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

jose fernandez jose.fernandez at framestore-cfc.com
Mon Mar 17 13:07:34 EDT 2008


How can I automatically fit a grid to camera, regardless of it's 
distance on Z (what expression could I use)?
Louis Dunlevy wrote:
> 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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>
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