p>Select the view you want to export or check “Export all views” if it is available for that export format. Click “Copy to Clipboard” or “Save” depending on your preference. Note that some exports only allow you to save the data.</p>
<p>Mocha exports a flat mesh with X and Y coordinates for each mesh vertex generated via the Mesh parameter in the Track module. The export also includes a camera to make sure the mesh is projected correctly to the original footage dimensions.</p>
<p>Alembic meshes also contain UV mapping so you can easily warp a texture to the mesh without needing to set them up yourself. Track a layer using PowerMesh by selecting the “Mesh” parameter and generating a mesh. See the PowerMesh section for more details on Mesh tracking. Choose “Alembic Mesh Data. By default the number in the field is the frame you generated the mesh on. You can use the ReadGeo in combination with the Scanline Renderer node to composite warped textures over the top of the original footage:.</p>
<p>If you view the node, the mesh should now be correctly projected over the top. Add an image or material to the ‘img’ input of the ReadGeo node. This will then project the texture onto the Mesh. You can use the ABC node in combination with the Renderer3D node to composite warped textures over the top of the original footage:.</p>
<p>Merge the Renderer3D node over the top of your source footage node. If you view the Merge node, the mesh should now be correctly projected over the top. Add an image or material to the input of the mesh node that is the same as your mocha layer name.</p>
<p>The render dialog will give you options to choose either the currently selected layer, all visible layers or all the layers in the project. Index Start: The number to start the exported sequence from.</p>
<p>By default this is the first frame in the timeline. This currently only supports ProRes. The render dialog also allows you to render to single footage streams or a combined stream via EXR. All Visible: Only the layers that have visibility turned on in the layer controls. By matte color: The same as Grayscale, only the mattes are colored according to what you defined each layer matte color to be in the Layer Controls. To single footage stream: Renders all views to a single file.</p>
<p>If you have chosen to render the current view or separate footage streams, the view abbreviation will be suffixed to the rendered export automatically, so there is no need to define this in the file name. The ‘plane’ that was generated by the Planar Tracker. This defines the overall movement of the shape s. When you are ready to export, select Export Shape Data button. On the dialog that opens, choose if to export the selected layer, all visible layers or all layers.</p>
<p>When you have made the right selection, click Copy to Clipboard , then switch to After Effects. In After Effects, import the same footage and ensure that the frame rate and pixel aspect ratio are the same as those used when generating the shape. Bring the footage into a composition, then select Edit Paste to add the shape effects to the composition.</p>
<p>Each shape exported will come across as its own plug-in effect. You can choose to change the blend mode from the one assigned to the shape by selecting Multiply, Add or Subtract from the dropdown menu. If you have created the shape with feathered edges but wish to switch these off, untick this parameter. Note that if you have not created feathered edges this will have no effect. This setting allows you to choose between various render effects. The default is the ‘Shape cutout’ which uses the matte to cut out the corresponding area in the background footage.</p>
<p>Note that the Opacity setting affects this color fill, allowing you to blend it with the background footage. Defines the color of the color fill applied when selecting the ‘Color composite’ render type. Defines the opacity of the color fill applied when selecting the ‘Color composite’ render type. You can also apply the masks to most effects, by adding the effect to your clip, selecting the effect in the Effects panel and pasting.</p>
<p>When you have made the right selection, click Save and select a destination to save the XML file to, then switch to Final Cut. To use the shape to composite the rotoscoped object over a new background, simply place the Mocha shape sequence in a video track above the background sequence. If you want access to the actual matte, individual layers of the matte or control that affect the appearance of the matte, double click on the Mocha shape sequence to reveal the two main sequences it consists of – the original sequence and the ContourSequence.</p>
<p>Double clicking the ContourSequence will reveal the individual layers that the ContourSequence consists of. Dragging a layer into the viewer and selecting ‘Controls’ will give you access to controls of that layer, as shown below. This makes it easier to change the mask data in Flame or attach other nodes to the Axis tracking data. Flame Tracer [Basic]. Flame Gmask Script. A dialog will show with a drop-down containing 3 different saving options.</p>
<p>Choose the target application and hit Save. The data going into the file is not binary, and is shown in the dialog so that you may copy and paste it directly into a text editor if you prefer to work that way. Because of differences in the way Splines are handled in the application, maintaining accurate keyframe interpolation between our software and the other applications requires that the exported shapes have a keyframe on every frame.</p>
<p>HitFilm will then load the Composite Shot with the footage you tracked in Mocha and layers with shape masks. If you choose Copy to Clipboard you can immediately switch over to Nuke, select the node you wish to apply the shape data to and Paste the data. You have the option of exporting Basic Roto data which bakes the keyframes, or Transform and Shape data which separates the tracking data from the manual keyframes.</p>
<p>The SplineWarp node exports each layer as a joined set of splines with the spline keyframes separate from the tracked data which is set in each curves transform. For example if you only have 1 tracked layer to export, Mocha will export that layer to SplineWarp as two joined splines in A. To import the shape data into Fusion, either paste directly into the Fusion Flow View or open the comp file from the file menu.</p>
<p>The Mocha layers will come in as separate nodes into the Flow View. To import the shape data into the plugin, you start by selecting an available slot in MochaBlend and then either paste or open the data file:. You can then go ahead and create the splines under the Objects settings. See MochaBlend documentation for further information on working with shape data in the plugin. Exporting stereo Shape data from Mocha is the same as exporting in mono mode, however now you can choose the view you want to export.</p>
<p>If you would prefer the nodes to be separate, export using the different views instead of checking the all views option.</p>
<p>The range of frames you wish to export. If you choose to export the full range but have not rendered all your frames, the next drop down, “Revert to clip” will be used. Choose how to export frames that have not been rendered. If you choose None or the current clip to export, black frames will be exported for non-rendered frames.</p>
<p>By default, this will just export the flattened render Color , but if your render has alpha you can choose this also. To single stream: Renders all views to a single file. This is particularly useful if you cannot get a good track on the plane you need, as you can track other planes in the shot and use them to give you track in 3D space instead. As we are dealing with 3D calculations rather than 2D planar projections, the workflow is slightly different to a usual planar track.</p>
<p>In order to get a good camera solve you must first identify what type of track it is. Mocha recognizes three types of camera situations:. Pan, tilt. PTZ cameras are looking for overall movement in the camera plane, rather than changes in the physical planes within your scene. Small Parallax is where the camera is not fixed to one point in space and has a lot of mid-ground planes that can be tracked. Large Parallax is where the camera is not fixed to one point in space and has trackable planes very close to the camera.</p>
<p>It is referred to as Large Parallax because closer objects move at much greater perspective and distance to the camera than objects further away. PTZ solves are a little different from perspective solves in that they only need to look for how the camera is behaving when fixed, such as on a tripod.</p>
<p>Locate a large area in the shot that can be tracked. If your track pans around more than around 60 degrees, stop the track and create another shape to continue tracking. The second shape will need to start further back in time than where the first one stopped tracking, so their tracking information overlaps on the timeline. This will help the solver blend together the tracking information of multiple shapes.</p>
