Home > 3D Tracking Overview

Aaron Eaton

Visual Effects Supervisor at Cantina Creative

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3D Tracking Overview

Learn how to quickly set up the shot with 3D Tracking using After Effects 3D Camera Tracker. You’ll also learn how to set up nulls, ground planes and solids to help with image placement.

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Level: Advanced

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Transcript

[00:00:00] Let's 3D track the shot. For the sake of

[00:00:00] time, we're going to speed through this

[00:00:00] process. Our shot has a nice steady

[00:00:00] camera move and a lot of detail in the

[00:00:00] scene. It should work pretty well using

[00:00:00] After Effects's built-in camera tracker.

[00:00:00] Starting with the D noiseis plate. Let's

[00:00:00] make a fresh pre-MP and name it

[00:00:00] pre-track. I found that the camera

[00:00:00] tracker plugin works best if you convert

[00:00:00] the footage from linear ASUS CG to sRGB

[00:00:00] first. This will only apply if you're

[00:00:00] working in linear ASUS CG like we are.

[00:00:00] Once we've done that color adjustment,

[00:00:00] we'll pre-mp it again to make sure that

[00:00:00] the camera tracker effect will

[00:00:00] acknowledge it. We'll plop the camera

[00:00:00] tracker effect on there and let it

[00:00:00] simmer.

[00:00:00] We can increase the size of the markers

[00:00:00] if they're too small to see.

[00:00:00] Now, we can go through and hunt down

[00:00:00] erroneous trackers. You can click and

[00:00:00] drag around multiple markers at once and

[00:00:00] hit delete on the keyboard to get rid of

[00:00:00] them. It's a red flag if you see some

[00:00:00] markers that are uncharacteristically

[00:00:00] giant. Especially watch out for markers

[00:00:00] that are on moving objects. It doesn't

[00:00:00] take very many wacky markers to really

[00:00:00] mess up your track.

[00:00:00] Under the advanced tab, we can see the

[00:00:00] average error as a rough gauge on how

[00:00:00] good our track is. The lower the better.

[00:00:00] And it looks like we're actually at a

[00:00:00] good spot already. As we clean up the

[00:00:00] markers, you'll see the number update.

[00:00:00] Once we're happy, let's set the origin

[00:00:00] to a nice spot in the center of the

[00:00:00] scene, close to all the areas we'll be

[00:00:00] working with. Note that I'm selecting as

[00:00:00] many markers as I can that are on a flat

[00:00:00] surface in the scene. This will help

[00:00:00] give us a good ground plane and origin.

[00:00:00] Once the ground plane is set, we'll

[00:00:00] create some nles and the camera.

[00:00:00] Let's place a solid where the ground

[00:00:00] plane is.

[00:00:00] Now I'll create a couple more solids to

[00:00:00] help with the placement of the monitors.

[00:00:00] Again, just using the markers that we

[00:00:00] want that are on the correct plane.

[00:00:00] I'm going to throw a checkerboard on

[00:00:00] each of these solids. They're super

[00:00:00] handy for reviewing the track.

[00:00:00] At some point during this, I like to

[00:00:00] jump into the top view and just double

[00:00:00] check that the solids that we're placing

[00:00:00] are lining up nicely with all those nles

[00:00:00] in 3D space.

[00:00:00] When we play back our track, we want to

[00:00:00] make sure there's no jittery motion or

[00:00:00] small bumps.

[00:00:00] Now, I'm going through one last time to

[00:00:00] grab any markers that I think might have

[00:00:00] a position in 3D space that'll be useful

[00:00:00] when we're compositing other elements.

[00:00:00] Be cautious with generating too many

[00:00:00] NLES in your scene. It can quickly bog

[00:00:00] down the user interface. You might only

[00:00:00] need NLES in a few key locations.

[00:00:00] If you find yourself in a scenario where

[00:00:00] you're having to scale the NLES by

[00:00:00] 10,000% to see them, then you might need

[00:00:00] to scale the entire scene to be more

[00:00:00] workable, you can do this by creating a

[00:00:00] 3D null, parenting all of the 3D objects

[00:00:00] in the scene, including your camera, to

[00:00:00] the null, and then scaling that null. If

[00:00:00] you delete that null, you will then see

[00:00:00] the new scale values on all the objects.

[00:00:00] It may take some playing around to find

[00:00:00] the best scene scale. Note that once

[00:00:00] you've altered the overall scene scale,

[00:00:00] it will make it difficult to generate

[00:00:00] new NLES again from your original camera

[00:00:00] tracker. I like to use CC Power Pin to

[00:00:00] corner pin the checkerboard onto the

[00:00:00] monitors. It's handy to have its

[00:00:00] viewport guides and also its expansion

[00:00:00] controls.

[00:00:00] Once that's done, we'll make sure that

[00:00:00] the corners stay put throughout the

[00:00:00] entire shot. I like to put a key frame

[00:00:00] at the start and one at the end just to

[00:00:00] be safe and make any small tweaks if

[00:00:00] needed.

[00:00:00] We'll do the same for the right monitor

[00:00:00] and then view our handywork carefully

[00:00:00] checking that the track is locked on

[00:00:00] throughout the entire frame range.