Control Panel Reference
SynthEyes has the following control panels:
Select via the control panel selection portion of the main toolbar.
The Graph Editor icon
appears
in the toolbar area to indicate a nominal workflow, but it launches a floating
window.
Additional panels are described below:
Spinners
SynthEyes uses spinners, the stacked triangles on the right of the
following graphic (
),
to permit easy adjustment of numeric fields on the control panels. The spinner
control provides the following features:
· Click either triangle to increase or
decrease the value in steps,
· Drag within the control to smoothly
increase and decrease the value,
· Turns red on key frames,
· Right-click to remove a key, or if
none, to reset to a predefined value,
· Shift-drag or -click to change the
value much more rapidly,
· Control-drag or -click to change the
value slowly for fine-tuning.
Tool Bar
New, Open, Save, Undo, Redo. Buttons. Standard Windows
(only). Use the Undo/Redo menu items instead to see what function will be
undone or redone.
(Control Panel buttons). Changes the active
control panel.
Forward/Backward (/).
Button. Changes the current playback and tracking direction.
Reset Time.
Button. Resets the timebar so that the entire shot is visible.
Fill.
Button. The camera viewport is reset so that the entire image becomes visible.
Shift-fill sets the zoom to 1:1 horizontally.
Viewport Configuration Select.
List box. Selects the viewport configuration. Use the viewport manager on the
Window menu to modify or add configurations.
Camera01. Active camera/object. Click to cycle through
the cameras and objects.
Play Bar
Rewind Button.
Rewind back to the beginning of the shot.
Back Key Button.
Go backwards to the previous key of the selected tracker or object.
Frame Number.
Numeric Field. Sequential frame number, starting at zero or at 1 if selected on
the
preferences.
Forward Key Button.
Go forward to the next key of the selected tracker or object.
To End Button.
Go to the last frame of the shot.
Frame Backwards.
Button. Go backwards one frame. Auto-repeats.
Play/Stop/.
Button. Begin playing the shot, forwards or backwards, at the rate specified on
the View menu.
Frame Forward.
Button. Go forwards one frame. Auto-repeats.
Summary Panel
Auto.(the big green one)Run the entire
match-move process: create features(blips), generate trackers, and solve. If no
shot has been set up yet, you will be prompted for that first, so this is truly
a one-stop button. See alsoSubmit for Batch.
Motion Profile.Select one of several profiles reflecting
the kinds of motion the image makes. UseCrash Panfor when the
camera spins quickly, for example, to be able to keep up. Or useGentle
Motionfor faster processing when the camera/image moves only slightly
each frame.
Zoom Lens.Check this box if the camera zooms.
On Tripod.Check this box if the camera was on a
tripod.
Fine-tune.Performs an extra stage of re-tracking between
the initial feature tracking and the solve. This
fine-tuning
passcan improve the sub-pixel stability of the trackers on some
shots.
Settings.Launches the settings panel for
fine-tuning.
Run Auto-tracker.Runs the automatic tracking stage, then
stops.
Solve.Runs the solver.
Not solved.This field will show the overall scene error,
in horizontal pixels, after solving.
Coords(共同作用).Initiates a mode where 3 trackers can be
clicked to define a coordinate system. After the third, you will have the
opportunity to re-solve the scene to apply the new settings. Same as *3 on the
Coordinate System panel.
3つのトラッカーが座標系を定めるためにクリックすることができるモードを始めます。
第3の後、新しいセッティングを適用するためにシーンを再解析することがあると思います。
座標系パネルの*3と同じです。
Master Solution Reset ().Clear
any existing solution: points and object paths.
Rotoscope Control Panel
The roto panel controls the assignment of a shot's blips to cameras or
objects. The roto mask can also be written as an alpha channel or RGB image
using the image preprocessor.