<p>Turn on the process cog for all tracked layers you wish to use for the solve. Do NOT select layers that track moving objects: The camera movement is determined by static objects. See Exporting Camera Solves for details on how to export moving objects to 3D after a solve. If you select Pan, Tilt, Zoom , set the focal length.</p>
<p>Most commonly this will be mm. You can choose more than one if the focal length changes. Also choose Zooming if the is any camera zoom in the shot. Once Mocha finishes solving the shot, you can then export the solved scene.</p>
<p>See Exporting Camera Solves for further details. Small Parallax shots require at least 2 non-coplanar tracks to solve the scene. Non-coplanar means not on the same plane as each other.</p>
<p>Examples of non-coplanar areas include:. Two camera-facing areas at noticeably different distances from the camera, such as one building in front of another.</p>
<p>Locate planar areas in the mid-ground of the shot that can be tracked. These objects should not be moving in the shot, so choose areas like walls, ground, tree trunks etc. Planes too close or too far away from the camera may not help a Small Parallax solve. Turn on the grid so you can see how the planes are moving. Adjust the surface to fit the planar perspective if you need to see this movement more accurately. If you lose the track due to obstructions or the object moving off screen, stop the track and create another shape to continue tracking.</p>
<p>Choose either Auto to let Mocha guess the right solve, or choose Small Parallax from the drop-down. If you select Small Parallax , set the focal length. Like Small Parallax, Large Parallax shots also require at least 2 non-coplanar tracks to solve the scene. See examples of non-coplanar areas above. Locate planar areas in the shot that can be tracked.</p>
<p>Choose either Auto to let Mocha guess the right solve, or choose Large Parallax from the drop-down. If you select Large Parallax , set the focal length. When a solve is complete, the Solve Quality bar will tell you how accurate the solve has been.</p>
<p>If you get a poor percentage check to make sure your tracks are locked on accurately, add additional layers to help the solver or try a different solve type or focal distance. Camera solves also work with Multiview footage.</p>
<p>Like with tracking, a stereo camera solve is designed to be as similar to the Mono process as possible. Select the layers in the layer control panel you want to solve with. See full documentation for more information. You can then export out to left and right views, or for Standard FBX, you can export full Stereo cameras. The full stereo camera solve FBX presently works in Maya. Select the layers you used to do the initial solve in the layer panel these are still selected if you have just completed a camera solve.</p>
<p>These layers are normally tracked to static objects, such as walls, ground, a parked vehicle, a dinosaur fossil etc. When you paste into After Effects you will get a camera and a number of nulls depending on the type of solve you did. PTZ will only export a single null to help define the camera motion. The other 2 solves will create a null for each corner of your layer surface objects in Mocha. Once you have exported a camera from the static solve, select any layers that you used to track moving objects in the shot.</p>
<p>If you have not tracked any moving objects you can do this now. Any tracked layers with the cog on are assumed to move with camera motion only. If you have layers checked that are moving objects, Mocha will not solve the scene correctly.</p>
<p>Check that there is enough overlapping frames in the layers if you have had to do more than one track along the timeline. If you start one track exactly where the last finished, the solver may not be able to accurately blend the resulting data.</p>
<p>You may not have enough layers tracked to get an accurate solve. Try adding further tracks to help the solve. The Insert module is where you choose the image you would like to insert into your tracked layer. You can import a still frame or a moving sequence.</p>
<p>Once imported, the Insert module provides a comprehensive range of tools for matching this new image to the original background layer. The skill here, naturally, is to make the newly imported image look like it was in the original shot all along.</p>
<p>This is where you choose the Input Clip or background layer and the Insert Clip or foreground layer, and optionally a separate input clip with an alpha channel for compositing. By default Mocha Pro selects the last clip that was tracked as the input. If you want to change the input, just select a different clip from the pulldown menu.</p>
<p>This clip mirrors the Insert Clip inside Layer properties, i. By default mocha Pro selects None as the foreground input, expecting you to make a choice of your own. To choose an insert select the Import button and use the file browser to locate a still frame or a file sequence that you would like to appear over the tracked background clip.</p>
<p>In the Mocha Pro Plugin, you can choose an ‘Insert Layer’ placeholder that reads from layers back in the host timeline to render in Mocha. Here you can select the name of the clip to be output. The remainder of the controls in the Insert module dictate both how much of the insert is displayed and how it is displayed during the course of the shot.</p>
<p>The Source region of interest ROI can move anywhere on the insert image, including outside it. It is the area of the insert that you would like to be displayed in the tracked layer. As you adjust the ROI, the insert is scaled to fit the surface. There is also a Reset button to reset the ROI to the corners of the insert image. By default, the aspect ratio is locked.</p>
<p>To adjust the ROI aspect ratio to match that of the background image given its current position and shape in the background image, click on Fit ROI to Surface. These controls will work best if you are in a frame where the insert is as front-on as possible.</p>
<p>For them to work correctly, the pixel aspect ratio of both the input clip and insert clip must be correct. A common issue is that if the resolution of either clip was not recognized when the clip was imported, it is assigned the PAL camera type. This often does not give the correct pixel aspect ratio. To check this, switch to the Camera tool and select each clip in turn, checking the appearance on the screen to make sure that each clip appears correct on the screen.</p>
<p>If not, change the Film Type. If you know that the pixel aspect ratio of the clip is one square pixels select Custom as the Film Type and set the pixel aspect ratio to one. The number fields are positioned in the menu to relate to the edge of the ROI that they adjust. So, to reduce the height of the insert ROI at the top of the frame, decrease the value in the top ROI number field by dragging or highlighting the current value and typing in a new value.</p>
<p>Similarly, to reduce the height of the insert ROI at the bottom of the frame, increase the value in the bottom number field by dragging or highlighting the current value and typing in a new value. The same applies for the left and right edges of the frame with the left and right number fields.</p>
<p>This parameter controls the opacity of the foreground image insert. It is a multiplier of the alpha of the insert, applied before the composite. If you want to mask off an area of your insert, clicking on this tool will cause the rendered insert to only change the pixels within the mattes above the current layer.</p>
<p>If the checkbox is switch off, you can select an individual matte to use instead. Change this value from its default zero value to erode the alpha channel of the insert by the given number of pixels.</p>
<p>This is especially useful if you have to insert something that does not look completely planar, like a t-shirt logo. Show Mesh If you turn on “Show Mesh” in the warp tools you can use the dropdown to set the level of detail in the mesh and then warp the grid points in the viewer to adjust your insert, as well as the outer yellow lines to bulge or pinch the edges. If you want to add a soft edge around the edges of the insert, use the Feather controls.</p>
<p>There are separate controls for the left, right, top and bottom edge widths, which are between 0 and 1, where the value 0 indicates no edge and 1 means that the edge covers the whole of the insert. If you switch on Lock, all four edges are locked to the same edge width. This section controls a level of corner pin control on top of the adjusted track. This feature is particularly useful for curved surfaces.</p>
<p>It allows the corners of the surface to be used in the same way as the warp control points described below — by aligning the newly imported insert with a region of the tracked image independently of the blue surface contour, which follows the adjusted track.</p>
<p>The offset region is drawn in yellow underneath the existing blue surface. You can use the new points either by dragging the sliders to increase or decrease the value of the coordinates, or by highlighting the numeric field and typing in a new value.</p>
<p>The new points created are offset in a controlled way from the adjusted track. There is finally a Reset button to return the offset parameters to their defaults. When using the rotate tool to rotate the offset surface, the pixel aspect ratio of the insert clip will be used to create the correct effect. If it is not correct the offset surface will appear to squeeze or stretch as it is rotated.</p>
