Wednesday, 16 May 2012

Tutorial: Camera Solving for Moving Objects




Introduction

We've had a few requests to make companion written tutorials alongside our video tutorials.  
So for those who prefer reading step-by-step instructions, rather than examples where you have to hit pause all the time, this is for you.

When doing camera solves in mocha v3, the most common workflow is to track planar areas in your shot that are not moving, so you can define how the camera is moving relative to the non-moving objects in the shot.
This is fine for when you need to insert non-moving or animated objects that are relative to your camera, but sometimes you are looking to replace objects that are moving in the shot, or attach things to them.
Mocha handles this process by still solving the camera how you normally would with static areas, but then you can track any moving planes and export those planes based on your camera solve.  

In the surfing shot below we want to add a particle stream to the surf board.  We need to track the non-moving background first and then get 3D surface data for the surfboard itself.

The footage we are using is courtesy of Rubberball footage supplied by artbeats.com.
You can grab a small sample from this footage to follow along here.

Let's take a look at how this is achieved.

The Process

First of all you want to track your static (non-moving) objects to define a camera.  You will need to define more than one plane for moving (xyz) cameras, and at least 1 plane for cameras that are fixed, but can Pan, Tilt and Zoom (PTZ).

To reiterate, "static" in this sense does not mean a locked-off shot with no motion.  Static means anything in the shot that is not moving, such as a floor or wall.  To solve for a camera we need to determine how that camera is moving relative to stationary objects in the shot.
 
Where possible, it is good to get as much information as you can (without overdoing it).
In this shot, we are using 2 portions of the sky using the Add Spline to Layer tool to create a second shape in the layer.

001 - Draw shapes in static planar areas
Before we track we also need to animate the shape to avoid the movement of the man and the surfboard.  This is necessary because we are going to do an unlinked track.  We could also just mask out the man and the surfboard by drawing layers over the sky-tracking layer, but animating the shape is faster in this instance.

002 - Adjust shapes to avoid foreground motion
So we can have the splines in the layer not moving while we track, we can set our Link to Track option to None.  This means that as the footage plays back, anything passing underneath our spline "Search Areas" will be tracked, without having to move the spline as well.

This is very useful when we have long pans and don't want to keep animating the shapes back on screen.

003 - Choose "None" from Link to Track so that the splines don't move.
We can then set our parameters and start tracking the sky.  I have gone with:
  • Motion: Check Translation, Scale and Rotation
  • Min % Pixels Used: 90% (The higher the number the more accurate the track, but the slower the tracking)
  • Input Channel: Auto Channel 
004 - Tracking Parameters

I always recommend having the grid on while you track so you can see if the track is drifting, but for tracks like this you can also turn on the Stabilize viewer in the view controls so that the area you are tracking stays still.

005 - Stabilize view (Not the same as the stabilize module)
Once you have finished tracking the static areas of the scene and you have determined you have a good track, you can then move to solving the shot.
In this case I know it is a Pan, Tilt, Zoom (PTZ) shot, so I have chosen that option, along with zooming checked to cover some of the subtle zoom in the shot.

006 - Solving for PTZ with Zooming turned on

Once we have solved the camera, we can export it out for the scene, but if we want to get the surfboard, we need to track that first.
We do this by drawing a shape around some texture detail on the surfboard.

007- Drawing shapes on the surfboard
We also draw a new shape in the layer with the Add Spline to Layer tool to cover the front area of the surfboard so we have as much detail as possible.  Again, we could just draw one shape and then mask out the arm, but you can do it either way.

008 - Adding another shape to the surfboard layer
Just so we can see how the track is going, you can then move the corners the surface to line up with the general position of the surfboard.  This is a useful visual aid when tracking.

009 - Setting up the surface so the grid lines up with the surfboard
We can then set up the parameters for the track.  This is a Perspective track, so we want to make sure that is turned on:
  • Motion: Check Translation, Scale, Rotation, Shear and Perspective
  • Min % Pixels Used: 90% (The higher the number the more accurate the track, but the slower the tracking)
  • Input Channel: Auto Channel 


010 - Surfboard tracking parameters

You can then start tracking!

Once it is tracked you can immediately switch back to the camera solver module.
The great thing is once you have solved the static camera from the first step, you don't need to resolve to export data for moving objects.  That all happens when you actually export.

In this case we are exporting out to After Effects.  If you want to use a different application you can export out to FBX if you have mocha Pro.

