Camera tracking: operator to setup scene for compositing things into footage

This operator does needed changes to

- 3D viewport
- Scene settings
- World settings
- Compositor
- Scene objects

in a way scene becomes ready to be composited into footage.

Known issue: preview doesn't work "out-of-box" after running this script,
selecting View node and hitting Tab helps. Not sure it can be solved
in nicer way at this moment.
This commit is contained in:
Sergey Sharybin 2011-11-23 17:30:47 +00:00
parent 2345efc6c5
commit fe6a240111
2 changed files with 471 additions and 31 deletions

@ -21,7 +21,45 @@ import bpy
import os
import shutil
from bpy.types import Operator
from bpy_extras.io_utils import unpack_list
from bpy_extras.io_utils import unpack_list, unpack_face_list
from mathutils import Vector, Matrix
def CLIP_spacees_walk(context, all_screens, tarea, tspace, callback, *args):
screens = bpy.data.screens if all_screens else [context.screen]
for screen in screens:
for area in screen.areas:
if area.type == tarea:
for space in area.spaces:
if space.type == tspace:
callback(space, *args)
def CLIP_set_viewport_background(context, all_screens, clip, clip_user):
def set_background(space_v3d, clip, user):
bgpic = None
for x in space_v3d.background_images:
if x.source == 'MOVIE':
bgpic = x
break
if not bgpic:
bgpic = space_v3d.background_images.new()
bgpic.source = 'MOVIE'
bgpic.clip = clip
bgpic.clip_user.proxy_render_size = user.proxy_render_size
bgpic.clip_user.use_render_undistorted = True
bgpic.use_camera_clip = False
bgpic.view_axis = 'CAMERA'
space_v3d.show_background_images = True
CLIP_spacees_walk(context, all_screens, 'VIEW_3D', 'VIEW_3D',
set_background, clip, clip_user)
def CLIP_track_view_selected(sc, track):
@ -51,8 +89,8 @@ class CLIP_OT_track_to_empty(Operator):
ob = bpy.data.objects.new(name=track.name, object_data=None)
ob.select = True
bpy.context.scene.objects.link(ob)
bpy.context.scene.objects.active = ob
context.scene.objects.link(ob)
context.scene.objects.active = ob
for con in ob.constraints:
if con.type == 'FOLLOW_TRACK':
@ -106,7 +144,7 @@ class CLIP_OT_bundles_to_mesh(Operator):
ob = bpy.data.objects.new(name="Tracks", object_data=mesh)
bpy.context.scene.objects.link(ob)
context.scene.objects.link(ob)
return {'FINISHED'}
@ -202,35 +240,9 @@ class CLIP_OT_set_viewport_background(Operator):
return sc.clip
def _set_background(self, space_v3d, clip, user):
bgpic = None
for x in space_v3d.background_images:
if x.source == 'MOVIE':
bgpic = x
break
if not bgpic:
bgpic = space_v3d.background_images.new()
bgpic.source = 'MOVIE'
bgpic.clip = clip
bgpic.clip_user.proxy_render_size = user.proxy_render_size
bgpic.clip_user.use_render_undistorted = user.use_render_undistorted
bgpic.use_camera_clip = False
bgpic.view_axis = 'CAMERA'
space_v3d.show_background_images = True
def execute(self, context):
sc = context.space_data
clip = sc.clip
for area in context.window.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
self._set_background(space, clip, sc.clip_user)
CLIP_set_viewport_background(context, False, sc.clip, sc.clip_user)
return {'FINISHED'}
@ -332,3 +344,430 @@ object's movement caused by this constraint"""
self._bake_object(scene, ob)
return {'FINISHED'}
class CLIP_OT_setup_tracking_scene(Operator):
"""Prepare scene for compositing 3D objects into this footage"""
bl_idname = "clip.setup_tracking_scene"
bl_label = "Setup Tracking Scene"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
sc = context.space_data
if sc.type != 'CLIP_EDITOR':
