PF Track all the way in my opinion. Node based interface for combining all
kinds of matchmove , object tracks, stabilization, undistortion,
redistortion etc.
Its cheaper by a long shot than 3dEq, though I can't speak for the rental
aspect costs.
On Tue, Jul 19, 2016 at 10:30 AM, Francois Lord
wro
Syntheyes for low price, precision of 2D tracking and speed of 2D
tracking.
PFTrack for overall speed and versatility.
3DEqualizer for
difficult shots and precision of 3D track.
NukeX for simple shots if you
already have a license.
If you need to choose just one, I would pick
PFTrack. The node
There's PFTrack, and SynthEyes is used a lot as well. SynthEyes has
decent pricing too.
Rob
\/-\/\/
On 19-7-2016 16:18, Cristobal Infante wrote:
I would recommend 3DEqualizer, it's probably the best one out there.
You can now rent it.
FXPHD have some good intro c
I would recommend 3DEqualizer, it's probably the best one out there. You
can now rent it.
FXPHD have some good intro courses I believe.
On 19 July 2016 at 10:47, Chris Marshall wrote:
> Hi All,
> What are people using for motion tracking / match moving these days? I
> haven't needed to do it
I was wondering if Boujou is still used generally or are there any good
inbuilt trackers worth looking at? Or any alternatives out there that can
be recommended?
Thanks
On 19 July 2016 at 10:47, Chris Marshall wrote:
> Hi All,
> What are people using for motion tracking / match moving these day
I tried creating a similar new hierarchy from scratch (without bound meshes),
once with a rotational plane solver, once with an IKSPring solver,
Both were mirrored correctly, keeping the constraints, using a duplicate
special and a -1x scale..
There’s probably something different or wrong with m
Hi All,
What are people using for motion tracking / match moving these days? I
haven't needed to do it for a while.
Cheers
Chris
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.
Thanks Christopher,
It doesn’t work on my rig, bones are flipped into a weird rotation, and IK
handle is broken..
not sure what is the problem, it’s a 3 bone IKspring chain, with pole vector,
IKHandle point constrained to a curve controller,
Curve controller has a few meshes parent constrained t
8 matches
Mail list logo