011 - Exporting to After Effects
Over in After Effects you need to go to the Edit menu and choose Paste mocha camera.  This option will only appear if you have installed the mocha 3D track importer for AE plugin from our website.  The plugin is free when you buy mocha AE V3 or mocha Pro V3 and it available here:
http://www.imagineersystems.com/download-view


012 - Paste mocha camera option in the Edit menu in After Effects

 Once pasted, you will get a camera and 5 nulls; 1 null for each corner of your surface and a central null.  If the nulls are too large you can easily scale them down by just selecting them all and changing a single value in one of the nulls.

013 - The resulting nulls in After Effects

The great thing about being able to track surfaces like this is that you can adjust the surface relative to the same plane, and get different positions on your plane.  In this case, we want to centre our surface nulls around the tip of the surfboard, so we can shift the surface inside mocha accordingly.

014 - Moving the surface to a different area on the surfboard
Then when we export the 3d data again and paste back into After Effects, we get the nulls in the same position.

015 - The new nulls in the place where we want them

Trapcode Particular

The rest of this tutorial is related to linking a Trapcode Particular emitter up to the central mocha null, so if you just wanted to know how to track the moving objects you're done!  
Carry on for seeing how I use Red Giant's great particle tool to make a trail linked to the 3d data.

First of all we want to add a new solid.  Either press CMD/Ctrl+Y to bring up the solid window or go to the menu and choose Layer | New > Solid.
Make sure the new solid is the same size as the composition and hit OK.

016 - New solid!  It's like a meme, only for After Effects.

Then we want to apply the Trapcode Particular effect from the menu at Effect | Trapcode > Particular.  You could also choose another default particle system if you like, and similar processes would apply, but Particular has a lot of great controls.

You can choose to leave velocity on, but since the surfboard is moving, you can get a nice trail effect if you set velocity to zero.  Everything else can be left at default values until you want to tweak them.  See the settings below.

017 - Set velocity to zero

Now comes the mildly tricky part.  You can watch the video  if you need further clarification:
  1. Go to your layer panel and select mocha null 4 in your layers (or which ever null you want to drive your motion) and press P to show its position information
  2. Select your solid and navigate to the individual properties of the Particular effect applied to it
  3. Locate Position XY under the Emitter section of the Particular effect
  4. Alt-Click the Position XY stopwatch to open the expressions area
  5. Using the pick whip (See image below) drag from the Position XY in Particular to the Position value of your target mocha null.
018 - Pick whip dragging from Position XY to mocha null position
This will generate an expression in the Position XY value of the emitter.  It will look similar to this:
temp = thisComp.layer("mocha null 4").transform.position;
[temp[0], temp[1]]
This is just telling After Effects to assign the X, Y and Z values of the mocha null position to the value temp and then only use the first two values of it (X = temp[0] Y = temp[1]).
 Copy this expression for the next step using CMD/CTRL+C.

019 - Copy the expression create by pick whip
Next, alt-click the Position Z value in the Emitter section of Particular, and paste the expression you copied into the available expression field.

Rather than keeping the original expression however, remove this line:
[temp[0], temp[1]]

And replace it with this:
temp[2]

This expression does exactly the same thing as the previous expression, only this time it is only grabbing the Z value from the null position. There are other ways to code this, but this suits the purpose fine.

020 - Modifying Position Z expression to only get Z value from the mocha null
 If everything has worked correctly you should get a lovely trail of particles from the emitter, following along exactly in 3d space, driven by your tracked null from mocha.

021 - Whee!

Please check out the video at the start of the tutorial to see the complete run-through, and if you have any questions, feel free to ask in the comments, or on the forum at: forum.imagineersystems.com.


Wednesday, 9 May 2012

Your Camera Solver Questions: Answered.


Photo of mocha V3's release at NAB
by Michele Yamazaki of Tool Farm
Since the release of our camera solver in mocha V3, we have been getting tons of enthusiasm and buzz from you guys, and we're so pleased for your continued, awesome support. We got lots of upgrade orders the day we released mocha V3, so we know how excited you guys are about the brand new features and that excitement tends to fuel tons of questions!

I posted something very much like this in our imagineer systems forums and over on Tool Farm's forums, and Tool Farm even had a pretty cool blog post about our camera tracker... but I want to expand on this idea here. We've been getting a lot of questions from a lot of you about what mocha's planar solver is, and how is compares to all other camera trackers. I wanted to take a moment to expand upon what our solver is, how it works, and how it compares to camera trackers in general.