return False
clip = sc.clip
return clip and clip.tracking.reconstruction.is_valid
@staticmethod
def _setupScene(context):
scene = context.scene
scene.active_clip = context.space_data.clip
@staticmethod
def _setupWorld(context):
scene = context.scene
world = scene.world
if not world:
world = bpy.data.worlds.new(name="World")
scene.world = world
world.light_settings.use_ambient_occlusion = True
world.light_settings.ao_blend_type = 'MULTIPLY'
world.light_settings.use_environment_light = True
world.light_settings.environment_energy = 0.1
world.light_settings.distance = 1.0
world.light_settings.sample_method = 'ADAPTIVE_QMC'
world.light_settings.samples = 7
world.light_settings.threshold = 0.005
@staticmethod
def _findOrCreateCamera(context):
scene = context.scene
if scene.camera:
return scene.camera
cam = bpy.data.cameras.new(name="Camera")
camob = bpy.data.objects.new(name="Camera", object_data=cam)
scene.objects.link(camob)
scene.camera = camob
camob.matrix_local = (Matrix.Translation((7.481, -6.508, 5.344)) *
Matrix.Rotation(0.815, 4, 'Z') *
Matrix.Rotation(0.011, 4, 'Y') *
Matrix.Rotation(1.109, 4, 'X'))
return camob
@staticmethod
def _setupCamera(context):
camob = CLIP_OT_setup_tracking_scene._findOrCreateCamera(context)
# Remove all constraints to be sure motion is fine
camob.constraints.clear()
# Append camera solver constraint
con = camob.constraints.new(type='CAMERA_SOLVER')
con.use_active_clip = True
con.influence = 1.0
@staticmethod
def _setupViewport(context):
sc = context.space_data
CLIP_set_viewport_background(context, True, sc.clip, sc.clip_user)
@staticmethod
def _setupRenderLayers(context):
scene = context.scene
rlayers = scene.render.layers
if not scene.render.layers.get("Foreground"):
if len(rlayers) == 1:
fg = rlayers[0]
fg.name = 'Foreground'
else:
fg = scene.render.layers.new('Foreground')
fg.use_sky = False
fg.layers = [True] + [False] * 19
fg.layers_zmask = [False] * 10 + [True] + [False] * 9
fg.use_pass_vector = True
if not scene.render.layers.get("Background"):
bg = scene.render.layers.new('Background')
bg.use_pass_shadow = True
bg.use_pass_ambient_occlusion = True
bg.layers = [False] * 10 + [True] + [False] * 9
@staticmethod
def _findNode(tree, type):
for node in tree.nodes:
if node.type == type:
return node
return None
@staticmethod
def _findOrCreateNode(tree, type):
node = CLIP_OT_setup_tracking_scene._findNode(tree, type)
if not node:
node = tree.nodes.new(type=type)
return node
@staticmethod
def _needSetupNodes(context):
scene = context.scene
tree = scene.node_tree
if not tree:
# No compositor node tree found, time to create it!
return True
for node in tree.nodes:
if node.type in {'MOVIECLIP', 'MOVIEDISTORTION'}:
return False
return True
@staticmethod
def _offsetNodes(tree):
for a in tree.nodes:
for b in tree.nodes:
if a != b and a.location == b.location:
b.location += Vector((40.0, 20.0))
def _setupNodes(self, context):
if not self._needSetupNodes(context):
# compositor nodes were already setup or even changes already
# do nothing to prevent nodes damage
return
# Enable backdrop for all compositor spaces
def setup_space(space):
space.show_backdrop = True
CLIP_spacees_walk(context, True, 'NODE_EDITOR', 'NODE_EDITOR',
setup_space)
sc = context.space_data
scene = context.scene
scene.use_nodes = True
tree = scene.node_tree
clip = sc.clip
need_stabilization = False
# create nodes
rlayer_fg = self._findOrCreateNode(tree, 'R_LAYERS')
rlayer_bg = tree.nodes.new(type='R_LAYERS')
composite = self._findOrCreateNode(tree, 'COMPOSITE')