Spline/Object List. An ordered list of splines and the
camera or object they are assigned to. The default Spline1 is a rectangle
containing the entire image. A feature is automatically assigned to the
camera/object of thelastspline in the list that contains the
feature. Double-click a spline to rename it as desired.
Camera/Object Selector. Drop-down list. Use to set the
camera/object of the spline selected in the Spline/Object List. You can also
selectGarbageto set the spline as a garbage matte.
Show this spline. Checkbox. Turn on and off to show or
hide the selected spline. Also see the View/Only Selected Splines menu
item.
Key all CPs if any. Checkbox. When on, moving any control
point will place a key on all control points for that frame. This can help make
keyframing more predictable for some splines.
Enable.
Button.
Animatable spline enable.
Create Circle.
Lets
you drag out circular splines.
Create Box.
Lets
you drag out rectangular splines.
Magic Wand.
Lets
you click out arbitrarily-shaped splines with many control points.
Delete.
Deletes
the currently-selected spline.
Move Up.
Push
button. Moves the selected spline up in the Spline/Object List, making it lower
priority.
Move Down.
Push
button. Moves the selected spline down in the Spline/Object List, making it
higher priority.
Shot Alpha Levels. Integer spinner. Sets the number of
levels in the alpha channel for the shot. For example, select 2 for an alpha
channel containing only 0 or 1(255), which you can then assign to a camera or
moving object.
Object Alpha Level. Spinner. Sets the alpha level
assigned to thecurrentcamera or object. For example, with 2
alpha levels, you might assign level 0 to the camera, and 1 to a moving object.
The alpha channel is used to assign a feature only if it is not contained in
any of the splines.
Import Tracker to CP. Button. When activated, select a
tracker then click on a spline control point. The tracker's path will be
imported as keys onto the control point.
Feature Control Panel
Motion Profile.Select one of several profiles reflecting
the kinds of motion the image makes. UseCrash Panfor when the
camera spins quickly, for example, to be able to keep up. Or useGentle
Motionfor faster processing when the camera/image moves only slightly
each frame.
Clear all blips.Clears the blips from all frames. Use to
save disk space after blips have been peeled to trackers.
Blips this frame. Push button. Calculates features
(blips) for this frame.
Blips playback range. Push button. Calculates features
for the playback range of frames.
Blips all frames. Push button. Calculates features for
the entire shot. Displays the frame number while calculating. Once started,
can’t be interrupted!
Delete.
Button.
Clears the skip frame channel from this frame to the end of the shot, or the
entire shot if Shift is down when clicked.
Skip Frame. Checkbox. When set, this frame will be
ignored during automatic tracking and solving. Use (sparingly) for occasional
bad frames during explosions or actors blocking the entire view. Camera paths
are spline interpolated on skipped frames.
Advanced. Push button. Brings up a panel with additional
control parameters.
Link frames. Push button. Blips from each frame in the
shot are linked to those on the prior frame (depending on tracking direction).
Useful after changes in splines or alpha channels.
Peel. Mode button. When on, clicking on a blip adds a
matching tracker, which will be utilized by the solving process. Use on needed
features that were not selected by the automatic tracking system.
Peel All. Push button. Causes all features to be examined
and possibly converted to trackers.
To Golden. Push button. Marks the currently-selected
trackers as “golden,” so that they won’t be deleted by the Delete Leaden
button.
Delete Leaden. Push button. Deletes all trackers, except
those marked as “golden.” All manually-added trackers are automatically golden,
plus any automatically-added ones you previously converted to golden. This
button lets you strip out automatically-added trackers.
Tracking Control Panel
The tracker panel has two variations with different sizes for the tracker
view area, and slightly different button locations. The wider version gives a
better view of the interior of the panel, especially on high-resolution
displays. The smaller version is a more compact layout that reduces mouse
motion, and because of the reduced size, is better for use on laptops. Select
the desired version using theWider tracker-view
panelpreference.