So what's the difference between mocha V3's camera solver and any of the other camera trackers on the market right now?



Image: scottchan / FreeDigitalPhotos.net
The difference is that our camera solver solves for the planes you track in mocha and builds a camera based off that. Just like we’re not a point or feature tracker, neither is our camera solver a camera tracker. 

mocha v3 creates a 3D camera solve based on planar tracking, while, for instance, many 3D feature trackers requires the user to define good and bad data for the tracker in order to complete a camera tracking solve. Using planar data means no more "X"s wobbling across your screen and no more telling your tracker "no."

Because mocha is using the planar tracker to solve, mocha can steadfastly track better than any feature tracking in any other software because our incredible planar tracker has the ability to track and solve footage with motion blur, footage that goes offscreen, etc. Common difficult tracks such as tracing around reflections or obscured tracking areas are things that the planar tracker can solve easily. And you tell mocha where to look, you dont ask it to track everything and then adjust proper features for ages. 

Another difference is that mocha v3 will solve a virtual camera and “select” 3D planes and that mocha v3 exports 3D nulls instead of a point cloud. Now, when I say our camera solver doesn’t solve a point cloud I want to point out that it will give you nulls that represent the planar surface that you can use as “a point cloud” in programs like nuke even though they just mark where your planar surface is at all four corner and the center point. 

The bottom line is that mocha doesn’t solve for “the” camera like a camera tracker does, the ultimate goal we have in our camera solver being to put objects anywhere in the 3D scene or putting volumetrics or particles in the scene. Our camera solver solves for a camera relative to the planes you have tracked.


How can we get the most out of mocha V3's camera solver?


Use large shapes for the best tracks.
With our camera solver, usually less is more. Find two or three really good NON-co-planar planes to track and then hit solve. You will be able to put a 3d object into the scene relative to one of those planes. 

The point being that you usually don’t need a huge camera solve to put a 3D object into a scene, as there are numerous solves you can get with a 3D camera tracker anyway. You just need a reference point and a camera that works for the element you want to drop into the shot.

Things to look out for are just the normal things you need to look out for with our planar tracker, avoid tracking reflections, occlusions, slow moving shadows, etc. And understand that you don’t need tons of data for the solve, you just need to track one good plane for a Pan/Tilt/Zoom camera, and two non-co-planar planes for parallax cameras. As in, you can’t track two shapes on the same wall and expect to get a good parallax solve.

For example: if you need to rebuild your entire set in 3D, our camera solver might not be the best option, but if you need to do a simple set extension for a wall or a ground or both, we can totally do that. mocha’s 3D solver does not give you the entire camera space, only select planes. This could be very useful for many match moves, set extensions, particle effects, etc.

We want you guys to get up to speed fast on our new camera solver so I even released a new video about how to solve difficult planar tracks this week.

Tracking Difficult Shots with mocha Pro v3's Camera Solver from Imagineer Systems on Vimeo.


And Martin has also put together an excellent tutorial on the camera solver as well that he will expand on in another blog post later this week!

mocha v3 tutorial: Camera Solving for Moving Objects from Imagineer Systems on Vimeo.


Are you trying to compete with other camera trackers?


We’re not trying to replace conventional camera trackers, we're not even trying to compete with them. In fact, for blurry shots or other hard to track shots mocha can help camera trackers by putting in new, sharp planar information or grids where bad information used to be. That is if you have a need for THE camera the shot was shot with and want to help your camera tracker figure the shot out. How's that for being a team player?

How can I try out the new camera solver in mocha V3?


You can purchase mocha Pro here.
It is probably best to download mocha Pro v3, which is now shipping, and activate the 15 day trial to do some tests and compare for yourselves. Both mocha AE and mocha Pro products are similar but they do different things depending on what kind of work you do. mocha Pro has tons of time saving features that aren't present in mocha AE, but they're both based on the same amazing planar tracking technology.

I always recommend upgrading to mocha Pro for the dedicated generalist or the artist who doesn't have time to mess with time consuming corner pins and roto paint.

You can purchase mocha AE here.

mocha AE V3 is also very useful for roto and 2D tracking. Upgrade from the mocha AE bundle version is $195

Hope that helps answer some common questions for you guys! Let me know if you have any questions.

