Making paths on a virtual camera look more realistic

 

So we have a setup with the Unreal 3+3 Mixed Cam Compound, 2 tracked Cameras and a DSLR on a tripod as a virtual camera.

With the tracked cameras I can physically truck, dolly, raise and lower the pedestal, pan, tilt and zoom as needed and with the tracking system set up correctly this will give me realistic perspectives with no noticable shifting between the background and the actors in front of it. So far, so good. It's different with the virtual camera though...

I understand that there are limits to what can be done here; the billboard is only a 2D object, so trucking or panning too far will make things look unrealistic. But maybe someone has got a few workflow tips for me here.

First of all I need to correctly set up a default position for the VCAM. In my understanding that is the case if I can switch between input and final on its monitor panel and the actor's picture does not change at all, while at the same time he or she is correctly positioned relative to the floor in final. Any tips or shortcuts here? Locking the billboard to the camera only sticks the actor in front of it, but I also need to have the virtual camera in the virtual set in the correct spot, matching the physical position of the camera, right?

Then there is the issue of initially matching the FoV of the virtual camera vs. the physical camera. Unfortunately the camera (a Nikon Z8 with a Tamron 35-150 set at 35mm putting out 4K) does not give me a data readout here; doing it manually with a measuring tape sort of works, but is there a way to do this optically? It's really time consuming to do by trial and error, but I need to optimize this; atm virtual pans result in a noticable shift between the actors and the background.

I have read this: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/starting-with-aximmetry/aximmetry-composer/camera-mover-mouse-control/?srsltid=AfmBOooR3713EwPzJr3lPNCcZEtu4SZW6mr5KE-nUpFEJtqXcdrj_DsThttps://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/starting-with-aximmetry/aximmetry-composer/camera-mover-mouse-control/?srsltid=AfmBOooR3713EwPzJr3lPNCcZEtu4SZW6mr5KE-nUpFEJtqXcdrj_DsT

and somehow pressing O does not do anything...?



   Stefan Reck

 
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TwentyStudios
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It would help if you posted some test videos to illustrate the issue. The main thing you need to do is to make sure the billboard is actually placed at the correct position in 3D space. Make sure it’s placed so that the feet are perfectly aligned to the floor by lowering it until the floor clips the feet and the raise it carefully again. 

Bigger virtual camera moves really only work if there’s no depth or parallax in the keyed foreground. So a single person standing in front of the camera works great, but a group of people sitting in a circle will quickly reveal the 2D nature of the plane.

As for matching the real and virtual camera moves, I’ve found it’s best to have as much distance between the talent and the physical camera as possible and zoom in  to maximize resolution. Have the camera at about 1 meter from the floor. 

When trying to determine if the perspective is realistic, it helps to turn off the keyer to see how well the the real floor plane aligns with the virtual floor. If you have the time, put out a ladder aligned with the center of the camera to better see the vanishing point. Having a virtual 3D human (matching the height of the talent) at the same location in the scene also helps determining the correct scale and perspective. Add a GetAximmetryTransform to quickly place and remove the 3D model. 




 
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Stefan Reck
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So after the initial run of productions we decided to ditch the DSLR in favor of a more practical studio camera; in this case a BMD Micro 4K G2 with a Lumix G 25mm prime lens. While this has made life a lot easier with color matching, remote control, tally and genlock setting up the V Cam and Billboard is still a challenge for me...

I am using a camera sequencer for defining the V CAM paths, so I do have direct control over the position, rotation and FoV of it. I start out by setting it directly it onto the origin, putting in just the height of the camera and the direction it is looking as measured in the studio and the FoV, also as measured manually.

Then I slightly crop the camera picture, trigger the "Put in front" function of the billboard, move it into the set to a point that allows me to have it almost full frame (so a person walking towards the camera will not visibly have their legs cut off before reaching the actual edge of the frame), adjust lift to put it on the floor and start setting up camera moves. This is where things get weird: Panning and tilting the camera works reasonably well, also raising and lowering the pedestal and trucking straight forwards or backwards. There is some visible shift between the set and the actors but it's not too bad. To make it more noticable I have put a bright green cross marker on the floor in UE. You can also tell the problem by looking at the movement of the wooden base of the mannequin (a real object) relative to the floor.

I try to avoid changing the FoV as I get the impression that doing virtual "zooms" really messes up the perspective of the actors in the virtual set. Instead I am trucking forwards or backwards with the camera; is that the right way of doing it?

Where things start falling apart is when I try to move the camera laterally (dollying or orbiting). The shift becomes really noticeable here.

Also not having the camera sitting directly on the origin makes things a lot worse as well. I tried  to compensate for that by putting in the actual physical position of the camera relative to the origin as the first keyframe, but that only marginally improves things.

What am I missing here? I know there are physical limits with a 2D plane and camera movements in 3D space, but what's a good strategy to keep things looking more natural? The camera is about 6m away from the actors btw. 

Here are a few videos:


https://www.dropbox.com/scl/fi/l3dxs0x8tdomzooagcgr3/PGM_UHD_0006.mp4?rlkey=6fg5p5j7a627zbcsxvdasp6dz&st=jgagvara&dl=0

https://www.dropbox.com/scl/fi/7o4iebvuu2n8adnv7c3j1/PGM_UHD_0005.mp4?rlkey=nlofcezk17b657e1yhj6tv0z0&st=w6c6uepq&dl=0

https://www.dropbox.com/scl/fi/4gfyk7qdgu0y1y9l7enwu/PGM_UHD_0004.mp4?rlkey=kzgu8nojfc2a255lpjzyopzdh&st=k3kaqkp4&dl=0


 
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JohanF
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@Stefan Reck: Looking at your videos, it’s clear that the main issue is just that your working against the limitations of moving a camera virtually in 3D space when the subject is on a 2D plane. When you’re trucking the camera towards the talent, the perspective on the 2D plane stays the same, while in the real world the perspective would naturally shift. This is why the legs of the table appears to shift on the ground. You might be able to compensate for this a bit by adjusting the camera height to align with the floor plane while you move the camera, but the more depth you have in the live footage the harder it will be to align. If you have set the perspective and scale correctly, you will actually get more accurate result when changing the FoV of the virtual camera, since zoom doesn’t have any perspective shift, so the opposite of what you’re currently doing in other words.

Always align the talents feet so they are right above the clipping plane. If you disconnect the B-Mask you can place the video plane so that the center of the table aligns with the clippping plane without clipping the legs of the table. Use a scale model matching the talent size in your UE5 scene, place the talent at the exact same position and scale it until it’s the exact same height as the scale model. Set the virtual camera at the same height and distance to the talent as the physical camera. Place a long object like a ladder on you green screen floor to get a visual confirmation that the floor plane aligns with the virtual floor plane. If you just pan and zoom the virtual camera from this perspective you shouldn’t get any weird perspective shifts or floor sliding. If you change the camera height or distance (even just a little), the talent scale will become “detached” from the real world and will look “off”. 

;