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SynthEyes™ 2024.5 User Manual
©2003-2024 Boris FX, Inc.
Welcome to SynthEyes™, our camera-tracking system and match-moving application. With SynthEyes, you can process your film or video shot to determine the motion and field of view of the
camera taking the shot, or track an object moving within it. You can combine feature locations to produce an object mesh, then extract a texture map for that object. After reviewing the match-moved shot, inserting some sample 3-D objects and viewing the RAM playback, you can output the camera and/or object motions to any of a large number of popular 3-D animation programs. Once in your 3-D animation program, you can add 3-D effects to the live-action shot, ranging from invisible alterations, such as virtual set extensions, to virtual product placements, to over-the-top creature insertions. With the right setup, you can capture the motion of an actor’s body or face.
SynthEyes can also help you stabilize your shots, taking full advantage of its two and three-dimensional tracking capabilities to help you generate rock-solid moving- camera shots. The comprehensive stabilization feature set gives you full directorial control over stabilization.
If you work with film images, especially for TV, the stabilization system can also help you avoid some common mistakes in film workflows that compromise 3-D tracking, rendering, and effects work.
And if you are working on a 3D stereo movie (two cameras), SynthEyes can not only help you add 3-D effects, but it can help you match the two shots together to reduce eyestrain.
Once you've checked out the basics in SynthEyes, explore our
revolutionary Synthia™ English-language instructible assistant
, via the IA button at top right and the Help/Synthia PDF manual. Command SynthEyes to perform tasks that would otherwise require programming, or just use its voice recognition and response to save time. Perfect for those strange one-off fixits.
Unless you are using the demo version, you will need to follow the
registration
and authorization or activation procedures
described towards the end of this document and in the online tutorial.
IMPORTANT
: to minimize the chances of
data loss
, please read the sections on auto-save
and on
file name versioning
, then configure the preferences to correspond to your desired working style!
To help provide the best user experience, SynthEyes has a
Customer Care center with automatic updates, messages from the factory, feature suggestions, forum, and more. Be sure to take advantage of these capabilities, available from SynthEyes’s help menu.
Be sure to check out the many video tutorials on the web site. We know many of you are visual learners, and the subjects covered in this manual are inherently 3-D, so a quick look at the tutorials, and playing along in the program as you read, can make the text much more accessible.
DON’T PANIC
. SynthEyes is designed to integrate into the most sophisticated visual effects workflows on the planet. So it is only natural that you will probably see some things in this manual you do not understand. Even if you don’t understand 3-D color LUTs or the ‘half’ floating point image format, you’ll be fine! (
hello, google! Hello, Wikipedia!) We have worked hard to make sure that when you do not need that functionality, everything still works, nice and simple. As you learn more and do more, you’ll likely discover that when you want to do something, some control that hadn’t make sense to you before will suddenly be just what you need. So jump on in, the water’s fine!
How to Read this Manual
Additional ManualsContents
Quick Start: Automatic Tracking
Quick Start: Supervised Tracking
Quick Start: 3-D Planar Tracking
Quick Start: Geometric Hierarchy Tracking
Quick Start: Stabilization
Quick Start: The Works
Shooting Requirements for 3-D Effects
Types of Shots: Gallery of Horrors
Basic Operation
Coordinate Systems
Rotation Angles
Menus
Key MappingMain Tool Bar
Main Selector
Active Camera/Object
Customer Care Buttons
Undo/Redo
Right-click Undo/Redo History
Multi-way Redo Branching
Control Panels
Viewport Layouts
Room-Selection Tab Control
Floating Panels
Buttons, Selectors, and Editable Selectors
Edit Fields and Keyboard Focus
SpinnersViewports
Viewport Rendering Engines
Play Bar
Time Bar
Error Curve Mini-View
Floating ViewsTooltips
Status Line
Color Scheme
Click-on/Click-off Mode
ScriptsScript Tidy Up
Script Bars (for Menus too!)
