3
Table Of Contents
- Motion 3 Supplemental Documentation
- Contents
- 3D Compositing
- Motion Tracking
- About Motion Tracking
- How a Tracker Works
- Motion Tracking Behaviors
- Shape Track Points Behavior
- Track Parameter Behavior
- Motion Tracking Workflows
- Adjusting the Onscreen Trackers
- Strategies for Better Tracking
- Finding a Good Reference Pattern
- Manually Coaxing Your Track
- Manually Modifying Tracks
- Converting Tracks to Keyframes
- When Good Tracks Go Bad
- Smoothing Tracking Keyframe Curves
- Preserving Image Quality
- Asking Motion for a Hint
- Giving Motion a Hint
- Tracking Images with Perspective, Scale, or Rotational Shifts
- Tracking Obscured or Off-Frame Points
- Tracking Retimed Footage
- Troubleshooting Stabilizing Effects
- Removing Black Borders Introduced by Stabilizing
- Some General Guidelines
- Tracking and Groups
- Saving Tracks
- Motion Tracking Behavior Parameters
6 Chapter 1
3D Compositing
Coordinates and Object Position in Space
The location of an object in Motion can be described in these terms as well. The
coordinate system used by Motion specifies the center of the Canvas as 0, 0, 0. Moving
an object to the left subtracts from the X value, while moving to the right adds to the X
value. Moving an object up adds to the Y value, and moving an object down subtracts
from the Y value. Moving an object closer adds to the Z value, while moving further
away subtracts from the Z value. The main difference between a 2D scene and a 3D
scene is that in a 3D scene, you can change your point of view, so that moving an
object up doesn’t always mean increasing its Y Position value.
Note:
In a new project, the Canvas is oriented with the Z axis pointing straight at you.
This orientation preserves the traditional two-dimensional orientation of the X and Y
axes, which span the default Canvas from left to right (X) and top to bottom (Y).
3D Conventions
There are a few conventions commonly used to discuss and display three-
dimensional environments.
Â
Object movement is
along
an axis.
Â
Object rotation is
around
an axis.
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Each axis is color-coded: X is red, Y is green, and Z is blue.
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Positive rotation is counterclockwise around an axis.










