From the course: VFX for Architectural Visualization

Set the ground plane and reference objects

From the course: VFX for Architectural Visualization

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Set the ground plane and reference objects

- [Instructor] Now that we have the scene tracked, the next step is we need to just set a few things to make sure that we have our ground plane properly oriented, and we'll put a few locators in the scene, and just get everything ready so we can export this as an FBX file and then be able to sort of check that in the 3D software that we're going to use. So first off, let's make sure that render track points is now turned off, 'cause we want to actually be able to select the track points. And let's make sure our 3D camera tracker plug-in is selected, which will enable us to be able to select these track points in our view port. So, I'm going to select a couple of these so we can sort of set the ground orientation. So I'm going to select just a couple of these along these parking spaces. And then a couple others just so we start to get this circle here looking like it's on the ground, and selecting these points will do that because now it has enough information to sort of understand where the ground is. So now I'm going to right click with all these selected, I'm going to say set ground plane and origin, and that just sort of makes sure that everything is oriented properly. And then the next thing I'm going to do, is, I want to create a couple solids that we can have this automatically happen. So that we can just see an actual layer in 3D space and just confirm those- everything is lining up properly, and we'll also be able to export those solids and look at them in Maya. Just so we can basically just have some information from here, moving out of AfterEffects, into Maya, just so we can sort of do a back and forth confirm that everything is indeed tracked properly. So I'm going to select- let's select these guys along the parking spaces. These are just good reference points here. I'm going to right click, and you can say- we have a bunch of different options, I want to create seven solids and camera. So if I do that, you can see we get all these track solids, and I get a 3D tracker camera. Now I'm going to make sure we're looking through the 3D tracker camera, through our view port. I'm going to grab these solids, they're quite small so I'm going to hit the S key to get the scale. I'll raid these to 500, on every dimension, and I'll close them back up. Okay, and so now we can see that we have these solids that we've created at those track points. So now let me just- I'll move the time slider here to two seconds, I'm going to hit the end key to set the sort of timeline end to there, scroll back to the beginning, I'm going to hit the zero key on the number keypad to do a preview. And we're just going to preview those two seconds. And this is good because obviously we can preview with the track points to make sure that the track points are indeed correct, but it's also good just to add some other objects in the scene, just like this. We're looking to the camera, we're looking at the solids, we can confirm, at least in this portion of the shot, and it's pretty consistent all the way across. That track is good, and everything looks great. Now we're going to be able to export the camera and all those solids into Maya, via FBX, just so we can confirm that we see the same thing here, we see the same thing in 3D, that everything matches up properly. Okay, so now we have tracked the footage, we've created a camera and some reference solids just to make sure that everything is good and lined up. And next up, we're going to actually export the FBX out of AfterEffects.

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