Stay tuned to our blog for more this week from our Product Manager, Martin Brennand!

Cheers,
Mary

Monday, 30 April 2012

We're catching our breath! NAB 2012 was a success!

Me and Martin setting up the GoPro to record a demo.
Hi guys! NAB 2012 is wrapped and with it our major release of mocha V3. Las Vegas was good to us. I think I might need to sleep for something like two weeks, but there's no rest for the wicked, so instead I've uploaded two videos for you guys!

We had a major amount of traffic by the booth, and we were so excited to get out and meet all of you guys! We had our demo reel on loop and we were so thrilled that some of you were able to contribute some truly rad shots to it. The work you do with our software is consistently astounding.

Everyone was excited about our new features for mocha V3 including our new camera solver, all our new roto tools, including the transform tool, the join layers tool, project merges, nudges, and our dope sheet. We even wowed people with our established lens, insert, and remove tools. We have videos!

Steve Wright was at the Booth!

Steve Wright demoed mocha V3 for us at out booth. You can find his video below!

mocha v3 demo by Steve Wright at NAB 2012 from Imagineer Systems on Vimeo.
Steve Wright demos the new mocha Pro v3 at NAB 2012 in Las Vegas. This video covers new features and tools for:
• Planar Tracking
• Rotoscoping - Transfrom Tool &; Join Layers
• Layer Management
• Dopesheet
• 3D Camera Solve Module - export to Nuke with FBX
• How mocha Pro interacts with Nuke


I showed off V3 like crazy!

I also gave a preview of our V3 software, all day, every day at NAB, and I'm excited to share it with you guys! You can find that video below.

mocha v3 demo by Mary Poplin at NAB 2012 from Imagineer Systems on Vimeo.
Mary Poplin demos the new mocha Pro v3 at NAB 2012 in Las Vegas. This video covers new features and tools for:
• Planar Tracking
• Rotoscoping - Transfrom Tool &; Join Layers
• Layer Management
• Dopesheet
• 3D Camera Solve Module - export to AE & FBX
• Remove Module
• Insert Module


If you want to know more you can check out Martin's overview of the new features and an overview of mocha's 3D camera solver.

Introducing Mik Wells!

We even had our newest hire, Mik Wells, come to NAB with the imagineer systems crew and it was a great experience. We are SO excited to have him as a new part of our team as our Head of Engineering. Mik is an amazing fellow with TONS of programming experience, so we're really glad to have him on board. We can't wait to see what he comes up with moving forward with our software.

Mik took a few delightful videos of his new coworkers working hard at NAB.



Thanks. Thanks for that, Mik. :)

One of these Routes is not like the other.

We planted our flag in Death Valley!

I guess you could say that what happens in Vegas doesn't always stay in Vegas. When my 2012 NAB trip started out, Martin Brennand, our Product Manager, flew into Los Angeles from Melbourne, Australia, and met me in Santa Monica, California. We road-tripped into Las Vegas to meet the rest of the NAB imagineer systems crew.

Our international dream-team assembled, consisting of:
  • JP Smith (UK), our CEO
  • Ross Shain (NY), our CMO
  • myself {Mary Poplin} (LA), our Product Specialist
  • Martin Brennand (Melbourne), our Product Manager 
  • Mik Wells (UK), our Head of Engineering
  • Bryan Milne (Toronto), our VP of Sales
  • Kevin Bourke (Boston), our amazing PR man
  • and Ruslan Khamidullin (Russia), one of our wonderful, hard-working software devs. 


It was the most people we've ever had in one place, as we work scattered to the four winds in various small offices around the globe... which means we don't get to see each other face to face very often. And it was a wonderful experience. After NAB was over, Martin and I decided it would be extra clever to pass by Death Valley on the way back to Los Angeles. This may have been a bad call, as it was very hot, very remote, and very out of the way...

I may or may not admit to the fact that I am very extreme temperature and dry heat sensitive. Like an amphibian. This was not the best decision.

TTFN!

Updates to come as we keep on doing events for V3's release. We can't wait to hear what you guys think of it and as usual, if you have any questions, we are happy to help!

Cheers!
Mary

Tuesday, 10 April 2012

The "How mocha Thinks" video is up! And NAB is coming!

Hi Guys!