<p>See the ROI section to see how to fix this problem. This renders the cut out of the insert with alpha along with the composite file. Turn off if you only want the composite render of the insert. All inserts are warped in stereo if you have tracked both views.</p>
<p>You can render the insert for both views by selecting Operate on All Views button next to the Render buttons on the timeline. The Mega Plate module is designed to build complete scenes from your footage to create large clean plates for the purpose of inserting and removing. Once rendered, Mega Plates can be used as a regular oversized clean plate in the Remove module otherwise known as a Mega Clean Plate , or exported to be used as a background insert. Much of the workflow is similar to the Remove Module in that you track areas of the scene and can also remove foreground objects, but the main goal is to make a full picture of the scene from the moving camera.</p>
<p>Mega Plates require a few simple steps to work correctly. The key to a good Mega Plate is a series of one or more tracked backgrounds and masked foreground objects.</p>
<p>The final rendered plate will be centred on the original source frame you rendered from, in order to line up the plate correctly for further work. First of all, scrub through your timeline and identify the planes of depth within your shot. Background often consists of multiple planes of motion, and there can also be obstructing foreground material. For example, in the shot below, the snowboarder is in front of the mountains. We handle the foreground first as we need to mask them off from the background plane and from each other.</p>
<p>You absolutely must track an object if it is going to be used to build the actual Mega Plate. For more information on effective tracking, please refer to the tracking section of the documentation. In the example below, we have tracked and rotoscoped the snowboarder which would otherwise obscure the mountains.</p>
<p>Layer order matters in Mocha. The closer to the camera an object is, the higher in the layer stack it should be. Far background should be on the bottom layer, foreground objects should be on top, in order of closeness. Once you have your foreground objects masked out across the timeline, draw as big a shape as possible.</p>
<p>Make sure the background layer is under the foreground layers, and track. For multiple planes of background, such as a floor and a wall, you will have to track two separate planes of motion.</p>
<p>You must specifically track the background layer in order for the Mega Plate build to work. Here we can see the background mountains tracked at the bottom of the layer stack, covering the large area of mountains in the distance:.</p>
<p>Once tracked, Mega Plates will only build the plate within the confines of the layers you want to use. Turn on the cogs of the background layers you want to build from and adjust your parameters.</p>
<p>We recommend trying to build a Mega Plate with Illumination modelling set to None first. This is the fastest setting for rendering, and can quite often be all you need if there is not much light difference in the background over time.</p>
<p>This will generate a large plate either based on your own dimensions, or autoscaled if you have set Autoscale on:. Depending on what frame you render your plate, there may be a large amount of alpha padding to one side of the plate.</p>
<p>To use a secondary source input in Vegas for Insert clips you need to composite your tracks together:. Set the Insert clip you want to use as the parent layer and the plate you want the insert to be rendered over as the child.</p>
<p>This will then load the secondary source into any layer Insert clip dropdown as a clip called ‘Insert Layer’. See Rendering Insert Layers below. Select any additional source you want to use as an insert in Mocha and plug it into the ‘Insert’ input See Rendering Insert Layers below. Launch the Mocha UI using the button at the top of the panel. Choose whether you want to use mattes, renders or any other exported data from Mocha back in the plugin interface.</p>
<p>Once you have applied the Mocha Pro effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. You just close and save the Mocha view when done and the project is saved inside the effect. Visible Layers Button: This button launches the Visible Layers dialog so you can select the layers you want visible as mattes. You can use secondary clips in the host application to render tracked inserts into your shots. See the User Guide Chapter on the Insert Module for more details on manipulating and warping inserts.</p>
<p>For node based compositors you can plug the insert image into the ‘Insert’ input on the the Mocha Pro effect node. In Vegas you need to make the insert image the parent in compositing mode.</p>
<p>See Using the Insert Layer clip in Vegas for this method. In HitFilm, you select the insert image from one of your other layers in the comp listed in the “Insert” dropdown. You can also adjust the Insert Blend Mode and the Insert Opacity from the plugin interface without needing to go back into Mocha:.</p>
<p>In cases where your input source has an alpha channel, you may wish to change the Alpha view inside the Mocha GUI. You can either turn Alpha off entirely by toggling off the button, or choose from one of the following options:.</p>
<p>Auto alpha: Reads in alpha if it is not opaque or premultiplied. This is the default setting. When rendering back out to the host, there are cases where you may also need to premultiply the alpha using the premultiply options in the plugin interface.</p>
<p>If you are using the ‘Stereo’ option, make sure you are applying the effect to the Left eye footage and choose your right-eye source input. This includes:. To add Mocha, simply locate it in the Effects panel like any other effect and drag it onto your layer.</p>
<p>Once your layer is hooked up to your Mocha Effect, the general workflow for the Mocha Plugin is as follows:. If you are using Mocha Pro, choose the renders you wish to use from the “Module Renders” section and check “Render”.</p>
<p>Once you have applied the Mocha effect, you can click on the ‘Launch Mocha UI’ button to launch the main interface. If you are using the Mocha Pro version of the plugin, controlling renders is exactly like the standard OFX rendering controls. This is because all Mocha VR features have been rolled into Mocha Pro and a Mocha VR plugin stub is kept to avoid breaking compatibility with your old projects.</p>
<p>When you want to start a new VR project, we highly recommend using the Mocha Pro plugin rather than the legacy Mocha VR plugin, as this compatibility feature may be removed in future versions. Mocha workflow is designed around a project structure. It is good practice to only work on one shot per project file to minimize layer management and to keep the work streamlined. When you start the application you are presented with an empty workspace.</p>
<p>No footage is loaded and most of the controls are consequently disabled. To begin working, you must open an existing project or start a new project.</p>
<p>This will bring up a file browser, where you can select almost any industry standard file formats. Image sequences will show up as individual frames. You can select any one of the frames and the application will automatically sequence the frames as a clip when importing. A project name will automatically be generated based on the filename of the imported footage, but you can change it by editing the Name field.</p>
<p>This is created in the same folder your clip is imported from. The range of frames to import. We recommend to only work with the frames you need, rather than importing very large clips or multiple shots edited together. This is set to the starting frame number or timecode by default. You can also define a fixed frame You can set a default for the fixed frame in Preferences. You also have the option to view as Timecode or Frame numbers.</p>
<p>If your clip has an embedded timecode offset and you switch to Timecode, the offset will be used in your project. If you need to adjust this value later, you can open Project Settings from the file menu. Normally this is automatically detected, but you have options to adjust if necessary. Make sure you check the frame rate before you close the New Project dialog. If you are using interlaced footage, set your field separation here to Upper or Lower. Make sure you check your fields match your footage before you close the New Project dialog.</p>
<p>If you wish the clip to be cached into memory, check the Cache clip checkbox here. Caching is recommended if you are working a computer that has fast local storage, but your shot is stored in a slow network location.</p>
<p>More often than not, you can leave this setting off. If working with log color space, set soft clip value here. Default is zero making falloff linear, rather than curved. Mocha Pro supports Equirectangular Footage. To set the project to be in mode, check the ‘ VR Footage’ checkbox after you import your clip. When you start a New Project you are also presented with the option of creating a multiview project in the Views tab.</p>