Tracker Interior View. Shows its interior---the inner box
of the tracker.Left Mouse: Drag the tracker location.Middle
Scroll: Advance the current frame, tracking as you go.Right
Mouse: Add or remove a position key at the current frame. Or, cancel a
drag in progress.
Create.
Mode
Button. When turned on, depressing the left mouse button in the camera view
creates new trackers. When off, the left mouse button selects and moves
trackers.
Delete.
Button
(also Delete key). Deletes the selected tracker.
Finish.
Button.
Brings up the finalize dialog box, allowing final filtering and gap filtering
as a tracker is locked down.
Lock.
Button.
Non-animated enable, turn on when tracker is complete; will then be
locked.
Direction.
Button.
Configures the tracker for backwards tracking: it will only track when playing
or stepping backwards.
Enable.
Button.
Animated control turns tracker on or off. Turn off when tracker gets blocked by
some thing, turn back on when it becomes visible again.
Contrast. Number-less spinner. Enhances contrast in the
Tracker Interior View window.
Bright. Number-less spinner. Turns up the Tracker
Interior View brightness.
Color. Rectangular swatch. Sets the display color of the
tracker for the camera, perspective, and 3-D views.
Now. Button. Adds a tracker position key at the present
location and frame. Right-click to remove a position key. Shift-right-click to
truncate, removing all following keys.
Key. Spinner tells SynthEyes to automatically add a key
after this many frames, to keep the tracker on track.
Key Smooth. Spinner. Tracker's path will be smoothed for
this many frames before each key, so there is no glitch due to re-setting a
key.
Name. Edit field. Adjust the tracker's name to describe
what it's tracking.
Pos. H and V spinners. Tracker's horizontal and vertical
position, from –1 to +1. You can delete a key (border is red) by
right-clicking. Shift-right-clicking will truncate the tracker after this
frame.
Size. Size and aspect spinners. Size and aspect ratio
(horizontal divided by vertical size) of the interior portion of the
tracker.
Search. H and V spinners. Horizontal and vertical size of
the region (excluding the actual interior) that SynthEyes will search for the
tracker around its position in the preceding frame. Preceding implies
lower-numbered for forward tracking, higher-numbered for backward
tracking.
Weight. Spinner. Defaults to 1.0. Multiplier that helps
determine the weight given to the 2-D data for each frame from this tracker.
Higher values cause a closer match, lower values allow a sloppier
match.WARNING: This control is for experts and should be used
judiciously and infrequently. It is easy to use it to mathematically
destabilize the solving process, so that you will not get a valid solution at
all. Keep near 1. Also see ZWTs below.
Exact. For use after a scene has already been solved: set
the tracker's 2-D position to the exact re-projected location of the tracker's
3-D position. A quick fix for spurious or missing data points, do not overuse.
See the section on
filtering
and filling gaps. Note: applied to a zero-weighted-tracker, error will not
become zero because the ZWT will re-calculate using the new 2-D position,
yielding a different 3-D and then 2-D position.
F:n.nnnhpix.(display field,
right of Exact button) Shows the distance, in horizontal pixels, between the
2-D tracker location and the re-projected 3-D tracker location. Valid only if
the tracker has been solved.
ZWT. When on, the tracker's weight is internally set to
zero—it is a zero-weighted-tracker (ZWT), which does not affect the camera or
object's path at all. As a consequence, its 3-D position can be continually
calculated as you update the 2-D track or change the camera or object path, or
field of view. The Weight spinner of a ZWT will be disabled, because the weight
is internally forced to zero and special processing engaged. The grayed-out
displayed value will be the original weight, which will be restored if ZWT mode
is turned off.
T: n.nnnhpix.(display field, right of
ZWT button) Shows the total error, in horizontal pixels, for the solved
tracker. This is the same error as from the Coordinate System panel. It updates
dynamically during tracking of a zero-weighted tracker.
Lens Control Panel
Field of View. Spinner. Field of view, in degrees, on
this frame.