Notes
Preserving Placement and Settings
Settings Preferences
High-DPI Monitors
Windows High-DPI
macOS Retina Mode
Linux High-DPIAuto-Save
Filename Versioning and Limiting
Re-Finding Files
Mesh De-Duplication
De-Duplication Modes
Single Files vs Versioned Files
Forcing a Re-Read
Sending SNI files to Others.
Global, Not Just English
Translating Tooltips, Menus, and More
International Character Sets
Language-Specific OpenGL Fonts
Initial Conversion to Unicode
Keeping Names Simple
Exporting to Other Applications
Community Translation Project
Opening the Shot
Image Sequences
Reading AVI, Quicktime, etc "Movies"
Basic Shot Settings
Shot Load Performance
After Loading
Frame Numbering (Advanced!)
Changing the Imagery
Image Preprocessor Basics
Image AdjustmentsRez Tab.
Color Tab.
Using Kurves Color Correction
3-D Look-Up Tables (LUTs)
Floating-Point Images
Advanced Details: Reading "Movie" Files
Background
Movie-Reading on Mac OS X
Movie-Reading on Windows
Threading Control for Reading Movies
Disk CacheShot Naming
Placing the Disk Cache Folder
Disk Cache Preferences
Native vs 8-Bit Caching
Filling the Disk Cache
The Disk and RAM Cache Pipeline
RAM Cache Size with Disk Caching
Using Disk Cache Files Directly
Reading ARRIRAW Files
ARRIRAW CPU and GPU Options
Reading Blackmagic RAW Files
Blackmagic RAW CPU and GPU Options
Reading RED R3D Files
RED Rocket Decoding
RED GPU Video Card Decoding
RED CPU Software Decoding
Reading DNG/Cinema DNG Sequences
Color Processing
File Sequences
Performance
Shot Metadata
Retrieving Focal Length from Metadata
Writing Metadata
Separate Alpha Channels
Explicitly Adding Separate Alpha
Separate Alpha Numbering for Movies
Implicit Separate Alpha
Separate Alpha Channel File Types
Rolling Shutter
Rolling Shutter Compensator
Minimizing Grain
Handling Strobes and Explosion Shots
Memory Reduction
Animated Shot Setup
Temporarily Disabling Preprocessing
Disabling Prefetch
Correcting Lens Distortion
Image Centering
Image Preprocessor PrepSet Manager
Rendering Sequences for Later Compositing
Automatic Tracking
Overall process
Spot vs. Corner Detection
Motion Profiles
Controlling the Trackable Region
Green-Screen Shots
Promoting Blips to Trackers
Keeping Track of the Trackers
Advanced Feature Dialog Effects
Green Screen Shots
Too-Busy High Resolution Shots
Skip-Frame Track
Strengths and Limitations
Supervised Tracking
Types of Trackers
Channel Selection
Prediction Modes and Hand-Held Shots
Adjusting While Tracking
Staying on Track and Smooth Keying
Animating Tracker Size and Search Size
Tracker Size/Aspect Details
Track by X Frames Script
Supervised Tracking with SimulTrack
Reference Crosshairs
Occluded or Off-Image Trackers
Cliffhanger Trackers
Changing Tracking Direction
Finishing a Track
Hand-Animating a Tracker
Offset Tracking
Creating a Temporary Offset
Using an Offset to Compensate for Drift
Tracking an Additional Feature with Offsets
Combining Trackers
Filtering and Filling Gaps in a Track
Zero-Weighted Frames
Pan To Follow
Skip-Frame Track
Neural-Net-Based Tracking
Why It’s Not Just Cats and Dogs
Currently Distributed Neural Nets
X-FinderCheckerboard
Automatic Tracking Controls
Supervised Tracking Controls
GPUs and Performance
Installing the Tensorflow-for-GPUs Overlay
Preferences
Auto Tracking Preferences
Neural Supervised Preferences
GPU Preferences
Suggested Usage
AprilTags Tracking
Choosing an AprilTag Family
Shooting with AprilTags
Printing and Mounting AprilTags
Tracking AprilTags
Producing 2-D Trackers
Producing Planar Trackers
Producing Moving Objects
Working with Multiple Scenes
Combining Automated and Supervised Tracking
Guide Trackers
Supervised Trackers, After Automated Tracking
Controlling Fine-Tuning
Converting Automatic Trackers to Supervised Trackers
Fine-Tuning the Trackers
Usage Suggestions
Pre-Solve Tracker Checking
Finding Erratic Trackers
Checking the Tracker Trails
Checking Tracker Lifetimes
Introduction to Tracker Graphs
Interpreting Figure of Merit
Velocity Spikes
DeGlitch Mode
Finding Spikes Before Solving
Nodal Tripod-Mode Shots
Solving Tripod-Mode Shots
Lens Field of View from Tripod Shots
Far Trackers
Alignment of Tripod-Mode Shots
Low-Information Tripod Shots.
