Hi. I’ve been watching this tutorial on four point tracking: Track, Match, Blend - 05 Four Point Tracking - YouTube
I tried this myself, and although I do get everything to work, I’m just running into one problem: the plane looks like it’s moving in 3D space, but in reality it still acts like a deformed plane.
This is especially noticeable when my plane is viewed at an angle. If it were true 3D, then it would have a perspective, but since it’s just a deformed mesh, it doesn’t. Or in other words, center lines in my mesh are seemingly sliding, they don’t stay centered, according to their perspective.
See this image:
To the left is a plane, viewed at an angle. To the right is a deformed plane, to look exactly like the one on the left.
However, it is clearly noticeable that the left one actually looks like a plane viewed at an angle while the right one has its subdivisions in ‘weird’ places. If you would measure this though, you’d see the subdivisions are actually at even distances, but that is not how perspective works.
Additionally, it is not possible to scale my plane just a bit larger or smaller than the area inbetween the four points.
So this four point tracking is not really working the way I’d want it to. I tried tracking my footage with more markers, so I could have the empties static, with a moving camera, but that doesn’t seem to work with just a flat surface. I don’t have any points outside my area to be tracked that I can use, I’m stuck with just a flat surface. And when I try to solve that camera motion, the trackers don’t want to be on a plane, they’re always at an awkward angle, and the camera is not at the right height either. Selecting three points and marking that as wall doesn’t do the trick either. It just rotates everything upside down and the awkward angles are still there.
Is there any way to do a four point track where the four points just stay put in a rectangle, while the camera moves?