Focal Length. Spinner. Focal length, computed using the
current Back Plate Width on Scene Settings. Provided for illustration
only.
Add/Remove Key.
, Button.
Add or remove a key to the field of view (focal length) track at this
frame.
Known. Radio Button. Field of view is already known
(typically from an earlier run) and is taken from the field of view seed track.
May be fixed or zooming. You will be asked if you want to copy the solved FOV
track to the seed FOV track—do that if you want to lock down the solved
FOV.
Fixed, Unknown. Radio Button. Field of view is unknown,
but did not zoom during the shot.
Fixed, with Estimate. Radio Button. Camera did not zoom,
and a reasonable estimate of the field of view is available and has been set
into the beginning of the lens seed track. This mode can make solving slightly
faster and more robust.Important:verify that you know, and
have entered, the correct plate size before using any on-setfocal
lengthvalues. A correct on-set focal length with an incorrect
plate size makes the focal length useless, and this setting harmful.
Zooming, Unknown. Radio Button. Field of view zoomed
during shot.
Lens Distortion. Spinner. Show/change the lens distortion
coefficient.
Calculate Distortion. Checkbox. When checked, SynthEyes
will calculate the lens distortion coefficient. You should have plenty of
well-distributed trackers in your shot.
Add Line. Checkbox. Adds an alignment line to the image
that you can line up with a straight line in the image, adjust the lens
distortion to match, and/or use it for tripod or lock-off scene
alignment.
Kill Line. Checkbox. Removes the selected alignment line
(the delete key also does this). Control-click to delete all the alignment
lines at once.
Axis Type. Drop-down list. Not oriented, if the line is
only there for lens distortion determination, parallel to one of the three
axes, along one of the three (XYZ) axes, or along one of the three axes, with
the length specified by the spinner. Configures the line for alignment.
<->. Button. Swaps an alignment
line end for end. The direction of a line is significant and displayed only for
on-axis lines.
Length. Spinner. Sets the length of the line to control
overall scene sizing during alignment. Only a single line, which must be
on-axis, can have a length.
Atnnnf.Button.
Shows(not set)if no alignment lines have been configured. This
button shows the (single) frame on which alignment lines have been defined and
alignment will take place; clicking the button takes you to this frame. Set
each time you change an alignment line, or right-click the button to set it to
the current frame.
Align!Button. Aligns the scene to match the alignment
lines defined—on the frame given by theAt…button. Other frames
are adjusted correspondingly. To sequence through all the possible
solutions,control-click this button.
Solver Control Panel
Go!Button. Starts the solving process, after tracking is
complete.
Master Reset. Button.
Resets all cameras/objects and the trackers on them, though all Disabled
camera/objects are left untouched. Control-click to clear the seed path, and
optionally the seed FOV (after confirmation).
Error. Number display. Root-mean-square error, in
horizontal pixels, of all trackers associated with this object or
tracker.
Seeding Method.Upper drop-down list controlling the way
the solver begins its solving process, chosen from the following methods:
Auto. List Item. Selects the automatic seeding(initial
estimation) process, for a camera that physically moves during the shot.
Refine. List item. Resumes a previous solving cycle,
generally after changes in trackers or coordinate systems.
Tripod. List Item. Use when the camera pans, tilts, and
zooms, but does not move.
Refine Tripod. List item. Resumes a previous solving
cycle, but indicates that the camera was mounted on a tripod.
Indirect. List Item. Use for camera/objects which will be
seeded from links to other camera/objects, for example, a DV shot indirectly
seeded from digital camera stills.
Individual. List Item. Use for motion capture. The
object's trackers are solved individually to determine their path, using the
same feature on other “Individual” objects; the corresponding trackers are
linked in one direction.
Points. List Item. Seed from seed points, set up from the
3-D trackers panel. Use with on-set measurement data, or afterSet
Allon the Coordinate Panel. You should still configure coordinate
system constraints with this mode: some hard locks and/or distance
constraints.
