CG vs Real World
In Computer Graphics anything is possible; unfortunately
the same cannot be said about the real world. This presents some considerations
that need to be planned for when developing camera moves that are to
be used on motion control rigs or visa versa.
Firstly, the world co-ordinate
system must be accounted for such that forward is forward,
up is up, etc. 3D CG applications often have different ways to describe
the "world space", some have the Z axis up, some the Y, some
have the X axis to the left, some to the right. It is necessary to
match (or convert) between the 3D application and the motion control
system.
Flair software, used to operate the motion control rigs,
has the following "world space" co-ordinate system:
- X axis is positive forwards along the track
- Y axis is horizontal at 90 degrees to the track
and is positive going to the left when viewed from behind the rig
- Z axis is vertical and positive is upwards
- Pan positive rotation is to the left
- Tilt positive rotation is up
- Roll positive rotation rolls the camera anti clockwise
so that the image turns clockwise
All this is NEARLY the same a what can be called a Right
Handed X forward Z up co-ordinate system, EXCEPT for the Tilt and Roll
which rotate in the opposite directions.
Flair "world space" is relative to the camera
track with the origin being directly in line with the centre of rotation
of the swing turret of the rigs when the rig is resting at "zero".
The Z height (the camera height above the ground) is variable and needs
to be measured on-set to accommodate for the camera and mounting head.
A value can be entered into Flair to adjust for this.
The scale needs
also to match between 3D and the motion control system. CG applications
can be set to many different units such as feet and inches, or centimetres,
yards etc. We work in millimetres but can convert to
and from anything.
Lenses
CG applications represent perfect lenses, however real
lenses are not so perfect. The main differences know as "aberrations"
are:
- Chromatic aberrations
- Spherical aberration
- Lateral colour
- Coma
- Distortion
- Astigmatism
- Curvature of field
Rather than going through these all here, we'll just
say that image distortion occurs with real lenses, and you'll find plenty
of information about these aberrations if you type them into an internet
search engine.
One of the main things of importance in motion control
is the Nodal Point of the lens.
This can be described as the pivot point of the lens, the point at which
no arcing of the image occurs under rotation, and it is this point that
is measured accurately in relation to the motion control rig. This Nodal
Point is comparable to the exact position of the 3D camera in the CG
application. It is the Nodal Point and not the Image Plane that is the
equivalent of the 3D camera in a CG application.
The Field Of View (FOV) is
a measurement either horizontally or vertically describing what the camera
sees. Although these are marked on the real lenses, they are not accurate
enough to rely on and we measure the lenses ourselves. Calibration between
the 3D and real value needs to be done.
Zoom Lenses can
cause problems since there is more than one Nodal Point, and they move
as you change zoom. We create lookup tables to assist when using zoom
lenses.
Real Mechanical Rigs
Motion Control Camera rigs have physical limitations
including:
- Maximum +/- range of movement
- Maximum velocity, acceleration, jerk
- Sticktion and friction
- Mechanical noise (chatter)
- Play (bounce)
No system can be 100% rigid and free from these issues, however the
manufacturers have done an excellent job over the years in minimising
them.
There are an infinite number of ways that you could pose a Motion Control
Rig to have the camera in a certain position, and we use tools such as PECS
MoCo to find the best possible solution in conjunction with our
years of experience. For example,in a simple scenario such as a camera
moving in a straight line facing forward, it is possible to do that motion
with either the Track, the Extend, or a combination of the two. Each
shot requires examination and experience to optimise the mechanical properties
of the rig and avoid the issues mentioned above.
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