Virtual Production Camera Calibration with Vicon Shogun
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- čas přidán 11. 09. 2024
- In this video, I partner with some of my students, John, Kai and Jazmin, to demonstrate how to calibrate a Blackmagic Studio 4k G2 Video camera to be tracked by Vicon Shogun for use in Virtual Production applications in Unreal Engine. This process allows for precise calculation of the camera's nodal point and lens distortion relative to the tracking crown position.
Special thanks to Jazmin, John and Kai for their help with this video.
Here are links to their profiles on LinkedIn in case you'd like to connect with them professionally in relation to their mocap/virtual production/unreal engine skillsets.... :-)
John: / john-galonis
Jazmin: / jazmin-crespo
Kai: / kai-stiefel
Great video Nick!
Hello Nick, when should we expect the next video tutorial in Unreal Engine ?
Just two more SIGGRAPH interviews to edit. Will be back to Unreal this week. Sorry if this is “noise” in the Unreal content.
Anything in particular you’d like to see a tutorial covering?
@@PixelProf Hi Nick , I'm more interest in the pipeline process, Vicon>>Unreal, live link, NDisplay setup, more information on the camera lens calibration ( Lens distortion, colour correction, also is the calibration for a prime lens ? what will happen for a zoom lens, Does Vicon take in consideration the distortion and nodal point shift of the lens during focus or zoom change ? Sorry if I'm asking a lot.
On it! 😁
This series on virtual production camera setup is going to carry through into the fall. Will strive to get another piece posted this week.
Do you also have a video about sync/genlock/lens calibration with OptiTrack Systems and Unreal?
It'll be a while before I can get to that myself (I still need to get a Optitrack eSync and Cinepuck for proper calibration with our Optitrack system).
Even then, Motive doesn't seem to have built-in video camera/lens calibration.
The folks at Optitrack made this video, thought, that walks through the whole process you're askiing about combining Optitrack Motive tracking, with Unreal's Lens calibration toolset to perform a full video camera solution....
czcams.com/video/wqhOOSlLQZQ/video.htmlsi=TiHcu-iTpCTuMNrD
@@PixelProf thx ...I will try that soon :-) ...only with live keying (BMD Ultimatte)
WE Have similar setup in our lab and I have need to calibrate vicon camera vantage again what to select in the SET volume origin same active wand? please reply
Yup. In the Calibration tab's Origin section, click the wrench to see a dropdown control with options for which calibration object to use.
Should be able to select "Active Wand v2" as an option.
@@PixelProfwe have active want that same in your video but there is two option active wand and active wand2. Which one to choose??
@@designmechanical If you look at where each LED light is on the wand, if there is one-LED per light, that's probably the original. The one we have has two LEDs per light position, that's the V2.
Also, the back of the V2 has a sticker that says ACITVE WAND V2 on it.
There's an image of this sticker you can compare to on page two of the Manual: help.vicon.com/download/attachments/12386675/Active%20Wand%202.0%20User%20Guide%20Jan%202024.pdf
would you mind sharing which genlock solution you use?
Thanks
I’d like to get an Evertz, but for now we’re just using an Atmos UltraSync One.
Hello Everyone> I have A QUERY> can u plz tell how to emit NIAGARA PARTICLES FROM A GREEN SCREEN VIDEO of Human or Use Movie Source To emit niagara particles only from Viewable Section of the movie clip> and not from the Alpha Channel (may be using media as material on plane with media player enabled) then emitting particles from the plane and not from the Alpha channel of material or plane> can u plz make dedicated video on this
If the greenscreen video is on a 2D plane, do you want the whole rectangular plane to emit particles, or just the portion that is the person in front of the greenscreen?
Only RGB
I have solved the issue > now I have the issue of making the green screen always face the camera with pre-build blueprint, addon, empty parenting with camera or other tricks> so can u make a blueprint to make the screen always face the camera> only in Z direction
@@nimitverma3460 yup… here’s an older video I made on that:
czcams.com/video/_Hl8_eZ4sFY/video.htmlsi=ubuE0ak4MmkBJJVc
It should still work, but there is also a method for setting up materials that ensure the pixel surface is always facing the camera. I haven’t had time to make a video on that yet, but you can dissect how that works by grabbing the free “Downtown West” scene from the Marketplace and examining how the materials for distant background trees are setup.
Now I have used the tool > Easy Object Movement from marketplace > it has the option of look at object