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Filtering Fcurves, Tracking Data?


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#1 dts74

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Posted 18 January 2009 - 06:47 PM

This is something i really miss in fusion compared to say nuke ,
but I'm hoping its my lack of expertise in this software that
makes my scream unholy things :)

So calling all old fusion dogs, ninjas, senseis, big kahunas etc; out there,
how do you deal with say jittery tracks that needs to me smoothed out.
I cant find any filter , the average do a bit of a to much of a good job,
and reduce points, well is a bit harsh.

I've even tried importing curves to Maya to smooth/filter, but
it really is a real suckpipeline, and frankly does not do as good job
as I want.

Anything on this would be awesome!

//D

#2 Francois

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Posted 19 January 2009 - 04:20 PM

Hi!

Check out this link on VXpedia:

http://www.vfxpedia....ird_Party_Fuses

Check under Modifier
and download the SavitzkyGolaySmoothingPointFilter.Fuse
SavitzkyGolaySmoothingValueFilter.Fuse

and copy them into your fuses/eyeon directory

You'll access that filter trough a modifier (on a Xform node)

Point Input : link your original path
Sample width: number of frames over wich the original animation will be smoothed

It works great! It reminds me of what I could do on a Flame

Hope this helps!

Francois

#3 dts74

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Posted 20 January 2009 - 10:16 AM

Thanks a million!!!
Got to try that one out!

#4 dts74

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Posted 05 May 2009 - 10:03 AM

I never got to use during that production because we were still on fu 5.1

But Now were on 5.3 and I would like to try it but cant really get it to wok or maybe I'm expecting something else.

How would you go ahead and filter a tracker with four trackers?

best regards,
/d

Thanks a million!!!
Got to try that one out!



#5 ChadCapeland

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Posted 05 May 2009 - 04:47 PM

It's possible to smooth animation of any type using the tools built into Fusion. If you convert your animation scalars/vectors to color, and time to space, you can use whatever you care to to modify the animation.

Hold on... I'll whip up an example...

EDIT: http://www.anatomica...hing-animation/

#6 Gringo

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Posted 06 May 2009 - 01:02 AM

Looks cool!

I used the probe to import animation data from Softimage to DF 4.x via conversion to color (it was possible to export any amount of values at once dividing the frame onto colored squares).

But modifying animation as color is something new!
Nice idea.

#7 dts74

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Posted 06 May 2009 - 02:09 AM

What can I say WOW!!!!
Thats just freaking awsome!
Have to test it out!

EDIT: After trying to figure it out I realize that I'm not as smart as you guys :)
Chad if you take my example above with a tracker ie. you start with a tracker with say four tracks.
You find out that the are a bit noise "jittery" and you would now like to filter these traks curves down to something smooth ,
and while doing it have a visual feedback.
Would you mind take me by the hand step by step using this method?

Looking forward hearing from you,
/daniel

Many thanks!

It's possible to smooth animation of any type using the tools built into Fusion. If you convert your animation scalars/vectors to color, and time to space, you can use whatever you care to to modify the animation.

Hold on... I'll whip up an example...

EDIT: http://www.anatomica...hing-animation/



#8 dts74

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Posted 06 May 2009 - 04:35 AM

ok so I'm kind of getting it :) (with a lot of help from our vfx td :) thanks anders!)but dont understand the time stretcher node in your flow

What can I say WOW!!!!
Thats just freaking awsome!
Have to test it out!

EDIT: After trying to figure it out I realize that I'm not as smart as you guys :)
Chad if you take my example above with a tracker ie. you start with a tracker with say four tracks.
You find out that the are a bit noise "jittery" and you would now like to filter these traks curves down to something smooth ,
and while doing it have a visual feedback.
Would you mind take me by the hand step by step using this method?

Looking forward hearing from you,
/daniel

Many thanks!

It's possible to smooth animation of any type using the tools built into Fusion. If you convert your animation scalars/vectors to color, and time to space, you can use whatever you care to to modify the animation.

Hold on... I'll whip up an example...

EDIT: http://www.anatomica...hing-animation/



#9 ChadCapeland

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Posted 06 May 2009 - 05:55 AM

ok so I'm kind of getting it :) (with a lot of help from our vfx td :) thanks anders!)but dont understand the time stretcher node in your flow


That's just so you hold the last frame (when all the samples have been accumulated). Otherwise, the probe will be reading in a sample just as it's being written, which is good for interactivity, but bad for filtering.

Sadly, without an interactive version of Trails you can't interactively both set keys and smooth them. But you can interactively filter existing keys, which is what you would have with imported keys or a track.

Of course, you COULD make an interactive version of Trails... Assuming you only wanted to smooth over say, 9 frames, 4 ahead and 4 behind, you could make use Film Stripper to make a small interactive sample of frames.

Hmmm.... I feel another example coming on...

#10 ChadCapeland

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Posted 06 May 2009 - 06:08 AM

Looks cool!

I used the probe to import animation data from Softimage to DF 4.x via conversion to color (it was possible to export any amount of values at once dividing the frame onto colored squares).

But modifying animation as color is something new!
Nice idea.



Ah... You and I think alike... Matt made a tool that we were planning on releasing soon that does exactly that.

It converts polyline to bitmap and back, using 1 pixel for each point, and 2 pixels for the handles. Because it's a map (and animated) you can disk cache it (which is why we wrote it, to externalize mask data), but also modify the curves using color correction or filtering.

Of course how you convert the polylines to a raster array can be different, so we were thinking it might be cool to offer a bunch of ways to convert the data. Like handles could be expressed as HLS, where the Hue was the orientation of the handle, and Lightness was the magnitude. That could be more intuitive to adjust than Red being X and Green being Y. A dropdown could be used to choose what method to use.

- Chad

#11 ChadCapeland

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Posted 06 May 2009 - 06:04 PM

Ok, here's an interactive version. Also supports motion blur.

http://www.anatomica...tive-smoothing/

I might eventually make an example showing 1D and 3D smoothing, but for now I need to let this go. Enjoy.

#12 ChadCapeland

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Posted 08 May 2009 - 09:41 AM

Ok, here's an interactive version. Also supports motion blur.

http://www.anatomica...tive-smoothing/

I might eventually make an example showing 1D and 3D smoothing, but for now I need to let this go. Enjoy.


A side effect...

If you add a SV to the output of the BG set to HiQ Interactive (or you turn on disk caching), someone else can load your animations into another comp as you make them. This way someone could be cleaning up tracks or roto or whatever and send not the resulting images, but the animation AS images (little bitty ones).

#13 Gringo

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Posted 19 June 2009 - 04:58 PM

http://www.vfxpedia....ird_Party_Fuses
Check under Modifier
and download the SavitzkyGolaySmoothingPointFilter.Fuse
SavitzkyGolaySmoothingValueFilter.Fuse

Nice tools indeed!

I noticed, that it's better to bake parameters connected to trackers before applying the modifiers.

Otherwise they experience difficulties near the first and last frames.

#14 Attila Sziklai

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Posted 19 June 2009 - 06:00 PM

If we are at this topic.. did you see the new Smooth Points feature in Fu6? Works on polygons; paths and animSplines as well.

cheers,
Attila




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