My How mocha Thinks video is up! So far the response has been great! I think you guys are "getting" mocha's tracker and I hope this helps you rocket through shots by eliminating some of the tedium that goes into tracking, clean-plating, and rotoscoping. If you thought the previous blog post was helpful, watch the video!


How mocha Thinks from Imagineer Systems on Vimeo.
Mary Poplin, Imagineer Systems Los Angeles based Product Specialist, talks about Planar Tracking and "how mocha thinks".

In other news!

We're very busy ramping up for NAB (come visit us in the Plugin Pavilion by Adobe's booth!) but I wanted to share a few things with you guys that you'll hear more about in the upcoming weeks!


We will be in Booth SL2024, South Hall. Las Vegas Convention Center

  • When: April 16-19, 2012
  • Where: Las Vegas Convention Center, Las Vegas, Nevada USA
  • Visit us at South Hall at Booth #SL202

Need a free exhibits pass? Register here and use VIP Code: LV3141

We can't wait to see you there! And we've got so much news to share with you, and new demos as well!

But wait, there's more!

As you probably already know, mocha V3 is coming out VERY soon! We couldn't be more excited about it. There's been a few wonderful articles out, but FXGuide has by far the most comprehensive review out there right now about what is coming in V3! Ben Brownlee (of Curious Turtle) has a video overview in that article. Ben is also teaching a new intermediate level mocha pro v3 course at fxphd during their April 2012 term. You guys should check it out! He's one of THE most knowledgeable guys teaching our software that you can find out there. And fxphd is such a convenient way to learn.

mocha's camera solver in After Effects
I think the biggest announcement of V3 is our 3D camera solver, mocha's 3D Camera Solver is not like a conventional camera tracker at all, and that's why it is interesting! It does not solve for THE exact camera and lens that the clip was shot with so much as it solves for our planar tracking data in 3D space, essentially converting our 2.5D planes into 3D planes. It does not generate a point cloud, but instead relies on our planar tracking technology in order to solve one of many camera solves within the scene. You can use it to track data quickly and easily where other camera trackers would fail, as long as you find good planes to track you should be fine (one plane is needed for pan/tilt/zoom solves or more for small and large parallax change solves).

Basically, we are solving for the planes mocha has been able to track for years, and you attach 3D objects into the scene by aligning them to said planes. Who needs to take the time to camera track the whole shot when you can just solve for the ground plane in a few minutes?

Track for Pan/Tilt/Zoom cameras or parallax changes.
Much like our un-conventional planar tracker is unlike point or feature trackers, mocha's camera solver is unlike other camera trackers out there as well. Now, that being said, you can use our mocha planar data to get a better camera track with Bouju, PF Track, or SynthEyes on a difficult shot that none of those programs might be able to track well on their own by inserting new planes with better detail OVER bad detail in your shot with mocha and then using your conventional camera tracker to solve the shot for the exact camera with the new data. We have people using this method right now even without our 3D data, just by inserting 2D corner pins into the scene.

Because our tracker does not care about blur and feature detail and hangs on through a great many tracking problems, we can lock on where nothing else can. This gives mocha a HUGE advantage over other trackers.

Anyway, make sure you stay tuned to what we've got coming up. We can't wait to see how you guys use our new features coming in V3!


Tuesday, 6 March 2012

How Mocha Thinks


It was snowing in Chicago
I recently returned from a trip to Chicago with Imagineer’s head of sales, Bryan Milne, where we had the always-valuable opportunity to visit with a ton of studios. We also had the opportunity to present to the Chicago Final Cut Pro Users Group (soon to become the Chicago Creative Professional Users Group), hosted by the lovely Sue Lawson.

During the meeting, we generated a lot of interest with our presentation, which was focused on helping artists save time in their workflow. What was interesting, however, was we kept running into the same questions from artists who were still struggling with our workflow. What I quickly realized was all of those issues could be solved with a better understanding of the workflow in mocha. I travel all over North America as an Imagineer Systems Product Specialist, and in my travels, I am noticing a trend...

Every time I meet artists in person, I get these ‘epiphany moments’ from our users - some of whom have been using mocha for years - about how our software works. And what I realized is that many people don’t fully understand how mocha’s Planar Tracker actually thinks. Some don’t quite jive with the spline-to-track relationship, and none of these artists realize that all of these issues can be fixed with a simple visit.

