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Posted: Thu Jan 15, 2009 9:55 pm
by Lost Marble
Rhoel wrote:The eye spacing is usually set between 60-66mm, the iris-to-iris spacing of most people. In Moho though, the x units are units of ???. I think we have the GUI in mm, but use a variable in the code which 'guesstimates' the value of a mm: This would make it much more user friendly.
60mm may be good if you're working with real-world units, but what are the units of a 2D cartoon? In Moho/Anime Studio, with a new document (default camera and layer settings), the distance from the center of the screen (the layer's origin) to the top of the blur rectangle (the visible region) is 1.

This is kind of historical - before Moho had a 3D camera, that distance was also 1. The origin was at (0,0) and the top edge of the layer was at (0,1). When the 3D camera came along, to keep existing files compatible, the camera was placed in such a way that the layer's (0,0) is in the center of the camera's view frustum and the layer's (0,1) point is at the top edge of the camera's view.

The units are kind of arbitrary, and translating them to mm could be tricky. There's just no convention from file to file. One Anime Studio file may contain a mouth that fills the screen, and another has the solar system filling the screen. Users just draw things how they see fit - there's no consistent scaling.

Re: Update

Posted: Fri Jan 16, 2009 1:32 am
by heyvern
Lost Marble wrote: The red/blue anaglyph is not part of any library - I lovingly hand-paint every pixel that you see. :wink: So I could render out other formats as well if that makes sense. What did you have in mind? Some possibilities would include rendering each eye as a separate movie/image sequence, or rendering both eyes side-by-side in full color in the same movie/image sequence. I'm not sure if there's a standard in say After Effects or Final Cut Pro for working with stereo footage. What would you guys like if you had your choice?
Woohoo!

I think Rhoel needs to answer that question. He seems to be "in the know" for what format is needed. I would thing a "side by side" single image would be the most efficient. Then again if you need to split those apart that could be a pain but easily done with photoshop and a simple script.

Any other choice would mean putting images in different left/right folders or alternate naming in the same folder. Animation Master uses the "left/right" side by side single image trick which works well I think.

Speak up Rhoel. What do those movie guys want? Single images? Pairs?

--------

The eye distance doesn't seem like an issue to me. Couldn't it just be a relative value based on the "default"? If the size of the work space is "1" or if the eye spacing is "1" than eye spacing would be relative to 1; 0.5, 1.75, 6, 3.2, etc etc. Trial and error would give you what you need.

-vern

Posted: Fri Jan 16, 2009 4:01 am
by chucky
Surely two renders for post mixing would be the option, that way any further editing of format in regard to fps, fields and whatnot could be performed in an external application prior to delivery.
Rhoel?

Posted: Fri Jan 16, 2009 7:18 am
by Rhoel
Hi Mike, guys.

Sorry to slander his Lordship with the library accusation - it's not easy to write and there are libraries out there. Knowing this is in the LM code is wonderful as it means we can fine tune the output as mike suggests.

Output.
Commercially, having two images streams is ideal: Currently there is a standards war going on and SMPTE et al have yet to agree which will be the final distribution standard: There are some very big players out there and time is not on their side. Commercially, they need an answer.

For this reason, people seem to be rendering two images/movie streams then combining in whatever distribution format is needed. TDVision seem to have cracked the turnkey problem and got it into the market place: It is a very strong contender for the standard, as it is part of the mpeg-4/H.264 standard, and (vitally important) is backward compatible with 2d existing systems. And its okay at 1080p60, the Holy Grail of the playback standards.

Last week I met the Hong Kong guys and they have a stereo edit system from japan, which works with two media streams, in real time. It runs on a dedicated 8 HD raid chassis :shock:

At this stage, I would not advise having an internal AS stereo codex - let the dust settle from the LA/Europe debate - expect the standard to take around 18 months to agree)



Side by side.
Having a side-by-side is useful as its good for rapid checking, especially when viewed as a 'cross-pair' (the left image is on the right, right image on the left: If you look at it cross eyed, you see the full depth). Sending crossed-pair test renders to clients/coworkers by email is also invaluable. No need for any special viewing systems. If its printed on glossy paper, cross pairs look great.

