3D Calibration
Paint 10 allows using 3D tools and importing Tracab data. First you have to use the Calibration editor to set the 3D perspective.
Calibration Editor
The calibration editor is available when a clip is selected. When the perspective is successfully set, it is saved into the clip and recalled together with the clip. Video frames, in which the perspective has been defined, will be referred to as keyframes. Perspective in non-keyframe video frames is computed from the surrounding keyframes.
Calibration editor button
Default state. The calibration editor is not active. No perspective has been set for the current clip. Click the button to enter the calibration editor. | |
The calibration editor is active. You can setup the perspective or see tracking results. Click the button to save the current perspective and leave the calibration editor. | |
Perspective has been set and tracking is good. The calibration editor is not active. Click the button to enter the calibration editor. | |
Calibration is disabled. This usually means that no clip is selected. | |
Rotate Calibration Wireframe |
Note | 3D pitch features are a licensed feature. |
Pitch type selection
There are several predefined supported pitch types. Pitch type selection is available in the popup menu invoked for the Calibration editor button. The popup cannot be invoked when the Calibration editor is active.
Manually changing pitch type while the currently selected clip has been calibrated causes all calibration data in the clip to be reset.
Perspective definition
Select a clip and press the Calibration editor button. The wireframe of the selected pitch appears in the video preview. The wireframe contains draggable points which can have 3 states:
Default state. The point is ready to be set. | |
The point cannot be set. This happens when there are 2 other points already set that form a line with this point. | |
The point has been set. |
Drag a point of the model and drop it on its position in the video. Drag another points until the rendered pitch fits the pitch in the video. You need at least 4 points to be defined for the first keyframe in the clip and at least 2 points for all additional keyframes. Until the keyframe is defined the video is blocked at the frame the first point was dragged.
In the picture above you can see a nicely added perspective. You can see the near side line doesn't fit perfectly, this is caused by lens distortion. The 3D features will work fine with a calibration like this. Lens distortion will be calculated and applied when two or more calibration frames exist.
Now jog through the video sequence in which you would like to use the 3D features. If the calibration starts to drift away, fix it by defining another keyframe.
When done, press the Calibration editor button which saves the calibration to the clip.
When a point is placed on the wrong position in the video, you can use the Undo button to undo the last edit or Clear button the clear keyframe.
Occasionally, it could be the case that the computed perspective is wrong. In this case just define another point in the current keyframe. When the computed perspective doesn't allow you to define another point (e. g. all points are projected beyond the screen boundary), press and hold the CTRL key (which causes the pitch to be rendered in default projection while the key is down) and define the point. If this doesn't help, press the Clear button and start the keyframe again.
For calibration of behind-goal camera angles you can rotate the pitch wireframe by calling the RotateWireframe action.
Using Paint tools with the 3D pitch
Some tools, like the 3D arrow and the Column tool, are inherently dependent on an existing pitch calibration. Many tools support both on-screen and on-pitch use.
For control over placement of tool graphics, tools have a 3D Scale property. With 3D Scale disabled, on-screen graphics are created.With 3D Scale enabled and a valid pitch calibration, the tool creates on-pitch graphics. The 3D Scale value controls the relationship between on-screen and on-pitch size of the graphics.
3D and 2D tools distinction
Based on their ability to be used on-pitch or on-screen, tools are visually differentiated by a small cube icon in the top left corner (when using default skin) once placed into the toolbar.
| A white cube represents tools that strictly require a calibrated pitch. Such tools can only be used with a valid pitch calibration. | |
| A gray cube indicates tools suitable for both on-screen and on-pitch use. These tools have 3D Scale enabled and act like 3D tools on clips with a calibration and like 2D tools on clips without it. | |
| Tools that are not marked by any cube icon either cannot be used on-pitch or they have 3D Scale disabled. |
3D tools without 3D pitch
In different scenarios, you can be presented with a floating message at the top of the preview. The message can be of an informational, warning or error character and it may also contain a clickable action.
If you attempt to place a 3D tool into a clip without pitch calibration, an error message appears providing a possibility to quickly activate the calibration editor.