I thought to myself, “how do I get this message out to as many people as possible?” So I decided to make an in-depth tutorial on it with lots of visual aids and clear explanations. And so I am in that process. The tutorial is in the works and being polished as we speak, but I couldn’t hold back anymore and wanted to tide you over with a much needed blog update that covers off some of the common questions I run into and attempts to breakdown some of the answers. So here goes!

How mocha Thinks

What do I do with this, anyway?
What is mocha used for?

mocha is an intelligent Planar Tracking utility for post production and VFX professionals that
combines advanced roto, motion tracking, object removal, insert and stabilization features into a single desktop application.

So what does that mean? mocha has this amazing technology called Planar Tracking, which is a 2D tracker that streamlines tasks like tracking, rotoscoping, match moving, and screen replacements for most shots... taking tedious frame by frame work out of your workflow so you can have a life outside of work.

Time is the most valuable commodity in life.

To that end, mocha is for EVERY Day use, not just a fire extinguisher that sits in the cabinet, waiting for that emergency! Using mocha first will ensure that you will never have to scramble for an emergency tracker to save your butt at the last second. It’s all about having the right tools in your toolbox to get the work done - right from the start of the project.

Tracking and rotoscoping are part of almost every visual effects, editing, or motion graphics project-finishing, post-broadcast... all of these professions use it. Point and feature trackers are most commonly used, but to get good point or feature tracks requires a mix of experience and luck. You often have to color correct and tweak images to get “meatier” data for traditional trackers. If the point or feature being tracked exits frame, you get into offset tracking, which presents its own set of challenges. If it all fails, you are into hand tracking, which is time consuming and very hard to get accurate. mocha tracks patterns of data across the shot through blur and partial occlusions, significantly decreasing the amount of experience and luck you need to get the data you need.

Mocha is a Planar Tracker
So what is a Planar Tracker, and what the heck do you mean by a plane?

So here’s where I tell you what mocha is and isn’t.

mocha tracks planes - that is - a pattern of pixels moving relative to one another in a scene. It is not a point or feature tracker. A plane is any flat surface having only two dimensions, such as a table top, a wall, or a television screen. But it can also be the front of someone’s face, the top of someones chest, and you can even cheat those more “rounded” planes into good workable tracks, such as in tops of arms and torso shapes. Planes provide much more detail about an object’s translation, rotation and scaling than is possible with point-based tracking tools, mainly because we are calculating the relative motion of pixels in the pattern of the plane. Even as an object leaves and enters a frame, there is usually enough information for the Planar Tracker to maintain a solid track of the object, because relative motion applies whether you are tracking all or part of the plane. When you work with mocha, you will need to look for planes in the clip. More specifically, you will need to look for planes that coincide with movements you want to track. Like pictures hanging on a texture-less wall, or the frame around a computer screen.

I’m moving my spline around, why isn’t my track moving with it?

This is one of the biggest misconceptions about mocha that I’ve encountered. In mocha, EVERYTHING is a child of the track, with the exception of manual track mode where the surface drives the track. When I say everything is a child of the track, I mean it! Even the splines that define the area the track is looking are driven by the movement of the track. The surface tool and grid both follow the track. And you can even parent other finer roto shapes to the track, but moving the spline around does not move the track around, except where it defines another surface to track mid track.
Link layers to any track! Or none!

You can only track one surface at a time, so if you’re tracking a ground plane, feel free to move the tracking spline around on the ground to good areas of visibility. But watch your track and see what it does, the track won’t move anywhere if you move the splines. It will just continue to track the ground, doing something point tracking veterans might think of as "offset tracking" as part of mocha's basic workflow.

You can also un-parent tracks from splines. Another great way to track objects like ground planes that are moving off-screen is to unlink the track from itself. In the link to track drop down menu, the default of your spline should always be linked to a track of “itself.” But you can link it to “none” and the spline will stay in one place and read everything that moves underneath it like a scanner.

What are the surface and the grid tools for?

The surface tool is the little blue square in the top of your tool bar. This surface tool defines what will be your “corner pin” for whatever compositing program you need to export to (mocha AE exports only to After Effects, mocha Pro exports to everything). I like to turn my surface tool on when I track so that I can use my grid tool.

The grid tool is right next to the surface tool, and the grid tool is only an artists visual tool to check and see what the track is doing while you’re tracking. It’s used to check your work after the track is finished. When I track, I align my surface tool to the plane I am tracking, which warps the grid tool in space appropriately so that I can know immediately as I track if my data is good or bad. This is very helpful if I am tracking a long shot, because I can stop the track where it gets bad and then move my spline to a new area to track that might give me better tracking data.

