Working with 3D objects
 
 
 

MatchMover provides you with a set of objects called 3D primitives. 3D primitives are basic 3D shapes such as cubes, cones or spheres. It is also possible to import an object or a scene in the OBJ format. You can use a 3D object as it appears or edit it, using one of the manipulators. The virtual objects are fixed in space, and rendered using the estimated camera parameters. The process is successful when the motion of the virtual objects in the composed sequence is consistent with that of the real scene. You can also use 3D objects to define survey points mapping by dragging the mouse from one vertex to the image plane. See Setting survey points using elastics.

To insert a new primitive:

  1. Do one of the following:
    • Select 3DScene > New Primitive.
    • Right-click in the 3D View or on the 3D Scene folder in the Project window and select New Primitive from the pop-up menu.
  2. Select the type of new primitive from the sub menu. Plane, Cube, Pyramid, Dihedron, Sphere, Cylinder, Cone, or Light.

Alternatively, you can select a primitive from the Toolbar by clicking on one of the primitive icons. See User Interface overview.

MatchMover inserts the new primitive in the scene at the origin of the coordinate system and selects it.

Importing 3D objects

You can import 3D objects as files in the OBJ format. Only polygonal objects are imported. The imported objects are imported along with texture information, and can be manipulated in the same manner as the 3D primitives.

  1. Do one of the following:
    • Select 3D Scene > Import Scene.
    • Right-click the 3D Scene folder in the Project window or anywhere in the 3D View and select Import Scene from the pop-up menu. The Import Scene window opens.
  2. Select the OBJ file to import and click OK.

Viewing 3D primitives and objects

You can position the viewing camera to view the different faces of a 3D object or primitive by selecting View > Set 3D Viewing and one of the following options.

Deleting a 3D primitive or an object

To delete a primitive or a 3D object, do one of the following:

The object is deleted from the project.

Editing 3D primitives and objects

You can either edit primitives in the Parameters Window or by using MatchMover’s three manipulators. See 3D primitives and objects Parameters Window.

The different manipulators provide specific object manipulation possibilities, enabling you to edit any object placed within the 3D View. By default, when you create a new primitive or new light, the General manipulator surrounds the object.

  1. To access the manipulators either:
    • Click an object and select 3D Scene > Select Manipulator.
    • Right-click an object in the 3D View and select Select Manipulator from the pop-up menu.
  2. Choose General, Translate/Scale, or Alignment.

The manipulator changes. Notice that the same manipulator is assigned to all new objects. Toggle between the manipulators using the Tab key.

NoteTo change the color of the manipulator or the manipulator’s active handle, select Edit > Preferences, click the Color tab in the User Preferences window, and change the color of the corresponding sample box.

The General manipulator

The General manipulator allows you to carry out the following actions:

  • Independent scaling along to the selected axes by clicking and dragging the cylinder.
  • Rotation around the selected axes by clicking and dragging one of the three circles surrounding the object.
  • Translation in the plane perpendicular to the camera by clicking and dragging the cone.
  • Translation along two axes by clicking and dragging the central cube.

The Translate/scale manipulator

The Translate/scale manipulator allows you to carry out the following actions:

  • Independent translation along the selected axes by clicking and dragging the cone.
  • Translation in the plane of the selected manipulator face by selecting and dragging a face.
  • Symmetrical scaling in relation to the center of the manipulator by clicking and dragging a cube in the edge of the manipulator.
  • Symmetrical scaling in relation to the center of the manipulator along three axes by clicking and dragging a corner cube.

The Alignment manipulator

The Alignment manipulator, more complex than the other two manipulators, defines the alignment of manipulator axes and pivots.

The Alignment manipulator allows you to carry out the following actions:

  • Align the object with the principal axis by clicking and dragging the sphere.
  • Align the object with the central pivot by clicking and dragging the center cube.
  • Align the object with the orientation axes by clicking and dragging the cone.
  • Snap the manipulator to an object’s vertex, edge, or faces, track points, and other primitives in the scene (see below).

Snapping the manipulator to elements

Press Shift and drag and drop a manipulator element on a vertex, an edge, or a face of the object, track points, and other primitives. The orientation axes and principal axis align an object whereas the center cube translates it.