<p>If you check Multiview project you are then presented with the view names and their abbreviated names. The abbreviated name is used in the interface for the view buttons, but is also used as the suffix for renders.</p>
<p>You can also choose the hero view. By default this is the left. Defining a hero eye determines the tracking and roto order for working in the views. If you want to define separate streams of footage for the stereo views, you can add additional footage streams view the Add button below the initial clip chooser.</p>
<p>If you forget to set up Multiview when you start a new project, you can set it in the new Project Settings Dialog from the File menu. Once you are in Multiview mode, you will see a colored border around the viewer based on the current view you are in.</p>
<p>This is to help artists to identify which view they are currently in without having to refer to the buttons. You can switch between Views by pressing the corresponding L R buttons in the view controls, or using the default 1 and 2 keys on the keyboard.</p>
<p>You can swap views or change the Split View mapping from the View Mapping subtab under the Clip module:. The Mocha Pro plugin has a slightly different project workflow to the stand alone Mocha applications.</p>
<p>This action loads the footage from the host clip you applied the effect to. It automatically applies the correct frame rate and other clip settings, so there is no need for the standard new project dialog. After you have done the usual work inside the Mocha Pro interface, you simply close and save the Mocha Pro GUI and then you can control the output from the effect editor interface.</p>
<p>For setting up a new stereo project with the plugin, see Plugin Stereo Workflow. The plugin has a slightly different project workflow to the stand alone Mocha applications. If you will only be working on a section of the shot you can use the In and Out points to set the range on the timeline. You can zoom the timeline to only show you the part between you In and Out points by clicking the Zoom Timeline button.</p>
<p>Frame offsets are important to get right in Mocha so that they export correctly to your target program. Project Frame Offset: This frame offset sets the starting frame for keys in your timeline. For example if you have imported a sequence of frames and you need the index of frames to start at , you can change this under the Project Settings in the file menu. Clip Frame Offset: This frame offset is to offset the actual clip frames to slide the starting point of the clip back and forth.</p>
<p>You can adjust clip frame offset under the Display tab in the Clip module. For the vast majority of cases the Project Frame Offset is the value you want to adjust for working with data. The frame offset is usually already set correctly at the New Project dialog stage, but there may be cases where offsets change, such as adding new clip frames.</p>
<p>Working with very long files can be time consuming for the artist and can slow down the tracking as it searches for more frames. Try to only use what you need, and work on individual shots, rather than multiple shots in one piece of footage.</p>
<p>Make sure these values match the settings in your compositor or editor, otherwise tracking and shape data will not match when you export it. If you are unsure which field your interlaced footage is in, import it and check. If you quickly start your project with a guessed field order, you can check to make sure it is correct by using the right arrow key to step through the footage. Interlaced footage is painful to work with. For your own sanity, try not to use it unless you have to!</p>
<p>If you are working on a large roto project you will sometimes need to have more than one person working on the same shot. When it comes time to export out mattes or do final tweaks you can use the Merge Project option to combine any files that have been used on the same piece of footage. Simply select the Merge Project option from the File menu, and select a project you wish to merge. You can only merge projects that are the same dimensions, aspect ratio and frame length as the shot you are merging into.</p>
<p>Open or create a project with matching footage and same dimensions as the Silhouette file. This is important. Your Silhouette project file will need to match the frame rate, dimensions and length of the Mocha project to correctly import. Choose a Silhouette sfx project file.</p>
<p>If you are in OS X, you may need to navigate inside the sfx package to find the actual project file. The Silhouette project will then convert any Bezier and X-splines to native Mocha splines and appear in the project. If there are any B-Spline layers in the project, these will not be imported as they are currently not supported.</p>
<p>The key to getting the most out of the Planar Tracker is to learn to find planes of movement in your shot which coincide with the object that you want to track or roto. Sometimes it will be obvious – other times you may have to break your object into different planes of movement. For instance if you were tracking a tabletop, you would want to draw the spline to avoid the flower arrangement in the center of the table — it is not on the same plane and will make your track less accurate.</p>
<p>To select a plane you simply draw a spline around it. In general X-Splines work better for tracking, especially with perspective motion. We recommend using these splines where possible. The GPU option allows you to select any supported graphics card on your system to take on the brunt of the tracking process.</p>
<p>The resulting speed improvement is especially noticeable on high resolution footage or when tracking large areas. One of the most important concepts to understand with the Mocha planar tracking system is that the spline movement is not the tracking data. By default, any spline you draw is linked to the tracking data of the layer it is currently in. In hierarchical terms, the spline is the child of the track, even if there is no tracking data. When you begin to track a layer, the area of detail contained within the spline s you have drawn will be searched for in the next frame.</p>
<p>If the planar tracker finds the same area in a following frame, it will tell the tracker to move to that point. Because the spline is linked to the track by default, it will also move along with it and the search begins again for the next frame. Scrub the timeline and you will see that the grid and surface move with the spline.</p>
<p>Now select all the points of your spline and move it around the viewer. This is because the spline is linked to the track, but the track is not linked to the spline.</p>
<p>The spline is merely a search area to tell the track where to go next. It is a common misconception that moving the spline while tracking is affecting the movement of the tracking data. It is not. Moving the spline is only telling the tracker to look in a different place and will not directly affect the motion of the tracking.</p>
<p>This makes the tracker very powerful, as you can move and manipulate your spline area around while tracking to avoid problem areas or add more detail for the search. With the Planar Tracker you simply draw a spline around something, as shown with the screen below.</p>
<p>Select one of the spline tools to create a shape around the outside edge of the area you wish to track. When drawing splines it is best to keep the shape not tight on the edge, but actually give a little space to allow for the high contrast edges to show through, as these provide good tracking data. If you are using the X-Spline tool you can adjust the handles at each point by pulling them out to create a straight cornered edge, or pull them in to make them more curved.</p>
<p>Right clicking a handle will adjust all the handles in the spline at once. In some cases there are parts of an image that can interfere with the effectiveness of the Planar Tracker. To handle this, you can create an exclusion zone in the area you are tracking.</p>
<p>For instance, in the phone example we are using, there are frames where there are strong reflections on the screen. These reflections can make the track jump. So we need to isolate that area so the tracker ignores it. Select the add shape tool to add an additional shape to the current layer, which selects the area you want the tracker to ignore.</p>
<p>Draw this second shape inside the original shape. Note that both splines have the same color, which is an indication that they belong to the same layer. Also you will notice in the Layer Controls panel that you only have a single layer. You can also add as many entirely new layers on top of your tracking layer to mask out the layers below. This is quite common when moving people, limbs, cars, badgers etc. In the Essentials layout , tracking Motion parameters are listed in the Essentials Panel:.</p>
<p>In the Classic layout , detailed tracking parameters can be accessed by selecting the Track tab. On the left hand side of the Track tab, you will see two sections: Motion and Search Area. Understanding the parameters section of the Track parameters is vitally important for obtaining good tracks. Here we provide a breakdown of each parameter and how to use it effectively. When tracking, Mocha looks at contrast for detail. The input channel determines where to look for that contrast.</p>
