3D Match Moving
WEEK 1
Nuke 3d and Camera Projection
Tab Button in Viewer > switch to 3D Mode
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WEEK 2
Nuke 3D Tracking
First
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WEEK 3
3D Equalizer
3D Equalizer Keyboard Shortcuts Z – Jump to start frame X – Jump to end frame A – Jump to previous keyframe S – Jump to next keyframe D – Delete keyframe V – Step one frame forward B – Step one frame back Q – Track one frame forward W – Track one frame back E – End/Start point R – Flip track direction T – Track Y – Center 2D F – Full frame view
F1 – Overview Controls F2 – Manual Tracking Controls F3 - Distortion Grid Controls F4 – Autotracking Controls F5 – Lineup Controls F6 – 3D Orientation Controls Alt+1 – Object Browser Alt+2 – Deviation Browser Alt+3 – Timeline Editor Alt+4 – Curve Editor Alt+5 – Attribute Editor Alt+6 – Parameter Adjustment Editor Alt+7 – Image Controls Window Alt+8 – Python Console Window Alt+9 – Online Help Window Alt+0 – New 3DE Window
You may first get a blank screen, to change it to the basic window setting, go to
Environment>Basic
The user interface will be reset to the basic interface.
Set your shortcut keys for a more efficient way to operate.
To set shortcuts, set hotkeys for all buttons shown above, as these are generally the buttons used in most cases.
Right click the button to be changed, select “Define Shortcut”.
The dialog box shown above will appear.
You can now change it to a new shortcut of your choice.
In this example, I’ll be changing the “Track” button shortcut to “T”.
Select “Acquire Shortcut” and press “T” to set it.
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WEEK 4
Lenses and Cameras
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WEEK 5
Lenses and Cameras (Continuation)
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WEEK 6
3DE Freeflow and Nuke
First process in 3D Equalizer
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WEEK 7
RECAP WEEK/CATCH_UP Discussions.
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WEEK 8
Surveys
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WEEK 9
Filming
Today we went out filming for our second assessment.
We took quite a few shots.
We did surveys ourselves.
We placed markers for tracking, and took measurements things in the seen for distance constraint accuracy, which will be used when tracking our shots for the scene.
Even measured the sign posts, and a mat on the floor.
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WEEK 10
Nuke Maya Pipeline
Final View
Different frames of the Same shot.
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1ST ASSESSMENT
Original Video before Tracking
Survey Data
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Started 3DE4, and changed the UI to “Basic” under the Environment menu.
To make the playback much smoother, I click on Export Buffer Compression file.
I tracked over 60 points in the video, but deleted erratic trackings for a better Deviation Point.
After deleting, I had 50 tracked points left.
I then Calculated all from scratch (Alt+C) to get my current deviation.
To enable my Deviation browser, I go to Config > Horizonal pane > Deviation browser to enable the browser showing my current deviation.
In the Deviation browser menu, Under show point deviation curves, I select All Points.
I had a high deviation, to bring my deviation low, in the camera attribute editor, I changed the positional camera constraint from No constraint, to Fixed Camera Position Constraint as the this is a Nodal Shot. Then went to my parameters adjustment window and changed my Focal Length to Adjust. I also enabled Distortion and Quartic Distortion.
In the 3D Controls Interface, I picked 2 track points to add a Distance constraint corresponding to the acquired information from the survey data.
I also pick 3 tracked points on the ground and align them to XZ Plane then select one of the 3 chosen points to move to Origin point.
I then created Locators under Geo whilst in the 3D orientation interface. I also created a Cube object under 3D models tabs.
I snap the 3D model cube to my origin point and readjusted its position.
I switched to Line Up Controls to see how far off my tracked points are from the centre.
Last Frame

Here I increased the size of the box, making it bigger, as the original smaller size didn’t quite look right.
Finally, I export my Locators, 3d object, Camera and Undistortion ready for Nuke.
..
In Nuke
(p.s. Notes are provided in the images)
Final Render
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2ND ASSESSMENT
Original Video before Tracking
Survey Data
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I then tracked over 50 points, but deleted a few erratic points and was left with 49 tracked points in total.
My deviation was initially ridiculously high when I first calculated all from scratch. My deviation was well over 1.
Using the Parameter adjustment window, I adjust my Focal Length, Distortion and quartic distort.
I try both Brute Force and Adaptive, but found adaptive to give me better result after recalculating multiple times.

As my sequence was longer than required, I cut out the erratic section at the beginning, by starting my frames from the 17th frame instead and recalculated all from scratch again, which brought it down to 0.6016.
To do this, whilst in the 3D Orientation controls interface, I select the corresponding points in my scene and then I go to Constraints, and select Create Distance constraints and in put in the measurement. This adjusts the scenes.


I then select 3 Tracked points in my scene corresponding to the ground and align them to the XZ Plane.


I select one of the 3 points I aligned to the XZ plane and moved this point to my Origin Point.
These actions then move all my points up, aligning my ground level visually.


I then created Locators and scaled them up and down to preferred size, because they were initially tiny.
I then export all required elements for Nuke and Maya.
For Maya I exported the Mel Script.
For Nuke I exported the
– Camera
– Lens Distortion
– and 3D Geometry (Cube and Locators) .
NUKE
(p.s. Notes are provided in the images)
I load the sequence, undistort it using the Lens distortion acquired from 3DE4 to ready it for Maya.
Then Write out the new sequence to send to Maya for further manipulation.
In MAYA
(p.s. Notes are provided in the images)
Midway through working, Maya crashes, and so does my Mel Script. I had to restart as the mel script was corrupted. I loaded up the Mel Script, saved it as an FBX and followed through the process after a few tries and fails. But worked well in the end.
Later in the process, i had a change of mind and swapped the rock idea I had with a character I modelled and rigged.
I repeated the same process I had initially carried out on the falling Boulder I created.
In summary, after placing and adjusting my MetalMan character as desired, I rendered it out with AOVS merged in the EXR sequence format to be further edited in NUKE.
Back In NUKE
(p.s. Notes are provided in the images)
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I had initially did a quick roto manually, but then I swapped it out for a COPYCAT roto I did my self instead.
Closer View of Parts of Script![]()
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Final Script![]()
Final Renders MPEG-4 Version
APPLE Pro-Res Version