Path. List Item. Uses the camera/object's seed path as a
seed, for example, from a previous solution or a motion-controlled
camera.
Disabled. List Item. This camera/object is disabled and
will not be solved for.
Directional Hint. Second drop-down list. Gives a hint to
speed the initial estimation process, or to help select the correct solution,
or to specify camera timing for “Individual” objects. Chosen from the following
for Automatic objects:
Automatic. List Item. In automatic seeding mode,
SynthEyes can be given a hint as to the general direction of motion of the
camera to save time. With the automatic button checked, it doesn’t need such a
hint.
Left. List Item. The camera moved generally to its
left.
Right. List Item. The camera moved generally to its
right.
Up. List Item. The camera moved generally upwards.
Down. List Item. The camera moved generally
downwards.
Push In. List Item. The camera moved forward (different
than zooming in!).
Pull Back. List Item. The camera moved backwards
(different than zooming out!).
Camera Timing Setting. The following items are displayed
when “Individual” is selected as the object solving mode. They actually apply
to the entire shot, not just the particular object.
Sync Locked. List Item. The shot is either the main
timing reference, or is locked to it (ie, gen-locked video camera).
Crystal Sync. List Item. The camera has a
crystal-controlled frame rate (ie a video camera at exactly 29.97 Hz), but it
may be up to a frame out of synchronization because it is not actually
locked.
Loosely Synced. List item. The camera's frame rate may
vary somewhat from nominal, and will be determined relative the reference.
Notably, a mechanical film camera.
Slow but sure. Checkbox. When checked, SynthEyes looks
especially hard (and longer) for the best initial solution.
Constrain. Checkbox for experts. When on, constraints set
up using the coordinate system panel are applied rigorously, modifying the
tracker positions. When off, constraints are used to position, size, and orient
the solution, without deforming it. See
alignment
vs constraints.
Begin. Spinner and checkbox. Numeric display shows an
initial frame used by SynthEyes during automatic estimation. With the checkbox
checked, you can override the begin frame solution. Either manually or
automatically, the camera should have panned or tilted only about 30 degrees.
If the camera does something wild between the automatically-selected frames, or
if their data is particularly unreliable for some reason, you can manually
select the frames instead. The selected frame will be selected as you adjust
this, and the number of frames in common shown on the status line.
End. Spinner and checkbox. Numeric display shows a final
frame used by SynthEyes during automatic estimation. With the checkbox checked,
you can override the end frame solution.
World size. Spinner. Rough estimate of the size of the
scene, including the trackers and motion of the camera.
Transition Frms. Spinner. When trackers first become
usable or are about to become unusable, SynthEyes gradually reduces their
impact on the solution, to maintain an undetectable transition. The value
specifies how many frames to spread the transition over.
Filter Frms. Spinner. Controls post-solving path
filtering. If this control is set to 3, say, then each frame's camera position
is a (weighted) average of its position within 3 frames earlier and 3 frames
later in the sequence. A larger number creates a smoother path,
butincreaseserrors.
Overall Weight. Spinner. Defaults to 1.0. Multiplier that
helps determine the weight given to the data for each frame from this object's
trackers. Lower values allow a sloppier match, higher values cause a closer
match, for example, on a high-resolution calibration sequence consisting of
only a few frames.WARNING: This control is for experts and
should be used judiciously and infrequently. It is easy to use it to
mathematically destabilize the solving process, so that you will not get a
valid solution at all. Keep near 1.
More. Button. Brings up or takes down the Hard and Soft
Lock Controls dialog.
Axis Locks. 7 Buttons. When enabled, the corresponding
axis of the current camera or object is constrained to match the corresponding
value from the seed path
. These constraints are enforced
either loosely after solving, with Constrain off, or tightly during solving,
with Constrain on. See the section on
Constraining
Camera or Object Position. Animated. Right-click to remove a key on the
current frame.