<p>By default, Luminance does a good job. If you have low-luminance footage or you are not getting a good track, try one of the color channels or Auto Channel. By default, the minimum percentage of pixels used is dynamic.</p>
<p>When you draw a shape, Mocha tries to determine the optimal amount of pixels to look for in order to speed up tracking. If you draw a very large shape, the percentage will be low. If you draw a small shape, the percentage will be high. In many cases, the cause of a drifting or slipping track is a low percentage of pixels.</p>
<p>Keep in mind however that a larger percentage of pixels can mean a slower track. This value blurs the input clip before it is tracked. This can be useful when there is a lot of severe noise in the clip. It is left at zero by default. Mesh Mocha Pro Only : Movement within the overall plane, such as distortion, warp etc. See PowerMesh and Mesh Tracking in the next chapter for more information on this tracking method. The main difference between shear and perspective is the relative motion.</p>
<p>Shear is defined as the object warping in only two corners, whereas perspective is most often needed where the object is rotating away from the viewer significantly in space. As an example, if someone is walking towards you, their torso would be showing shear as it rotates slightly back and forth from your point of view.</p>
<p>The front of a truck turning a corner in front of you would be showing significant perspective change. Large Motion: This is the default. It searches for motion and optimizes the track as it goes.</p>
<p>Small Motion is also applied when you choose Large Motion. Small Motion: This only optimizes. You would use Small Motion if there were very subtle changes in the movement of the object you are tracking. Manual Tracking: This is only necessary to use when the object you are tracking is completely obscured or becomes untrackable.</p>
<p>Usually used when you need to make some adjustments to complete the rest of the automated tracking successfully. Existing Planar Data: This is only used when you want to add Mesh tracking to an existing planar track.</p>
<p>This is set to Auto by default. Angle: If you have a fast rotating object, like a wheel, you can set an angle of rotation to help the tracker to lock onto the detail correctly. Zoom: If you have a fast zoom, you can add a percentage value here to help the tracker.</p>
<p>Again, the tracker will still handle a small amount of zoom with this set to zero. Track the plane selected by pressing the Track Forwards button on the right- hand side of the transport controls section.</p>
<p>You may keyframe the spline shape so that it tracks only the planar region of a shape by adjusting the shape and hitting Add Key in the keyframe controls menu. Keep in mind that no initial keyframe is set until you first hit Add Key or move a point with Auto-Key turned on. The spline should be tracked in addition to the clip being cached to RAM.</p>
<p>You can play it back and get an idea as to how the track went. F eel free to change the playback mode in the transport controls to loop or ping-pong your track. Turning on Stabilize will lock the tracked item in place, moving the image to compensate. In the track module, stabilize view is a preview mode to check your track. Actual stabilization output is handled by the Stabilize Module, explained in the Stabilize Overview chapter. You can check the accuracy of your planar track by turning on the Surface the dark blue rectangle and Grid overlay in the Essentials panel or the toolbar:.</p>
<p>If you play the clip, you should see the surface or grid line up perfectly with the plane you tracked. When you turn on the surface you will see the blue box that represents the 4 points of the corner-pin.</p>
<p>Right now you will see that it is not lined up with the screen. As described above, by selecting each corner one at a time you can adjust the surface area to cover the area of the screen, or you can use the middle points to scale and the outer corners to rotate. You can change the density of the grid by adjusting the X and Y grid values in View Viewer Preferences:. The Trace feature allows you to see the position of the planar corners over time. Skip allows you to work with only every nth frame, useful on particularly long roto shots where the movement is predictable.</p>
<p>To monitor what the tracker “sees” as a tracking area, select the Track Matte button in the view control. There may be instances where you have already created mattes for one or more objects in the shot, for example using a keyer or another roto tool that would help you isolate areas to track.</p>
<p>You can import such mattes by creating a new layer and then using the Matte Clip setting under Layer Properties to assign it to the layer. When starting a new project, go through your footage a few times to see what your best options are for tracking.</p>
<p>You will save yourself a lot of time by making note of obstructions and possible problem areas in advance. When tracking surfaces you will usually get a much better track if you include the edges and not just the interior of an object. This is because Mocha can define the difference between the background and the foreground and lock on better.</p>
<p>For example, if you are tracking a greenscreen, it is better to draw your shape around the entire screen rather than just the internal tracking markers.</p>
<p>In some cases this means you can avoid tracking markers altogether and save time on cleanup later. The processing can be slower, but you will usually get a much more solid track.</p>
<p>Remember you are not limited to one shape in a layer. Use a combination of shapes to add further areas or cut holes in existing areas to maximize your search. If necessary, make an additional layer to track and mask out foreground obstructions before tracking the object you need.</p>
<p>This way you can stop your track early to fix any issues and spend less time trying to find them later. In order for Mocha to keep the best possible track, it is usually best to scrub through the timeline and find the largest and clearest area to begin tracking from, draw your shape there, then use backwards and forward tracking from that point.</p>
<p>For example, if you have a shot of sign coming toward you down a freeway, it is usually better to start at the end of the clip where the sign is largest, draw your shape and track backwards, rather than start from the beginning of the clip. We have a Planar Tracker which specifically tracks planes of motion, but this is not limited to tables, walls and other flat objects. Distant background is considered flat by the camera where there is no parallax.</p>
<p>Faces can be tracked very successfully around the eyes and bridge of the nose. Rocky ground, rumpled cushions, clumps of bushes, human torsos and curved car bodies are all good candidates.</p>
<p>The key is low parallax or no obvious moving depth. When in doubt, try quickly tracking an area to see if it will work, as you can quite often trick the planar tracker into thinking something is planar. Mocha is a very flexible tracker and will save a lot of time, but you will eventually run into a piece of footage that just will not track.</p>
<p>Large or continuous obstructions, extreme blur, low contrast details and sudden flashes can all cause drift or untrackable situations. You can often get a lot more done fixing shots by hand or using AdjustTrack in Mocha rather than trying to tweak your shapes and parameters over and over again to get everything done automatically. PowerMesh is designed to help track non-planar surfaces.</p>
<p>This is for both rigid and non-rigid surfaces that would otherwise be impossible to track with a regular planar tracker. Rather than taking an optical flow approach which can be slow to render and produce cumbersome files , we use a subsurface planar approach which is much faster to generate and track. Draw a layer around the area you want to track. Automatic: This determines the best mesh to use based on image information contained in the layer.</p>
<p>Uniform: Generates a uniform square mesh insead of building based on the existing image. This means that the smaller the Mesh Size, the more potential mesh faces you will have. The larger the Mesh Size, the larger the faces and the less faces you will have.</p>
<p>This option makes sure the PowerMesh is generated to the boundaries of your layer spline, rather than just over the most interesting detail within it. Adaptive Contrast boosts details in the underlying image to help the Automatic mesh generate the most useful vertices. Use with care! The Mesh tracker first uses the standard planar tracking per frame and then applies the sub-planar track with the mesh.</p>
<p>Any mesh faces that fall outside of the spline or the image boundary are ignored. Those mesh faces become rigid and try to follow along with the existing mesh. Turning this on tells Mocha to guess the amount of smoothness to apply to the Mesh track. A high smoothness is like applying starch to your Mesh. It will follow the planar track more rigidly and not distort as much.</p>
