@Eiffert: I am using a tracked Cam with billboards project in Broadcast DE, in order to cast shadows of the talent. My virtual set was done in UE 5 , and that has been cooked for Aximmetry. I am having difficulty getting realistic looking shadows . It seems that the talent's feet is a few inches above the floor, giving a "floating" effect. The result of that is that the shadow is being cast below him as opposed to behind him. Pinning the billboard to the floor just before his feet helps, but does nothing to fix the shadow . Please advise where I should look next. Here are a couple pics with a chair which I hope can help. Thanks
Using a chair to cast virtual shadow will never work, due to the inherent limitations of casting shadows in 3D space from a 2D plane. The chair doesn’t exist as a 3D object in the scene, and although it has depth in the real world it’s just a flat 2D object in Unreal that can only cast shadows from a single depth point in 3D space. There’s nothing Aximmetry or anyone else can do to solve this fundamental limitation until we get realtime accurate depth maps or 3D reconstruction from 2D video. Same thing applies to the feet. Unreal/Aximmetry doesn’t know where in 3D space your talent is standing, so you have to manually align the feet to the floor plane. If the talent moves back or forwards in 3D space they won’t align to the floor anymore. You can somewhat fix this by placing a tracking device on the talent or using a separate camera device that handles skeleton tracking and feeds positional data into Aximmetry, . Aximmetry has functionality built in to use this data. Note that it will still only be a shadow cast from a flat 2D cutout of the talent, so it won’t be 100% realistic. You can somewhat improve the feet alignment by avoiding the talent clipping through the floor plane by using a curved projection plane instead. This video shows how to make this adjustment in Unreal: https://youtu.be/PjFff1n0Nzk?si=mbo1AS7JTfIB8ElW