Don't Clone Trackers!
Proper Single-Tracker Workflow
Mixed Nodal and Normal Shots
Introducing “Holds”
Multiple Hold Sections
Preparing Trackers for Holds
Hold Tracker Preparation Tool
Usage Hints
Lenses and Distortion
Focal Length vs Field Of View
Zoom, Fixed, or Prime Lens?
Introduction to Lens Distortion
Determining Distortion With Check Lines
Calculating Distortion While Solving
Distortion, Focal Length, and the Field of View
Cubic and Quartic Distortion Correction
Anamorphic Lens Breathing
Lens Distortion Profiles
What About 2-D Grid Corrections?
Accurate Presets from Lens Grids
Match-moving with Lens Distortion
Basic Lens Distortion Workflows
Delivering Undistorted Imagery
Delivering Distorted Imagery
Undoing the Lens Workflow Script
Zero-Pass Workflow
Lens Distortion Models vs Lens Correction Models
Lens Distortion Interchange via Image Distortion Maps
The Reference Image
Bit Depth, Color Space, and Resolution
Unmapped Pixels and Blue vs Alpha
Inverse Maps
Writing Image Distortion Maps
Writing Image Distortion Sequences
Applying Image Distortion Maps
Exporters and Future Work
Lens Distortion Interchange via Projection Screens
Lens De-Centering
Working with Zooms and Distortion
Summary of Lens Issues
Running the 3-D Solver
Solving Modes
Automatic-Mode Directional Hint.
Lens SettingsLens Models
Parameter Animation Solving Modes
Strategies for Animated Parameters
About Anamorphic Distortion and Rolling Shutter
World Size
Go!During Solving
After Solving
RMS Errors
Solving Long Shots
Every Solve is Different
Macroscopic Differences
Computer arithmetic has limited precision
Tasks are distributed across multiple processors
There are many local optima
There are many arbitrary decisions
Adding randomness can improve performance
When it helpsWhen it hurts
Using Zero-Weighted Trackers as Canaries
Effects of Rolling Shutter
Checking the Lens
Solving Issues
3-D Review
Quad View
Error Curve Mini-View
Camera View Overlay
Checking Tracker Coordinates
Checking Tracker Error Curves
Check the Radar Display
Check for a Smooth Camera Path
Path Filtering
Cleaning Up Trackers Quickly
Bad FramesFar-ish Trackers
High-Error Trackers
Unlocking the User Interface
Setting Up a Coordinate System
SynthEyes and the Coordinate Measuring Machine
Back to Reality
Three-Point Method
Place Tool: Automatic coordinate system setup
Manual Alignment
Retaining Manual Adjustments
Use on Moving Objects
Impact on Meshes
Size Constraints
Configuring Constraints Directly
Tracker/Tracker Constraints in Various Views
Details of Lock Modes
Configuring Constraints for Tripod-Mode Shots
Constrained Points View
Upside-down Cameras: Selecting the Desired Solution
Subtleties and Pitfalls
Alignment Versus Constraints
Pegged Constraints
Constrain Mode Limitations and Workflow
Tripod and Lock-off Shot Alignment
Single Frame Alignment
What Lines Do I Need?