What does align surface do?

In mocha, align surface is what we use to warp corner pins appropriately for After Effects. Often, to get best results in certain compositing programs, you will need to align the surface tool to the entire height and width of the shot to avoid any unusual warping in your composite. That is all align surface does. You just go to the frame that you need mocha to “align to” and hit align surface, and mocha will put the corners of your surface perfectly at all four corners of your clip on that frame and then warp according to your tracking data for the rest of the tracked shot.

Is layer order important?

Always define foreground and background layers for removes!
Layer order is very important in mocha, particularly regarding the remove tool and the background to foreground relationship that the remove tool needs in order to get a good remove. When I say background and foreground layer, I mean that layer order is user defined and layer names are set by the user as well. You, as the artist, have to define what background and foreground objects are. mocha will treat objects at the top of a layer pile as closest to the camera, and objects at the bottom of the layer pile as furthest from the camera. This means that mocha holds out top shapes you have defined from bottom shapes, so you never have to create holdout mattes if you track objects from the foreground of the scene to the background of the scene. This becomes particularly important in removes, where you must define a foreground element to be removed and you must track a larger background area for mocha to pull pixels from to replace that object.

What you are telling mocha is: look in the background you have defined to replace the foreground object you have defined. If you do not define a foreground object and you do not track a background on a separate layer that is BELOW the foreground object, mocha will not make a cleanplate for you. If you are trying to remove a blemish on someones skin or text off the side of an object, you can’t see behind the “foreground” object, so you have to make a cleanplate for mocha to use to see “behind” that foreground object.

So those are just a few of the many ‘epiphanies’ I’ll be covering in my video. I hope this breakdown can tide you over for a little while, while I finish it up, but I am confident that I can share some more epiphany moments with you soon! As we gear up for NAB next month, stay tuned for more news on the Blog. We have some exciting things coming!

Cheers!
Mary



Thursday, 15 December 2011

The Top Ten Reasons to Upgrade to mocha Pro

mocha Pro is our top of the line software!
We have a new video for you guys! 

In my last post, I commented about how surprising it is that many of you potential mocha users out there don't know you have our software installed on your computers with After Effects CS4, CS5, and CS5.5. This post, I want to tell you that anyone who has our software already is eligible for a deep discount to upgrade to our high end software, mocha Pro, just from having our mocha AE software already! In fact, older licenses of any imagineer systems software, like mochamonetmokey, and motor are all available to be upgraded to mocha Pro as well. All our best features from mochamonetmokey, and motor were combined in 2010 into the mocha Pro software we ship today. 


Think of mocha Pro as our "all-in-one-swiss-army-knife-of-vfx-amazingness". We have a list of the features and differences in our software packages here, if you want more specifics than "all-in-one-swiss-army-knife-of-vfx-amazingness".

I just wanted to take a minute to tell y'all some of my favorite features that exist in Pro. In this short video, I go over some of my favorite modules and what they do. Features like the stabilize and auto fill tools, the grid warp tool, the lens and insert tools, and (my favorite tool) the remove tool. I can't count how many times the remove tool has helped me get a shot out the door on time when last minute paint fixes had to be done.



There's lots of examples to check out in this video, but feel free to ping us on our forums if you have any questions. I'm pretty active on our forums, and am happy to answer any questions you have about our software. It's especially helpful to search our forums to get a good idea of solutions that have worked for other users in the past, or see if other users can help you answer your questions. We want to build a community for you guys!

If you're just learning mocha, be sure to check out our videos section on our website where you can find more in depth tutorials on every module we have. I'm always looking for more good ideas on what kind of tutorials to make, so if you've got a request, please leave it in the comments section and let us hear from you!

Thanks for watching our new video! If you need help upgrading, our sales team is happy to help!

Cheers!
Mary

Tuesday, 29 November 2011

Update from the Road: Mary Poplin

A View of Vancouver


I have been traveling! In the past several month our team has been really pushing to get out and get feedback from you, our users. In the past several weeks I have been to Vancouver, Burbank, and the greater Atlanta area. What I really love about traveling to see you guys is getting to share tips and tricks that you might not know about the software and seeing your faces light up when we talk about how much tedious work mocha products can save you. The time I can help save by showing you how roto work can be cut in half, for instance, means you get to go home and have dinner with the people that matter to you. That really makes my day. Let me tell you a little bit about what I've been up to with Imagineer Systems.