When you place the pointer over an element, it changes to reflect the type of element you are snapping to.

when snapping to a vertex or a 3D Helper.

when snapping to an edge of an object.

when snapping to a face of the object.

Aligning the manipulators’ pivot

MatchMover allows you to align the manipulators’ pivot with object elements.

When any of the manipulators are activated:

  1. Do one of the following:
    • Select 3DScene > Edit Pivot.
    • Right-click an object in the 3D View and select Edit Pivot from the pop-up menu.
  2. Select from the pivot alignment options in menu:

The following additional options apply only when the Alignment manipulator is activated:

  • Center Pivot - Aligns the pivot with the center of the selected object.
  • Align Pivot - Aligns the pivot with the coordinate system.
  • Invert Pivot - Inverts the pivot at its current position.

Orientating the manipulator’s pivot

The Orient Pivot option aligns the pivot with a face of the selected object.

  1. Do one of the following:
    • Select 3DScene > Edit Pivot > Orient Pivot.
    • Click the Orient Pivot icon in the Toolbar.

    The pointer changes to. .

  2. Place the pointer over a vertex. It changes to , indicating that you can select the vertex.

    Select three vertices to define an alignment with the principle axis aligned with the normal of the triangulation.

3D primitives and objects Parameters Window

You can change the name, position, rotation, scaling and color of a 3D primitive and objects in the Parameters Window.

  1. Click an object label in the 3D Scene folder of the Project window to open its properties in the Parameters Window.

  2. Enter the values you want to change.
    • Label - Shows the name of the object.
    • Type - This field is read only. Shows the type of 3D object. Primitive for a simple object created by MatchMover, Imported scene for an imported file or a light.
    • Pos. X, Y, Z - Shows the object position in the active coordinate system.
    • Rot. X, Y, Z - Shows the object rotation in the active coordinate system.
    • Scale X, Y, Z - Shows the scaling value for each axis.
    NoteClick the Uniform Scaling option to scale in all three directions at the same time.
    • Color - Shows the object color. Click the Color box to open the color editor and to modify the colors.
    NoteThe color is used in Flat/Transparent modes only.

Stacking objects

You can stack or reposition objects by defining a plane to which a 3D object snaps.

  1. In the 3D View, select a 3D object that you want to stack or reposition in the scene.
  2. Do one of the following:
    • Select 3DScene > Edit Pivot > Align Mesh.
    • Click the Align Mesh icon in the Toolbar.
  3. Place the pointer over a 3D Helper. It changes, indicating that you can select the 3D Helper. Select three 3D Helpers in either a clockwise or counter-clockwise direction using the same method for selecting track points. See Selecting tracks.

The object snaps to the plane and the principle axis is aligned with the normal of the triangulation.

NoteTo change the color of the mesh, select Edit > Preferences, click the Color tab in the User Preferences window, and change the color of the corresponding sample box.

Illuminating your scene

Lights are used to illuminate your scene. Lights in the 3D View are directional lights. They are created at the origin of the 3D world. By default, a diffused, ambient light illuminates the whole of the scene.

Creating a new light

You can move lights around in the 3D View without changing the lighting; only the light orientation is important.

As soon as you insert a new light, the effects of the default lighting disappear.

To create a new light, do one of the following:

  • Select 3D Scene > New Light.
  • Click the Light icon in the Toolbar.
  • Right-click the 3D Scene folder in the Project window or anywhere in the 3D View and select New Light from the pop-up menu.

A new light appears in the 3D Scene folder of the Project window.

NoteTo change the default color of the lights, select Edit > Preferences, click the Color tab in the User Preferences window, and change the color of the corresponding sample box.

Editing lights

By default, when you place a light within a scene it is surrounded by the General manipulator. Lights are edited in the same manner as physical 3D primitives. See Editing 3D primitives and objects.

Changing the size of the non-physical objects

To change the size of any non-physical objects in a scene, for example, lights and cameras:

  1. Select Edit > Preferences > Display.
  2. Enter a number in the 3D Icon Size text field. A smaller number reduces the size of the non-physical object; a greater number increases their size.

The 3D Icon Size is also reported in the Global Parameters Window.