<p>A low smoothness will follow the subsurface movement more directly and distort the mesh more. As a general guideline, we recommend setting a lower smoothness for very warped or wobbly movement and a higher smoothness for more rigid objects that still have some distortion. Faces: This varies, but a smoothness of 50 is about the right amount to balance facial muscles vs general face planes.</p>
<p>This option deforms the spline shape to match the movement of the Mesh while tracking. As an added bonus, this also means it greatly reduces the keyframes needed to rotoscope an organic object. In the new layer, go to Layer properties and choose “Link to track” and select your tracked layer. You can also do this for the same layer you are on without creating a new layer.</p>
<p>Any planar tracked layer can have the Mesh applied later and then simply be retracked using “Existing Planar Data”.</p>
<p>Selecting this turns on subselection in your mesh and you can move or delete vertices either before or after you have tracked the mesh. After Tracking, You can animate the tracked mesh manually to fix points or make your preferred adjustments. Animated meshes are keyframed for the whole set of vertices, rather than individual points. This makes it easier to keyframe states over time, similar to the spline default animation mode.</p>
<p>This tool appears when in Edit Mesh mode. When Add Vertex is on, click any Mesh edge to add a new vertex. A new edge will appear joining the created vertex and the vertex opposite. Use this section to create nulls from selected layers. See Creating PowerMesh Nulls for more details.</p>
<p>Alembic tracking data as a mesh: The exports from the “Tracking Data” export options. Alembic is supported across many hosts. The data format includes the PowerMesh and a camera that fits to the source footage. See Exporting to Alembic for more details.</p>
<p>Nuke Mesh Tracker: This will export a single Tracker node for Nuke that contains a single tracker point for every vertex in the PowerMesh. When tracking, if one of your mesh faces turns blue, this means the face has become flipped, normally because the area you are tracking has turned away from the camera.</p>
<p>You can use more than one contour to cut holes in the mesh generation. This is helpful if you want to ignore details in a surface, such as teeth in a mouth region or a tattoo that is taking up too much of the mesh detail.</p>
<p>Tracking in Stereo is very similar to tracking in Mono. Draw your shape as you would normally in mono mode See Mocha User Guide for an introduction to mono Mocha tracking techniques. If you now switch between Left and Right views you will see the Right view has automatically been tracked and offset from the Left view. If you would prefer to only track and work with the Hero view initially then offset your data manually, you can also do this using the Stereo Offset tab in Track.</p>
<p>Make sure the “Track in all views” button on the right side of the tracking buttons is switched off. This will only track the current view you are on. If you switch to the other view you will see the layer still moves with the track, but is not offset like when you do an all-views track. If you decide later that you want to track the non-hero view, you can do so by selecting the non-tracked view then track as normal. You have the following options in the Stereo Offset tab see above when tracking another view based on the hero view:.</p>
<p>Track from other views: This will reference the existing track to help track and correctly offset the current view.</p>
<p>Track this view: This will reference the current view to get the tracking information. Note that by default these are both selected to give best results. If you only use Track this view and not Track from other views , the current view will be tracked independently of the hero view and will not offset.</p>
<p>You can also open existing mono projects that have additional views and track them without having to manually offset. Just set the mono project to Multiview in the Project Settings and add the additional footage streams to the clip. For simpler tracks, you can also do a technique called “Offset Frame Tracking” which is a combined stereo track and hero track. Turn OFF the the “Operate in all views” button on the right side of the tracking buttons.</p>
<p>If your initial stereo track was offset correctly, that offset will then carry onwards through the rest of the track.</p>
<p>Keep in mind that things like convergence and disparity in the moving stereo image may not work accurately in this scenario, but it will increase performance of the process because you only have to track one eye. You can also then apply additional manual stereo offsets as described in the manual offset section above.</p>
<p>There will be times when tracks can drift due to lack of detail or introduction of small obstructions. When this occurs, manual refinements can be made by using the AdjustTrack tool. AdjustTrack is primarily used for eradicating drift by adjusting reference points to generate keyframable data to compensate. It is generally not practical to use it to remove jitter. To achieve an adjusted track you would ideally line up the surface area where you want to place your insert or lock down your roto.</p>
<p>The Transform AdjustTrack is designed to be an easier user experience from the Classic AdjustTrack see below by removing the need to use the surface as your alignment tool. In Transform AdjustTrack you can adjust based on specific transforms with as many reference points as you require. You can set reference points either as a template for the kind of adjustment you want, or add them yourself as needed.</p>
<p>Note that the Transform selection works very similar to the Motion type in the Track module. When you select a motion type further down the list, it will automatically select the ones above it in order for the tracking keyframes to be adjusted predictably. You can opt to turn off the default-selected transform types later if you need to do a specific adjustment. After you have chosen the type, click ‘Set points’ to create the points. You can then adjust the reference points see below.</p>
<p>You can add more points to your adjustment as required. Each point contributes to the adjustment of the plane based on the position of the other points. Once you are happy with the points positions and have set a reference frame, you can start moving back and forth on the timeline adjusting the points for drift.</p>
<p>Each point adjustment sets a key frame for every other point in the shot to avoid unwanted distortions. You can see the original reference frame for the selected point in the zoom window in the upper left of the viewer and the current frame in the window below that.</p>
<p>This is helpful if you are ultimately planning on using the surface as your export area and want to make sure it is still lining up. Nudging is used to adjust the track by pixel increments. This helps when adjustments are too subtle to be done by mouse movement.</p>
<p>Each arrow nudges in the indicated direction. You can either click and hold the button or use the shortcut keys to nudge. The ‘Auto’ button in the middle of the direction grid tries to guess where the point needs to be. It can be useful to start with ‘Auto’ to attempt to place the reference point first, then adjust manually. Auto Nudge takes the ‘Auto’ action above and lets you use it space adjustments over the whole shot.</p>
<p>If you set ‘Auto Step’ and define a frame step you can then ‘Track’ the Auto Nudge using the tracking buttons in the timeline. Auto Nudge will then nudge the selected reference points at the frame step interval set. The Search fields define how far Auto and Auto Nudge look for the area the point needs to adjust to.</p>
<p>You can export adjusted tracks as normal via the file menu or via the Track module just like any regular track. This version of AdjustTrack is primarily used for eradicating drift by utilizing the four-corner surface area to generate keyframable data to compensate.</p>
<p>When you have the Surface where you want it to stay locked and are ready to refine the track, flip over into the AdjustTrack module by hitting the AdjustTrack tab.</p>
<p>As you play though the sequence you will be able to manually adjust the position of each point as drift occurs. If your track is spot on, these reference points should line up properly throughout the shot. If you see a Reference Point drifting, that will indicate the track is drifting.</p>
<p>Find the frame where the drift is worst and move the Reference Point back to the position it had in the Primary Frame and the track will automatically be adjusted based on your correction.</p>
<p>When you perform an adjust track and you begin to move a newly created reference point, you will notice the dashed lines which connect all of the reference points. These lines change in color to represent the quality of positioning of any given reference point. For best results keep reference points away from one another. When adjusting the track try to always get at least yellow but shoot for green for a more solid adjust track. Often there are times where your reference points are either obscured or exit frame.</p>
