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'Infiltrator' Production Pipeline Volume 4: Match Moving

by Chris Glick

In this series of lessons, we'll learn how to use MatchMover to track some real-life footage and create a 3D scene that matches the real camera's movement. Software required: MatchMover 2011 and up.

What you'll learn

In this series of lessons, we'll learn how to use MatchMover to track some real-life footage and create a 3D scene that matches the real camera's movement. Match moving is an essential step for integrating 3D into real footage. We'll begin this project by examining the footage and seeing what processes have been already done. From there, we will enter camera data from the shoot and manually track the shot. Once we have a solid camera solve using manual tracking, we will use the automatic tracker to create many 3D points for us. Then we'll finish the match move by manually tracking key areas and creating a coordinate system. Once we move to Maya, we'll create some stand-in geometry and render a preview of the match move. This series of lessons will show how to use MatchMover's powerful manual tracking features to solve a difficult shot and finish prepping the file before handing it off to the next person in the pipeline. This will allow us to animate on top of geometry that is very close to the real world for increased realism and ease of use. All footage that needs 3D integration will need to be match moved, so this is a very important part of the production pipeline. Software required: MatchMover 2011 and up.

About the author

Along with creating and recording training, he also used to manage the support team and work closely with the production development team at Digital-Tutors, now a Pluralsight company. He began his career working freelance and quickly realized that he wanted to find a company where he could use his talents to help people succeed in the CG industry. Chris has likely watched more Pluralsight creative training than anyone on the planet, and its evidenced by his Einstein-sized brain and encyclopedic... more

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