Digital Tutors - Infiltrator Production Pipeline Volume 4 - Match Moving


Digital Tutors - Infiltrator Production Pipeline Volume 4 - Match Moving
+project files | .flv | 1.41Gb


Lesson Outline (19 lessons)

In this series of lessons we'll learn how to use MatchMover to track some real-life footage and create a 3D scene that matches the real camera's movement. Match moving is an essential step for integrating 3D into real footage.

We'll begin this project by examining the footage and seeing what processes have been already done. From there, we will enter camera data from the shoot and manually track the shot. Once we have a solid camera solve using manual tracking, we will use the automatic tracker to create many 3D points for us. Then we'll finish the match move by manually tracking key areas and creating a coordinate system. Once we move to Maya, we'll create some stand-in geometry and render a preview of the match move. This series of lessons will show how to use MatchMover's powerful manual tracking features to solve a difficult shot and finish prepping the file before handing it off to the next person in the pipeline. This will allow us to animate on top of geometry that is very close to the real world for increased realism and ease of use. All footage that needs 3D integration will need to be match moved, so this is a very important part of the production pipeline.

1. Introduction and Project Overview

2. Examining the shot and how we pre-processed the footage

3. Bringing our shot into MatchMover and caching our frames

4. Entering the camera data from our shooting notes

5. Creating our first round of manual tracks

6. Adding multiple manual tracks to define the brick wall

7. Finishing our seven tracks that span the entire shot

8. Manually tracking deep depth features for parallax

9. Solving the camera and checking the quality of the solve

10. Fixing our 2D tracks to remove problem areas of our solve

11. Using Automatic tracking and cleaning to quickly add 3D points

12. Quickly creating multiple manual tracks to define the hole

13. Creating multiple manual tracks to define the inside of the hole

14. Creating a Coordinate system to define the axes

15. Using Maya® Composite to create a low-res preview sequence

16. Creating geometry using our tracking markers in Maya

17. Previewing the geometry using textures

18. Finishing the modeling of our stand-in geometry

19. Creating a nice preview render with the Use Background shader



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