Operating the Panel
Advanced Uses and Limitations
Using 3-D Survey Data
Constraining Camera Position and Motion
Concept and Terminology
Basic Operation
Using a Camera Height Measurement
A Straight Dolly Track Setup
Using a Supplied Camera Path
Camera-based Coordinate System Setup
Soft Locks
Overall Distance Locks
Orientation Locks
Locks in Object Tracking
Aligning to an Existing Mesh
Field of View/Focal Length Constraints
Spinal Path Editing
Spinal Align Mode
Spinal Solve Mode
Avoid Constraint Overkill
Advanced Solving Using Phases
Overview of Phases
Quick Example: Set Horizon Phase
Coordinate System Setup with Phases
Phases for Moving-Camera and -Object Shots
Introduction to Multi-step Solving
Solved vs Unsolved Phases
Post-Solve Tracking
Zero-Weighted Trackers
Solve As You Track
Juicy DetailsStereo ZWTs
Adding Many More Trackers
Basic Tracker Requirements
To a Range of Frames
To a Specific Area
Zero-Weighted vs Regular Trackers
Other New Tracker Properties
Coalescing Nearby Trackers
What Does Nearby Mean?
What Trackers should be Coalesced?
An Overall Strategy
Coalesce closest in 3-D
Perspective Window
Locking to a Camera
Image Overlay and Projection Screens
Freeze Frame
Stereo DisplayNavigation
Navigating with the Mouse Toolbar
Navigating Maya-Style
Navigating with Control and ALT
Navigating When Locked
More Navigation Details
Zooming and Panning in 2-D
Other Mouse Toolbar Buttons
More About Toolbars
Creating Mesh Objects
Importing Mesh Objects
Vertex Caches
Mesh Vertex Numbering
Lidar MeshesOpacity
Moving and Rotating Objects
Placing Seed Points and Objects
Grid Operations
Shadows
Edit MeshPreview Movie
Render Cameras
Technical Controls
Exporting to Your Animation Package
General Procedures
Multiple Exports
Exporting with Filename Suffixes
Exporting to Subfolders
Exporting the Image Sequence Too
Saving Export Multiple Configurations
Setting the Units of an Export
Image Sequences
Rotation Angles, Gimbal Lock and Motion Blur
Shots With Lens Distortion
Generic 2-D Tracker Exporters
Generic 3-D Exporters
After Effects 3-D Javascript Procedure
3D Mesh Support in After Effects
Everything is Measured in Pixels!
Exporter Controls
Cinema 4D/CINEWARE Integration
Updating After Effects Projects
Matching SynthEyes Distortion in After Effects
After Effects 2-D Bulk Trackers Exporter
After Effects 3-D "Maya ASCII" Procedure (Obsolete)
After Effects 2-D Planar Exporter
After Effects 2-D Single-Tracker Path Procedure
Alembic 1.5+
Alembic Controls
Bentley MicroStation
Exporting from SynthEyes
SynthEyes/MicroStation Export Parameters:
Importing into MicroStation
Transferring 3-D Coordinates
Transferring Meshes
To Record the Animation
Blender Directions
Blender Directions
Blender Settings
Blender Directions─Before 2.57
Cinema 4D Procedure
Normal way: Cinema 4D Python Export
Very Old way: Cinema 4D Via Lightwave
COLLADA Exports
DotXSI Procedure
ElectricImage3D Equalizer
Overview and Setup.