A few weeks ago our CEO, John Paul Smith, and our VP of Sales, Bryan Milne joined me out here in Los Angeles for a whirlwind studio tour that included visiting clients in Burbank, Hollywood, the Greater Los Angeles Area, and San Diego. We had a booth at Creatasphere for a few days as well and we met tons of new users, including editors and one-man shops who were blown away to learn that our mocha AE ships with After Effects CS4, CS5, and CS5.5. I am always shocked at how many people don't know that they have our tracker already, for free, installed on their machines at home or in their office. Or that they can upgrade to mocha Pro at a significantly reduced rate because of it. I like getting to be the bearer of good news!



A view of our Sales VP Bryan Milne
Creatashpere exposed up to a brand new market of people who may not have known about us before. Editors are having to increasingly do a lot of their own minor effects like boom mic removal, object removal, screen replacements, and roto for color corrections. We recently added an export option to Boris FX which enables support for edit systems: Avid Media Composer, Final Cut Pro, Sony Vegas; Adobe Premiere - so we are seeing an increased amount of interest from that sector of film, television, and commercials. It's a really exciting time! Owners of mocha AE and Boris can get this feature by upgrading to mocha AE v2.6.


From Creatasphere, me and Bryan Milne traveled up to Vancouver to visit studios and increase our presence there. We met with some wonderful and talented artists and were able to show them how mocha Pro could speed up their roto and clean-plate work on their own shots. I always love working on studio shots with compositors and paint artists because my laptop demos make everything look easier than most people think it should be. With studio shots I can really get into the nitty gritty of showing artists exactly how to think about a shot and how to tackle tough problems in a real work environment, and I can show them how easy mocha actually is. I stand by my belief that an experienced artist can learn mocha in a week. A very green student may take two weeks, but it really shouldn't take longer than that to master mocha's planar tracker and interface, and start diving into difficult shots. That's great news for people just starting to learn how to use our software. And our ease of use and small learning curve means that we get used a lot in roto houses all over the world.


After I got back from Vancouver, I got to briefly rest until I went to Atlanta. Now, I'm a Georgia girl, so this was a bit like going home. As soon as I got off the plane, my Southern Drawl increased. It had been raining and was unseasonably warm, and I finally got to experience the muggy, warm rain I'd been missing since I left the south over eight years ago to move to SoCal. I borrowed my mom's work truck, an enormous F1-50 pickup truck, and toured my old haunts in style... sortof.


Mary Poplin giving a talk in Atlanta



The first night I flew in I presented mocha Pro at Turner Studios with Walter Biscardi and his Atlanta Cutters group to over 130 people. They gave away lots of fabulous prizes, including an NFR license for mocha Pro. Everyone was excited and a lot of questions got asked. And again, everyone was surprised to hear that mocha AE ship with Adobe AE CS4, CS5, and CS5.5. Adobe was also at this cutters meeting, answering questions about Premiere. It was great to see them. I love being able to work with the Adobe team. The enthusiasm in the room was wonderful and warm, and the hospitality was amazing.


What a crowd at Atlanta Cutters!


Speaking of hospitality, while I was in Atlanta, I was hosted marvelously by Niche Video. They have a very cozy office with strong coffee and Anne Fowler and her team made me feel very welcome and took me on a tour of all sorts of studios around the greater metro area. I recommend checking out their website if you're in the industry in Atlanta. We went everywhere from large studios like Turner to small but efficient shops like Raven Pro Media, who handle all of Lynyrd Skynyrd's tours. Which is pretty awesome. Free bird! My last visit in Atlanta was back to Walter Biscardi's studio, Biscardi Creative, which is an ambitious editing studio up near Buford and Lake Lanier. All in all, it was a wonderful trip and I met some great new people. I hope it's not another year before I'm back in my old stomping grounds, but I will say one thing I don't miss about the South. The Traffic in Atlanta. Whoa. No matter what people say, it's just as bad as LA, any day. Especially in a truck.


And now, I am back in the office! I hope you all had a wonderful Thanksgiving and ate as much obscene amounts of food as I did. I was very thankful. So thankful, that I had to roll away from the table and I'm still recovering.


 I'll try not to let it be so long between blog posts next time, so you guys stay tuned!