AR objects TRACKER

 

How can I set up AximmetryDE in cooked mode to control the movement of AR objects through MARS TRACKER? Camera tracking uses UE150. I am currently using UE's LIVE LINK, but this requires Live Sync mode, which increases the system load.Thanks

   RedPill

 
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Eifert@Aximmetry
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Hi,

You can easily accomplish this using the Camera Tracking module.

First, you should expose the transformation of the AR Object from Unreal to Aximmetry using the Get Aximmetry Transformation blueprint node. You can find more information here: https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-for-aximmetry-de/additional-control-with-blueprints/#get-aximmetry-transformation 

Once you have done that, follow this logic::

Where the SCENE BASE CAM TRANSF ► is a Transmit Transformation module set to the SCENE BASE CAM TRANSF tunnel.
This tunnel receives the SCENE's Base Cam Transf, which should be added to the AR Object's tracking with the Transformation Concat module as in the above picture. This ensures that the AR Objects and camera tracking stays in the same space when this value is edited:
AR objects TRACKER

Warmest regards,

 
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RedPill
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Thank you for your reply

I have been able to bind the AR object to the TRACKER in MARS via the guides, but the position and movement scale in use seems to be different than other objects in UE . Is there any method or tool I can use to calibrate it so that the AR objects and TRACKER are aligned in the scene?

Thanks

(Does it have anything to do with the calibrated lens parameters?)

 
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Eifert@Aximmetry
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Hi,

I think what you are experiencing is that Aximmetry and Unreal work in different coordinate systems and also in different metrics, as in Aximmetry 1 = 1 meter while in Unreal 1 = 1 centimeter.
When you connect a transformation to the Unreal module in Aximmetry, it is automatically converted to Unreal's coordinate system, so no manual conversion is necessary in such scenarios (like in the example in my previous post).
However, if you copy and paste a transformation directly from the Unreal Editor into Aximmetry, you will need to convert it. You can do this by using the [Common_Studio]:Compounds\Tools\Unreal_Transformation.xcomp compound in your project.

Warmest regards,

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