How to Solve in SynthEyes for 3DE4
How to Export from SynthEyes
What’s Exported
How to Import in 3DE
Filmbox FBX
Application-Specific Filmbox Tips
Importing Filmbox Files
Flame Exporter Guide
Introduction
Getting Started with the Flame Exporter:
Using the Flame Exporter
Very Important Tips and Fine Print
Cards/Surfaces in SynthEyes and Flame
Special Situations: Tracker/Mesh/etc Edition
Special Situations: Projects Edition
Flame Exporter Controls Reference
Supported Features
Unsupported Features
Path Remapping with Environment Variables
Technical DetailsFusion
Fusion Composition Export Controls
Working with Lens Distortion
Sending 2D Tracking Data to Fusion
Known Fusion Issues
HitFilm Project
HitFilm Export Controls
Important HitFilm Notes
Houdini Instructions
Lightwave
Maya ASCII UpdatedModo
Limitations
DirectionsNuke
Distortion Grid
Planar Tracker Corner Pin Export
Metashape/PhotoScanPoser
Resolve's Fusion
Shake
trueSpace
Universal Scene Description (USD)
Vue 5 Infinite
Vue 6 Infinite
Realistic Compositing for 3-D
Basic Overlays
Compositing 3-D Renders
SlidingRotoscoping
Matching Lighting
Matching Motion Blur
Matching Defocus
Matching Noise
Eroding Alpha
Building Meshes
Creating 2.75-D 'Cards'
Creating the Card
Moving a CardTexturing
Tricks
Creating Meshes from Tracker Positions
The "Edit Mesh"
Example: Ground Reconstruction
Adding Vertices
Controlling Auto-Triangulation
Using the Assemble Mesh Mouse Mode
Mesh Editing
What Happens If I Refine?
Working with Primitives to Build Set Models
Three-Point Alignment
Align Via Links Dialog
Summary of Ways to Create Links
Using Pinning
Other Helpful Operations
Applications, ie What Next?
Changing Camera Path
Depth MapsFront Projection
Texture Extraction
Mesh Preparation and Texture Coordinates
Texture Display
Texture Creation and Format Controls
Animating the Enable
Blocking
Blocking Meshes
Garbage Mattes
Texture Extraction Mode
Average Pixel
Average w/alphaBest Pixel
Weighting Control
Tilt Control
Run Control
Texture Expansion
When Is the Texture Saved?
Alpha Generation
Alpha PaintingFar Meshes
Mesh and Texture Export
Using the Textures
Stabilization
Why SynthEyes Has a Stabilizer
How NOT to Stabilize
In-Camera Stabilization
3-D Stabilization
Stabilization Concepts
Overall Process
Stabilizing on a Subject
Stabilizing a Traveling Shot
Minimizing Zoom
Animating POI
Too Much of a Good Thing?
Auto-Scale Capabilities
Tweaking the Point of Interest
Resampling and Film to HDTV Pan/Scan Workflow
Changing Shots, and Creating Motion in Stills
Stabilization and Interlacing
Avoid Slowdowns Due to Missing Keyframes
After Stabilizing
Outputting the Shot
Creating a Stabilizing Rig
Flexible Workflows
Rotoscoping and Alpha Channel Mattes
Overall, and Rotoscope Panel
Spline Workflow
Animated Splines
Roto-Panel Spline Operations in the Camera View
From Tracker to Control Point
Seeing and Checking Roto Spline Stackups
Writing Alpha Mattes from Roto Splines
Using Alpha Mattes to Direct Tracking
Object Tracking
Automatic Tracking
Supervised Tracking
After Tracking
Using a 3-D Model
Difficult Situations
Goosing the Solver
Inverting Perspective
Overall Distance Constraints
Joint Camera and Object Tracking
Workflows
Coordinate Setups are Crucial!
Survey ShotsHow to Shoot
Survey Shot Setup
Tracking
SolvingOops! Not a survey.
Multi-Shot Tracking
Camera/Camera or Camera/Viewport Matching
Camera/Perspective View Matching
Match By Name
Ready to SolveViewShift
ViewShift Fundamentals
Output Modes
Source Frame Timing Modes
Basic Timing Modes
Distance Mode
Same Direction for Tripod Shots
Controlling ViewShift with Splines
Controlling ViewShift with Meshes
Disjoint Overlap Modes
Softening Edges with Alpha
Illumination Compensation
Working from a Clean Plate
Animated Texture Map Extraction
Multiple ViewShifts
Overlaying Multiple ViewShifts
Running Multiple ViewShifts at Once
ViewShifting 360VR
Stereoscopic Movies
What’s Different About Stereo Match-Moving?