L/R. Left/right axis (ie X)
F/B. Front/back axis (Y or Z)
U/D. Up/down axis (Z in Z-up or Y in Y-up)
FOV. Camera field of view (available/relevant only for
Zoom cameras)
Pan. Pan angle around ground plane
Tilt. Tilt angle up or down from ground plane
Roll. Roll angle from vertical
Never convert to Far.Normally, SynthEyes monitors
trackers during 3-D solves, and automatically converts trackers to Far if they
are found to be too far away. This strategy backfires if the shot has very
little perspective to start with, as most trackers can be converted to far. Use
this checkbox if you wish to try obtaining a 3-D solve for your nearly-a-tripod
shot.
Coordinate System Control
Panel
Tracker Name. Edit. Shows the name of selected tracker,
or change it to describe what it is tracking.
Camera/Object. Drop-down list. Shows what object or
camera the tracker is associated with; change it to move the tracker to a
different object or camera on the same shot (or, you can clone it there for
special situations). Entries beginning with asterisk(*) are on a different shot
with the same aspect and length; trackers may be moved there, though this may
adversely affect constraints, lights, etc.
*3. Button. Starts and controls three-point coordinate
setup mode. Click it once to begin, then click on origin, on-axis, and on-plane
trackers in the camera view, 3-D viewports, or perspective window. The button
will sequence through Or, LR, FB, and Pl to indicate which tracker should be
clicked next. Click this button to skip from LR (left/right) to FB
(front/back), or to skip setting other trackers. After the third tracker, you
will have the opportunity to re-solve the scene to apply the new
settings.
Seed & Lock Group
X, Y, Z.Buttons. Multi-choice buttons flip between X, X+,
X-; Y, Y+, Y-; and Z, Z+,Z- respectively. These buttons control which possible
coordinate-system solution is selected when there are several possibilities.
Only significant when the tracker is locked on one or two axes.
X, Y, Z. Spinners. An initial position used as a guess at
the start of solving (if seed checkbox on), and/or a position to which the
tracker is locked, depending on the Lock Type list.
Seed. Mode button. When on, the X/Y/Z location will be
used to help estimate camera/object position at the start of solving, if Points
seeding mode is selected.
Peg. Mode button. If on, and the Solver panel's Constrain
checkbox is on, the tracker will be pegged exactly, as selected by the Lock
Type. Otherwise, the solver may modify the constraints to minimize overall
error. See documentation for details and limitations.
Far. Mode button. Turn on if the tracker is far from the
camera. Example: If the camera moved 10 feet during the shot, turn on for any
point 10,000 feet or more away. Far points are on the horizon, and their
distance can not be estimated. This button states yourwish,
SynthEyes may solve a tracker as far anyway, if it is determined to have too
little perspective.
Lock Type. Drop-down list. Has no effect if Unlocked. The
other settings tell SynthEyes to force one or more tracker position coordinates
to 0 or the corresponding seed axis value. Use to lock the tracker to the
origin, the floor, a wall, a known measured position, etc. See the section
on
Lock
Mode Details. If you select several trackers, some with targets, some
without, this list will be empty—right-click the Target Point button to clear
it.
Target Point. Button. Use to set up links between
trackers. Select one tracker, click the Target Point button to select the
target tracker by name. Or, ALT-click (Mac: Command-Left-Click) the target
tracker in the camera view or 3-D viewport. If the trackers are on the same
camera/object, the Distance spinner activates to control the desired distance
between the trackers. You can also lock one or more of their coordinates to be
identical, forcing them parallel to the same axis or plane. If the trackers are
on different camera/objects, you have created a link: the two trackers will be
forced to the same location during solving. If two trackers track the same
feature, but one tracker is on a DV shot, the other on digital camera stills,
use the link to make them have the same location. Right-click to remove an
existing target tracker.
Dist. Spinner. Sets the desired distance between two
trackers on the same object.
