ABSTRACT

This chapter deals with 2D track handoffs. 2D points that don't overlap each other in time a great deal, or just don't last a long time in general, aren't very helpful to most camera tracks. But sometimes are necessary for giving some stabilization to the head or tail of a shot – like needing the corners of the frame at the very end to keep the camera stable. Even a handheld camera will tend to have very little Z rotation. If the Z rotation looks like it's actually zero and we are tracking film grain or camera jitter, delete all the animation except for the frame with the best fit, and lock it. A good way to eliminate high-frequency jitter at the very end of the process is to choose one good, solid 2D track that encompasses the entire frame range, and solve only for X and Y rotations using only that single 2D track as the input.