Tracking: Clarify calculation of camera matrix for object solver
It might be confusing why matrix is constructed from scratch rather than using already calculated one.
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@ -398,6 +398,16 @@ MovieTrackingReconstruction *BKE_tracking_get_active_reconstruction(MovieTrackin
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void BKE_tracking_get_camera_object_matrix(Object *camera_object, float mat[4][4])
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{
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BLI_assert(camera_object != NULL);
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/* NOTE: Construct matrix from scratch rather than using obmat because the camera object here
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* will have camera solver constraint taken into account. But here we do not want or need it:
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* object is solved in camera space (as in, camera is stationary and object is moving).
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*
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* This will include animation applied on the camera, but not possible camera rig. This isn't
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* an issue in practice due to the way how VFX is constructed.
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*
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* If we ever need to support crazy setups like that one possible solution would be to use
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* final camera matrix and multiple it by an inverse of solved camera matrix at the current
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* frame. */
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BKE_object_where_is_calc_mat4(camera_object, mat);
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}
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