<p>In AdjustTrack you have the ability to create multiple reference points per surface corner that can be positioned in alternate locations to handle these situations. Simply click the New Ref button to create a new reference point for the selected corner.</p>
<p>You cannot keyframe the Surface — only the Reference Points. The original track and any refinements you make in AdjustTrack cause the Surface to move however. Every so often a shot will come along that is easier to track backwards than forwards.</p>
<p>This is fairly simple when running the tracker backwards, but introduces some rather obtuse concepts when keyframing is involved. For example, if you decide to create a new backwards reference point at frame 20, a new primary reference will be created at frame Others who do a lot of tracking and find themselves working backwards often may find the backwards-thinking New Ref button helpful.</p>
<p>Every Reference Point has one frame in which its initial placement is determined without causing any adjustment to the track. This is called the Primary Reference Point; if you step forward or backward in time you will notice the red X change to a red dot. The red X indicates that this particular frame is the starting point for calculating adjustments. Step forward a frame and move the same point – this time the surface will move because you are now adjusting the track. By default, the frame in which you create a Reference Point is its Primary Reference frame.</p>
<p>This Primary Reference can occur on a different frame for each reference point. The next button simply cycles through the active reference points for that frame. More fine-grained control of reference points can be obtained through the Nudge control panel, described below. Deleting Reference Points is done by selecting the point you wish to remove and hitting the delete key. If there are multiple Reference points on a particular corner, the preceding Reference Point will be extended through your time line until a new Reference point is encountered.</p>
<p>The Nudge section allows you to move Reference points in 0. You can easily select any active Reference Point by selecting one of the corner buttons in the Nudge section. If you hit the Auto button, a tracker will attempt to line up the selected Reference Point based on its position in the Primary Reference frame. You can quickly select any corner by using the Corner selector buttons in the Nudge control panel.</p>
<p>In the image below, the user is selecting the upper right corner in preparation for nudging operations. Deselecting the Inactive Traces button will cause the display to hide the traces of the inactive Reference Points. This is helpful if you have a corner with numerous Reference Points offsetting it. When you see a drift, carefully cycle through the timeline and look for where the motion starts to change direction.</p>
<p>A frame before this, adjust your drift, then go halfway between your primary frame and the adjusted frame to check for any further drift. If you keep working by checking halfway between each keyframe you set, you will reduce the amount of keyframes required. If you end up with adjustment keyframes on a large amount of frames it may be better retry the track.</p>
<p>AdjustTrack is aimed to help reduce small anomalies and fix drift when a tracked corner has become obscured. If you are fixing every second keyframe it means you have more than a simple drift. Good rotoscoping artists often think like animators, reverse engineering the movements, the easing in and outs, the holds and overshoots of objects, and set their keyframes accordingly.</p>
<p>In general, the fewer the keyframes, the better your mattes will look. Too many keyframes will cause the edges to ‘chatter’ and move unnaturally. Too few keyframes will cause the shapes to drift and lose definition.</p>
<p>Finding the right number and placement of keyframes often comes with experience but there are a few things to keep in mind when rotoscoping. There is no such thing as a perfect matte. Rotoscoping is an art form that takes into account the background image, the movement of the object, and the new elements to be composited in the background. Try to start your shape at its most complex point in time, where it will need the most control points.</p>
<p>Break a complex shape into multiple simple shapes. If you are rotoscoping a humanoid form and an arm becomes visible, consider rotoscoping the arm as its own element, rather than adding extra points on the body that will serve no purpose when the arm is obscured. Imagine you are the animator who created the shot. What would your dope sheet look like? No matter the medium, whether CG, live action or otherwise, most movements are rarely linear.</p>
<p>They normally move in arcs; they normally accelerate in and out of stopped positions. Try and understand the mechanics behind how things are moving in your shot. This will help you to minimize keyframes. Watch and study the shot before you start working. Where are the changes in directions? These will normally have keyframes. Where are the starts and stops? Are there camera moves that can be stabilized to make your work easier?</p>
<p>Beginning roto artists often make the mistake of trying to fix a flawed approach by adding more and more keyframes. Experienced roto artists learn to quickly identify an inferior approach and are unashamed to trash their work and start over, often many, many times.</p>
<p>It is very difficult to get a good matte without a conscious effort to keep the keyframes to a minimum. While you can refine a shape you have tracked to do your rotoscoping, the recommended way is to do a rough shape to track something and then link your roto to that track. This reduces the amount of work required when you are dealing with complex shapes, as you will not have to track and refine each shape as you go.</p>
<p>Another reason is reducing the amount of data needed in your project file. It also helps to remember that your spline shape is linked to your tracking data and not the other way around.</p>
<p>First of all you want to reduce as much manual work as possible by tracking. In the example below, the front and side plane of the car is being tracked For a more detailed coverage of tracking, see the Tracking Basics documentation.</p>
<p>This means the tracked shape will not be confused with any roto shapes you are making. Once you have a track for a layer we recommend that you add a new layer to use for the actual roto spline, rather than refining the spline you used for the actual track as you might need to do more tracking with it later.</p>
<p>You will see that a new layer is automatically created. Rename the new layer and link it to the movement of your already tracked layer by selecting it from the ‘Link to Track’ dropdown in the layer properties panel. Now you have linked the rotoscoping layer to a track, you need to go over the timeline and make sure the roto is correctly animated. Often you will need to tweak your shape for it to fit correctly, adding new keyframes.</p>
<p>Autokey is on by default, so you just need to move along the timeline and adjust your points where necessary keyframes turn up in the timeline as green dots. The tracking data will help for the majority of the motion. You can also add additional shapes to the same layer using one of the “Add Spline to Layer” tools. This is useful for when you need to do minor adjustments across many points separately. Edges can be feathered either by dragging out feathers point by point using the edge pointer tools in the toolbar or by using the parameters in the Edge Properties panel.</p>
<p>A feathered edge will occur between the inner and outer spline points. For example, if you deselect all points by clicking anywhere on the canvas you can then use the Set button to apply the default 3 pixel edge width. Because no points are selected the value is applied to all points on the current layer. You can then tweak the position of all spline points to ensure that the inner red spline is inside the edge and the outer blue spline is outside the edge.</p>
<p>In many instances one track will not be enough. You may need to track more than one plane to drive different sets of roto. In the car example, we have to track the front and the side to get an accurate track for each planar region to assist the roto effectively.</p>
<p>In the case of organic shapes, like people, you will have to break your tracks down to handle the different movement between the torso and the arms etc. Use this tool with care, as it is not setting any keyframes per se, it is offsetting any and all keyframe data on the points you move while it is on. Use with care. If you wish to make adjustments to a particular range, set the In and Out points to that range. You can translate, rotate and scale selected points as a group by using the corresponding tools listed in the toolbar.</p>
<p>You can turn on and off individual points in a spline. When they are off, you can still see the points, they can still be animated, but they are not contributing mathematically to the spline. This allows you to have a complex spline only when you need it, rather than having to deal with superfluous points in parts of the shot when they are not needed. You will see the curve change shapes, but the points will remain. You can use the movement of the individual spline points to determine motion blur.</p>