movieclip = tree.nodes.new(type='MOVIECLIP')
distortion = tree.nodes.new(type='MOVIEDISTORTION')
if need_stabilization:
stabilize = tree.nodes.new(type='STABILIZE2D')
scale = tree.nodes.new(type='SCALE')
invert = tree.nodes.new(type='INVERT')
add_ao = tree.nodes.new(type='MIX_RGB')
add_shadow = tree.nodes.new(type='MIX_RGB')
mul_shadow = tree.nodes.new(type='MIX_RGB')
mul_image = tree.nodes.new(type='MIX_RGB')
vector_blur = tree.nodes.new(type='VECBLUR')
alphaover = tree.nodes.new(type='ALPHAOVER')
viewer = tree.nodes.new(type='VIEWER')
# setup nodes
movieclip.clip = clip
distortion.clip = clip
distortion.distortion_type = 'UNDISTORT'
if need_stabilization:
stabilize.clip = clip
scale.space = 'RENDER_SIZE'
rlayer_bg.scene = scene
rlayer_bg.layer = "Background"
rlayer_fg.scene = scene
rlayer_fg.layer = "Foreground"
add_ao.blend_type = 'ADD'
add_shadow.blend_type = 'ADD'
mul_shadow.blend_type = 'MULTIPLY'
mul_shadow.inputs['Fac'].default_value = 0.8
mul_image.blend_type = 'MULTIPLY'
mul_image.inputs['Fac'].default_value = 0.8
vector_blur.factor = 0.75
# create links
tree.links.new(movieclip.outputs['Image'], distortion.inputs['Image'])
if need_stabilization:
tree.links.new(distortion.outputs['Image'],
stabilize.inputs['Image'])
tree.links.new(stabilize.outputs['Image'], scale.inputs['Image'])
else:
tree.links.new(distortion.outputs['Image'], scale.inputs['Image'])
tree.links.new(rlayer_bg.outputs['Alpha'], invert.inputs['Color'])
tree.links.new(invert.outputs['Color'], add_shadow.inputs[1])
tree.links.new(rlayer_bg.outputs['Shadow'], add_shadow.inputs[2])
tree.links.new(invert.outputs['Color'], add_ao.inputs[1])
tree.links.new(rlayer_bg.outputs['AO'], add_ao.inputs[2])
tree.links.new(add_ao.outputs['Image'], mul_shadow.inputs[1])
tree.links.new(add_shadow.outputs['Image'], mul_shadow.inputs[2])
tree.links.new(scale.outputs['Image'], mul_image.inputs[1])
tree.links.new(mul_shadow.outputs['Image'], mul_image.inputs[2])
tree.links.new(rlayer_fg.outputs['Image'], vector_blur.inputs['Image'])
tree.links.new(rlayer_fg.outputs['Z'], vector_blur.inputs['Z'])
tree.links.new(rlayer_fg.outputs['Speed'], vector_blur.inputs['Speed'])
tree.links.new(mul_image.outputs['Image'], alphaover.inputs[1])
tree.links.new(vector_blur.outputs['Image'], alphaover.inputs[2])
tree.links.new(alphaover.outputs['Image'], composite.inputs['Image'])
tree.links.new(alphaover.outputs['Image'], viewer.inputs['Image'])
# place nodes
movieclip.location = Vector((-300.0, 350.0))
distortion.location = movieclip.location
distortion.location += Vector((200.0, 0.0))
if need_stabilization:
stabilize.location = distortion.location
stabilize.location += Vector((200.0, 0.0))
scale.location = stabilize.location
scale.location += Vector((200.0, 0.0))
else:
scale.location = distortion.location
scale.location += Vector((200.0, 0.0))
rlayer_bg.location = movieclip.location
rlayer_bg.location -= Vector((0.0, 350.0))
invert.location = rlayer_bg.location
invert.location += Vector((250.0, 50.0))
add_ao.location = invert.location
add_ao.location[0] += 200
add_ao.location[1] = rlayer_bg.location[1]
add_shadow.location = add_ao.location
add_shadow.location -= Vector((0.0, 250.0))
mul_shadow.location = add_ao.location
mul_shadow.location += Vector((200.0, -50.0))
mul_image.location = mul_shadow.location
mul_image.location += Vector((300.0, 200.0))
rlayer_fg.location = rlayer_bg.location
rlayer_fg.location -= Vector((0.0, 500.0))
vector_blur.location[0] = mul_image.location[0]
vector_blur.location[1] = rlayer_fg.location[1]