24/7 Perspective
Easier Sizing
Basics of 3-D Camera Rigs
Synchronization
One-Toe vs. Two-Toe Camera Rigs
From Where to Where?
Dynamic Rigs
Camera/Camera Stereo Geometry Parameters
Two-Toe, Revisited
3-D Rig Calibration Overview
Electronic Calibration
Opening Shots
Stereoscopic Tracking
AutomaticSupervised
Supervised Setup using Camera+Perspective Views
Creating Stereo Pairs by Linking
Stereo Pair Selection
Doing the Stereo Tracking
Stereo ZWTs
Checking Stereo Correspondence
Configuring a Stereo Solve
Stereo Solving Mode
Automatic/Indirectly Solving Mode
Tripod/Indirectly Solving Mode
Setting Up Constraints
Weights
Identical Lens FOV Weight
Handling Shots with Changing IOD and/or Vergence
Post-Stereo-Solve Checkup
Stereoscopic Object Tracking
Interactions and Limitations
360 Degree Virtual Reality Tracking
Simple Stabilization
3D Tracking, Stabilization, and Effects Workflow
Native 360VR Solving
Special 360VR Solving Considerations
3D Solves from a Linearized Shot
Using Add Many Trackers
Using a Roto-d Auto-Track
Manipulating the Viewing Direction
Inserting Rendered 3D Objects
Using External 360 VR Cameras
Areas of SynthEyes Supporting 360 VR Footage
Scene Exporters Supporting 360VR
360 VR Scripts Reference
3D Tracking Setup
3D Tracking Wrap Unstabilized
3D Tracking Wrapup
Align Camera to Path
AfterEffects 360VR Stabilization
Blend Stabilizations Importer
Copy ONLY Adjustment Tracks
Copy Stabilization
Create Next Piece
Create Spherical Screen
Export Stabilization
Fine Tune Rotation
Follow Mesh
Fusion 360VR Stabilization
Generate VR Lens Map Importer
HitFilm 360VR Stabilization
Import Stabilization
Level Scene from Frame
Re-aim stabilized shot
Remove Stabilization
SkyBox AE 360VR Stabilization
Stabilize from Camera Path
Unfollow Mesh
Motion Capture and Face Tracking
Introduction
Comparison of Motion Capture and GeoH Tracking
Camera Types
Camera PlacementLighting
Calibration Requirements and Fixturing
Camera Synchronization
Camera Calibration Process
Matching Plan A: Temporary Alignment
Matching Plan B: Side by Side
Matching Plan C: Multiple Camera Views
Matching Plan D: Cross Link by Name
Completing the Calibration
Body and Facial Tracking Marks
Preparation for Two-Dimensional Tracking
Two-Dimensional Tracking
Linking the Shots
Solving
Exports & Rigging
Modeling
Single-Camera Motion Capture
Light Tracking
Light Illumination
Lights from Shadows
Lights from Highlights
Curve Tracking and Analysis in 3-D
TerminologyOverview
Shot Planning and Limitations
Initial Curve Setup
Roughing in the Curve Keys
Manual Roughing
Automatic Roughing
Curve Tuning
Flex CreationEditing a Flex
Flex Endpoints
Flex Solving
Flex Exports
Optimizing for Real-Time Playback
Image Storage
Refresh Rate Optimization
Actual-Speed Playback
Safe AreasTroubleshooting
Log File
Crashes
Catastrophe: Out of Memory!
Recovering Crash Dumps
SNI File Recovery
Merging Files and Tracks
File/Merge
Tracker Data Transfer
ExportingImporting
Transferring 3-D Paths
Writing 3-D Tracker Positions
Reading 3-D Tracker Positions
Batch File Processing
Details
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©2024 Boris FX, Inc. — UNOFFICIAL — Converted from original PDF.