Solved. X, Y, Z numbers. After solving, the final tracker
location.
Error. Number. After solving, the root-mean-square error
between this tracker's predicted and actual positions. If the error exceeds 1
pixel, look for tracking problems using the Tracker Graph window.
[FAR]. This will show up after the error value, if the
tracker has been solved as far.
Set Seed. Button. After solving, sets the computed
location up as the seed location for later solver passes using Points
mode.
All. Button. Sets up all solved trackers as seeds for
subsequent passes.
Exportable. Checkbox. Uncheck this box to tell savvy
export scripts not to export this tracker. For example, exporting to a
compositor, you may want only a half dozen of a hundred or two
automatically-generated trackers to be exported and create a new layer in the
compositor. Non-exportable points are shown in a different color, somewhat
closer to that of the background.
3-D Control Panel
Creation Mesh Type. Drop-down. Selects the type of object
created by the Create Tool.
Create Tool.
Mode
button. Clicking in a 3-D viewport creates the mesh object listed on the
creation mesh type list, such as a pyramid or Earthling. Most mesh objects
require two drag sequences to set the position, size, and scale. Note that mesh
objects are different than objects created with the Shot Menu's Add Moving
Object button. Moving objects can have trackers associated with them, but are
themselves null objects. Mesh objects have a mesh, but no trackers. Often you
will create a moving object and its trackers, then add a mesh object(s) to it
after solving to check the track.
Object name. Editable drop-down. The name of the object
selected in the 3-D or camera viewports. Changeable.
Delete.
Button.
Deletes the selected object.
Lock Selection.
Mode
button. Locks the selection in the 3-D viewport to prevent inadvertent
reselection when moving objects.
World/Object. Mode button. Switches between the usual
world coordinate system, and the object coordinate system where everything else
is displayed relative to the current object or camera, as selected by the shot
menu. Lets you add a mesh aligned to an object easily.
Move Tool.
Mode
button. Dragging an object in the 3-D viewport moves it.
Rotate Tool.
Mode
button. Dragging an object in the 3-D viewport rotates it about the axis coming
up out of the screen.
Scale Tool.
Mode
button. Dragging an object in the 3-D viewport scales it uniformly. Use the
spinners to change each axis individually.
Make/Remove Key.
, Button.
Adds or removes a key at the current frame for the currently-selected
object.
Show/Hide. Button. Show or hide the selected mesh
object.
Object color. Color Swatch. Object color, click to
change.
X/Y/Z Values. Spinners. Display X, Y, or Z position,
rotation or scale values, depending on the currently-selected tool.
Size. Spinner. This is an overall size spinner, use it
when the Scale Tool is selected to change all three axis scales in
lockstep.
Whole. Button. When moving a solved object, normally it
moves only for the current frame, allowing you to tweak particular frames. If
you turn on Whole, moving the object moves the entire path, so you can adjust
your coordinate system without using locks. If you do this, you should set up
some locks subsequently and switch to Point or Path seeding, or you will have
to readjust the path again if you re-solve.Hint: Whole mode
has some rules to decide whether or not to affect meshes. To force it to
include all meshes in the action, turn onWhole affects
mesheson the 3-D viewport and perspective window's right-click
menu.
Blast. Button. Writes the entire solved history onto the
object's seed path, so it can be used for path seeding mode.
Reset. Button. Clears the object's solved path, exposing
the seed path.
Cast Shadows. (Mesh) Object should cast a shadow in the
perspective window.
Catch Shadows. (Mesh) Object should catch shadows in the
perspective window.
Back Faces. Draw the both sides of faces, not only the
front.
Invert Normals. Make the mesh normals point the other way
from their imported values.
Lighting Control Panel
New Light. Button. Click to create a new light in the
scene.
Delete Light. Button. Delete the light in the
selected-light drop-down list.
Selected Light. Drop-down list. Shows the select light,
and lets you change its name, or select a different one.