<p>You can control the amount of blur by changing the motion blur value in the Edge Properties panel. Angle simulates how long the shutter is open for if we were viewing through a real camera, so the range is between:. The reason we refer to angle as opposed to “amount” is that camera shutters used to open with a rotary action, so a smaller angle would let in less light, and thus reduce motion blur.</p>
<p>Because Phase is based on the shutter angle you can adjust between the range and i. The steps of motion blur you want to render. The lower the quality, the faster the render speed. The default is 0. Although not necessary in this example, note that you can change how mattes are blended in the Layer Properties panel. In the View Controls, several options are offered for viewing your mattes.</p>
<p>The Matte drop down is has options to view all mattes, just the mattes you have selected or no mattes. You may wish to rotoscope against a particular color. When you have your Mattes turned on, you may choose for the matte to be filled with a color instead of cutting out the object, using Colorize.</p>
<p>You can adjust the opacity of the color fill by changing the blend value to the right of the Colorize button. The color used by Colorize is derived from the Selected and Unselected properties of the Overlay Colors panel, which can be changed per layer. If you want to get a better view of your roto, you can get a better view by turning off some overlays. This allows you to view the actual rendered mattes, which can be especially useful when tweaking motion blur.</p>
<p>The motion blur you normally see in your canvas is an OpenGL preview and can differ slightly from the actual render. Because you can choose specific layers for export when you render, a render pass is created for each layer. If you want to draw open splines, you can simply hold shift when you right-click to finish the spline. This will open the shape up. You can open an existing shape using the Open Spline shortcut key by default this is ‘o’. You can close an existing shape using the Close Spline shortcut key by default this is ‘c’.</p>
<p>Naming layers is very important to save yourself time later, especially if you are doing a heavy rotoscoping job. Get into the habit of labeling each layer with specific names. If you are working on a tight roto it can sometimes be easier to turn the spline off and just see the matte with the control points. To do this:. If your other view options are at default settings you should now see the matte in the viewer with only the tangents and control points visible.</p>
<p>The Magnetic Tool draws a pixel line that snaps to the nearest edge to where the cursor lies, tracing the shortest path from any previous click. Similarly, if you go off the edge of the frame, the magnetic tool will also switch to Freehand mode, so you can freely continue the shape. One you have completed a drawn line, you can either click back on the original point, or right-click.</p>
<p>X-Splines generated by the Magnetic and Freehand tools have a fairly high point count to match the subtle changes in the line. Finish drawing the line and right-click. This will automatically switch your cursor to the selection tool. You can snap the control points of any spline to edges of an object by using the Edge Snapping tool. Keep in mind this will naturally try to find the most visible edge, so in some cases snap may not find the edge you want. In these cases it may need to be adjusted manually.</p>
<p>Paint strokes that cross over an existing layer spline will intersect with that spline, or subtract from it if you are using the alt modifier key. Once done, you can turn off Quick Mask if it is on or just release the mouse button and a spline will be generated.</p>
<p>For finer control, the brush size will also change according to the set pressure sensitivity from a drawing tablet. Quick Mask stops the Area Brush tool from generating a spline as soon as you release the mouse or lift the tablet pen Once you have painted what you need, you can turn Quick Mask off by pressing the button and the spline will be generated.</p>
<p>The number in the field is a pixel diameter. Any gap in a closed painted area that is smaller than the number in the field will be filled. For example:. A large fill gap setting is useful for quickly circling an object with paint to make a filled spline. The tool is under the main Area Brush icon. Just press and hold the toolbar icon to select the brush from the list:. Once done, you can turn off Quick Mask if it is on or just release the mouse button and the resulting spline intersect with the existing layer splines:.</p>
<p>If Quick Mask mode is off, this will erase the existing spline if you are using the Add Area Brush tool. Just paint as normal holding down the modifier key:. Draw a new basic shape and track the object you want to rotoscope as outlined above in “Stereo Tracking”. Click the “Link to track” drop down in Layer Properties and choose the previously tracked layer.</p>
<p>When you switch to the non-Hero view the rotoscoping will be offset by the tracking data. While this will not completely refine the result, it will save you a lot of time. Whenever you manipulate a control point in the Hero view it will offset that control point in the non-Hero view.</p>
<p>When you start to tweak the non-Hero view it will also generate new keyframes for that view only and will not affect the Hero view.</p>
<p>You can see these keyframes represented in the timeline by split left and right keys. If you wish to directly modify the control point in both views when working in either view, you can turn on the “Apply Keyframe Changes to All Views” button at the very end of the timeline controls to the right. If you need to offset your tracking or roto manually see below , you can use the Difference 3D view to help align the layer.</p>
<p>Turn on Difference mode. Offset X and Y until the screen gets as close to blank middle grey as possible. You can optionally also adjust the other Stereo parameters.</p>
<p>The corner pin data records and exports the 4 point x, y information from either the adjusted track or the raw track. There are three different types of corner pin exports — two for recent After Effects versions and one for CS3 and older versions of After Effects.</p>
<p>The Power pin data is very much like corner pin, but the exported effect gives you more control over the results in After Effects. The transform data exports x and x positions as well as the scale and rotation for the whole surface. If you click Save , this will display a file browser for saving the tracking data for use later. If you are saving to file you will need to open the text file you saved with the data, select the entire body of text and copy it.</p>
<p>Select the item on the timeline that is the insert object. Paste the data to the selected layer. If you are pasting transform data rather than corner pin data then you will need to delete the anchor point keyframes to see a result. We export both position and anchor point keyframes so that stabilization or tracking can be achieved.</p>
<p>See below. If your insert is not the same size as the dimensions of the composition in After Effects, you will need to take a few further steps to make sure your corner pin data fits correctly. The reason for this is that tracking data is basing itself on the relative size and aspect ratio of the footage, whereas After Effects treats the corner pin data relative to the size of the layer you are applying it to.</p>
<p>To get around this, you can take the following steps to modify the insert layer in After Effects:. Open the Precomp you just made and fit the layer to the composition dimensions Layer Transform Fit to Comp.</p>
<p>Apply a manual corner pin to your insert layer in After Effects and place it in the desired position for any frame. In Mocha, go to the same frame in the footage you applied the corner pin to in After Effects and select the track. On this frame, turn on your surface and click “Align Surface” in the Layer Properties panel. This will apply the tracking data relative to the full dimensions of the footage instead. If you need to adjust the insert, just open the precomposed layer and tweak the manual corner pin you made.</p>
<p>Track your footage as normal, then turn on the Surface button and center the surface box on the area you wish to use as the stabilize center. Export the tracking data in the After Effects Transform format. Select the Invert checkbox option. Switch to After Effects, select the layer you wish to apply the stabilize data to and paste it to that layer.</p>
<p>Alternatively you can also use the After Effect Corner Pin export using Invert in the same way to get a correctly warped stabilized image.</p>
<p>This section explains how to export tracking data in a format readable to Silhouette Tracker nodes, how to import the data into Silhouette and how to use it for match move tasks. Track an object in the usual way, and use AdjustTrack to correct for any drift if necessary.</p>
<p>Подождите, – сказала Сьюзан, заглядывая через плечо Соши. – Есть еще кое-что. Атомный вес. Количество нейтронов. Техника извлечения.</p>