alphaover.location[0] = vector_blur.location[0] + 350
alphaover.location[1] = \
(vector_blur.location[1] + mul_image.location[1]) / 2
composite.location = alphaover.location
composite.location += Vector((200.0, -100.0))
viewer.location = composite.location
composite.location += Vector((0.0, 200.0))
# ensure no nodes were creates on position of existing node
self._offsetNodes(tree)
@staticmethod
def _createMesh(scene, name, vertices, faces):
mesh = bpy.data.meshes.new(name=name)
mesh.vertices.add(len(vertices))
mesh.vertices.foreach_set("co", unpack_list(vertices))
mesh.faces.add(len(faces))
mesh.faces.foreach_set("vertices_raw", unpack_face_list(faces))
mesh.update(calc_edges=True)
ob = bpy.data.objects.new(name=name, object_data=mesh)
scene.objects.link(ob)
return ob
@staticmethod
def _getPlaneVertices(half_size, z):
return [(-half_size, -half_size, z),
(-half_size, half_size, z),
(half_size, half_size, z),
(half_size, -half_size, z)]
def _createGround(self, scene):
vertices = self._getPlaneVertices(4.0, 0.0)
faces = [(0, 1, 2, 3)]
ob = self._createMesh(scene, "Ground", vertices, faces)
ob["is_ground"] = True
return ob
@staticmethod
def _findGround(context):
scene = context.scene
for ob in scene.objects:
if ob.type == 'MESH' and "is_ground" in ob:
return ob
return None
@staticmethod
def _mergeLayers(layers_a, layers_b):
return [(layers_a[i] | layers_b[i]) for i in range(len(layers_a))]
@staticmethod
def _createLamp(scene):
lamp = bpy.data.lamps.new(name="Lamp", type='POINT')
lampob = bpy.data.objects.new(name="Lamp", object_data=lamp)
scene.objects.link(lampob)
lampob.matrix_local = Matrix.Translation((4.076, 1.005, 5.904))
lamp.distance = 30
lamp.shadow_method = 'RAY_SHADOW'
return lampob
def _createSampleObject(self, scene):
vertices = self._getPlaneVertices(1.0, -1.0) + \
self._getPlaneVertices(1.0, 1.0)
faces = ((0, 1, 2, 3),
(4, 7, 6, 5),
(0, 4, 5, 1),
(1, 5, 6, 2),
(2, 6, 7, 3),
(3, 7, 4, 0))
return self._createMesh(scene, "Cube", vertices, faces)
def _setupObjects(self, context):
scene = context.scene
fg = scene.render.layers.get("Foreground")
bg = scene.render.layers.get("Background")
all_layers = self._mergeLayers(fg.layers, bg.layers)
# enshure all lamps are active on foreground and background
has_lamp = False
has_mesh = False
for ob in scene.objects:
if ob.type == 'LAMP':
ob.layers = all_layers
has_lamp = True
elif ob.type == 'MESH' and "is_ground" not in ob:
has_mesh = True
# create sample lamp if there's no lamps in the scene
if not has_lamp:
lamp = self._createLamp(scene)
lamp.layers = all_layers
# create sample object if there's no meshes in the scene
if not has_mesh:
ob = self._createSampleObject(scene)
ob.layers = fg.layers
# create ground object if needed
ground = self._findGround(context)
if not ground:
ground = self._createGround(scene)
ground.layers = bg.layers
else:
# make sure ground is available on Background layer
ground.layers = self._mergeLayers(ground.layers, bg.layers)
# layers with background and foreground should be rendered
scene.layers = self._mergeLayers(scene.layers, all_layers)
def execute(self, context):
self._setupScene(context)
self._setupWorld(context)
self._setupCamera(context)
self._setupViewport(context)
self._setupRenderLayers(context)
self._setupNodes(context)
self._setupObjects(context)
return {'FINISHED'}

@ -640,6 +640,7 @@ class CLIP_PT_tools_clip(Panel):
layout = self.layout
layout.operator("clip.set_viewport_background")
layout.operator("clip.setup_tracking_scene")
class CLIP_MT_view(Menu):