Far-away light. When checked, light is a
distant, directional, light. When off, light is a nearby spotlight or
omnidirectional(point) light.
Compute over frames:This, All, Lock. In
the (normal) This mode, the light's position is computed for each frame
independently. In the All or Lock mode, the light's position is averaged over
all the frames in the sequence. In the All mode, this calculation is performed
repeatedly for “live updates.” In the Lock mode, the calculation occurs only
when clicking the Lock button.
New Ray. Button. Creates a new ray on the selected
light.
Delete Ray. Button. Delete the selected ray.
Previous Ray (<). Button. Switch to the previous
lower-numbered ray on the selected light.
Ray Number. Text field. Shows something like 1/3 to
indicate ray 1 of 3 for this light.
Next Ray (>). Button. Switch to the next higher ray on
the selected light.
Selected Ray
Source. Mode button. When lit up, click a tracker in the
camera view or any 3-D view to mark it as one point on the ray.
Target. Mode button. When lit up, click a tracker in the
camera view or any 3-D view to mark it as one point on the ray. If the source
and target trackers are the same, it is a reflected-highlight tracking setup,
and the Target button will show “(highlight).” For highlight tracking to be
functional, there must be a mesh object for the tracker to reflect from.
Distance. Spinner. When only a single ray to a nearby
light is available, use this spinner to adjust the distance to the light. Leave
at zero the rest of the time.
Flex/Curve Control Panel
The
flex/curvecontrol
panel handles both object types, which are used to determine the 3-D
position/shape of a curve in 3-D, even if it has no discernable point features.
If you select a curve, the parameters of its parent flex (if any) will be shown
in the flex section of the dialog.
New Flex. Creates and selects a new flex. Left-click
successively in a 3-D view or the perspective view to lay down a series of
control points. Right-click to end.
Delete Flex. Deletes the selected flex (even if it was a
curve that was initially clicked).
Flex Name List. Lists all the flexes in the scene,
allowing you to select a flex, or change its name.
Moving Object List. If the flex is parented to a moving
object, it is shown here. Normally, “(world)” will be listed.
Show this 3-D flex. Controls whether the flex is seen in
the viewports or not.
Clear. Clears any existing 3-D solution for the flex, so
that the flex's initial seed control points may be seen and changed.
Solve. Solves for the 3-D position and shape of the flex.
The control points disappear, and the solved shape becomes visible.
All. Causes all the flexes to be solved
simultaneously.
Pixel error. Root-mean-square (~average) error in the
solved flex, in horizontal pixels.
Count. The number of points that will be solved for along
the length of the flex.
Stiffness. Controls the relative importance of keeping
the flex stiff and straight versus reproducing each detail in the curves.
Stretch. Relative importance of (not) being
stretchy.
Endiness. (yes, made this up) Relative importance of
exactly meeting the end-point specification.
New Curve. Begins creating a new curve—click on a series
of points in the camera view.
Delete. Deletes the curve.
Curve NameList.Shows the
currently-selected curves name among a list of all the curves attached to the
current flex, or all the unconnected curves if this one is not connected.
Parent Flex List.Shows the parent flex of this curve,
among all of the flexes.
Show.Controls whether or not the curve is shown in the
viewport.
Enable.Animated checkbox indicating whether the curve
should be enabled or not on the current frame. For example, turn it off after
the curve goes off-screen, or if the curve is occluded by something that
prevents its correct position from being determined.
Key all.When on, changing one control point will add a
key on all of them.
Rough.Select several trackers, turn this button on, then
click a curve to use the trackers to roughly position the curve throughout the
length of the shot.
Truncate.Kills all the keys off the tracker from the
current frame to the end of the shot.
Tune.Snaps the curve exactly onto the edge underneath it,
on the current frame.
All.Brings up the
Curve
Tracking Controldialog, which allows this curve, or all the curves, to be
tracked throughout an entire range of frames.