[Sidefx-houdini-list] export 2d track to 3d

Louis Dunlevy ld at dneg.com
Mon Mar 17 11:38:22 EDT 2008


If you have the channels normalized in CHOPs all you need to do is fit a 
grid to the camera and creep a point driven by chops onto it. There are 
lots of ways to approach it but it kinda boils down to that type of thing..

jose fernandez wrote:
> Well basically have a point in an arbitrary place in 3d space, that 
> moves proportionally in screen space as the 2d track. no matter where 
> the camera is...
>
> brian goodwin wrote:
>   
>> There many solutions to this,
>> but to get a better idea of what u are trying to achieve,
>>
>> are you trying to use the 2D track in 3 Dimentions or just have a flat plane
>> with locators that move on that flat place?
>>
>>
>>
>> On Mon, Mar 17, 2008 at 3:09 PM, jose fernandez <
>> jose.fernandez at framestore-cfc.com> wrote:
>>
>>   
>>     
>>> Hi I'm trying to export a 2d track into 3d space. I've brought in the
>>> data through chops and fitted it to uv space (0-1) through a range node
>>> (1-2048 in x, 1-1556 in y).
>>> My first try was to use a grid at a certain point to project uv
>>> cordinates from camera... and transferring attributes between chops and
>>> the grid with point sops and finally a transfer attribute that copies
>>> color with the 3d information in it to the tracking point. In short this
>>> technique worked, but the metaball sampling doesn't seem to be accurate
>>> enough and while the point is at the expected position I get random
>>> jumps every few frames as it moves. I've tried playing with the kernel
>>> values but nothing makes it better.
>>> Could any ones suggest a more intelligent (and accurate) approach?
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>>>     
>>>       
>>
>>   
>>     
>
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