The answer is:
1: Two separate left and right outputs.
2: Cross-pair/ side by side is good for testing.


New Forum topic:
Over the last few days, I have come to the conclusion (from industry feedback) that HD3D is going to be huge, as big as the move from black and white to colour: The US TV channels are already experimenting with such broadcasts and Singapore is pouring megabucks into a state backed 3D facility. Worldwide the investment is in the $billion category - 90 features completed or in production in the last 12 months.

Considering AS can/will be able to output at 1080, in full colour, at 25/30/50/60 fps, it will be the first HD3D compatible animation program: Smith Micro should sit up and take notice of that: Flash and other rivals simply aren't or cannot be. Stereo-enabled on the box cover is going to turn heads. When is the next industry show at Vegas? This feature alone might dictate the next (earlier) release date.

So new topic forum. I think a new topic category is in order: The problems of how to do this, get things looking right will be a steep learning curve: from some rough early tests, I suspect the Track camera Z setting of 1.7321 is too close to the Z(0,0) point: If the camera rotates, distortion occurs at the edge of field - since the cameras are separated, this distortion is different: This might cause eye-strain/look odd. I backed the camera off to 4 and played with the zoom (Focal length/angle of view)settings and this killed the distortion: But the z layer separation then needs to be increased.

If we have a new topic area, any charts/ ideal settings we stumble upon can be kept in one area.



Development:
Whilst Mike might get the 3D renderer completed relatively quickly, we will be dependent upon Smith Micro and its commercial timetable on when v5.7/v6.0 is released.

I would propose we crack on with the script option until the next version is released. It will allow us to figure out all the requirements, things like where the output image stream is put: I favour a render directory where a new folder is created with a left and right sub-folder containing the output. Keeping track of multiple synced image streams is going to be tough and any automated housekeeping help from the program is going to be a huge benefit.

The question is whether Mike will be releasing an interim LM 3D script, based on the existing anaglyph code, or we continue with the current formula/script work. I am happy ether way, as we will have a tool to get to work on the real problem of the optics. A script now would means I can start generating a set of tutorials to release here.



Okay, back to the day job.

Great to have Mike in on the discussion - his input as always is invaluable. I have a really good feeling about where this is going. We are going to have tools to keep us right at the cutting edge.

Rhoel

BTW, the diagram if the rig is exactly how the script code is being constructed.

and the 60-66 mm offset: Fully agree on how hard that is to guesstimate - that was most of last weekend and I still have only the roughest of ideas of how to find an approximate workable equivalent.

--edit---
Sorry, some silly typos is this post: Corrected.

Posted: Fri Jan 16, 2009 1:39 pm
by chucky
I was, a few years ago I was made aware of some holographic technologies in development, a few which were all but ready for commercial release, unfortunately I cannot reveal any details, even if I understood them.:wink:
Let's just say it turned my undies inside out while I was still wearing them.:shock:
That's why I recommend in regard to the render output, keeping it all as flexible as possible (but the 2 renders is the best..... for now).

Posted: Fri Jan 16, 2009 3:18 pm
by Rhoel
heyvern wrote:Kid? What kid? Do you know something I don't? I've always been so careful! ;)
Not sure why but this made me laugh out loud: My error, the thought processes jumped the points and were riding on another forum members rails - he previously mentioned his young family. At my great age, remembering anything is an achievement.

I trust my mistake will not cause you to go hide in terror under the bed next Fathers Day: "Is that the postman acoming with a card?"


heyvern wrote:you could use one of your kids initials?
One of ... :shock:

Actually it's a long story but I have been racing down the corridors of a Thai hospital to rush mother and breached delivery into the operating theatre: Fortunately the only casualty was my wallet I had to pay the surgeon in cash ofter the successful rescue operation. Life here in Asia is just off kilter.

Unfortunately, DNA pairing proved a complication as did the full term baby which arrived 6 months into the relationship. No regrets, Tina was an utter delight, and I'm still proud to have helped give her a flying start. She, her mother and I went our separate ways shortly afterwards, something I still see as a mistake.

If I have to throw an initial into the ring, then T is my choice,

Web calculator

Posted: Tue Jan 27, 2009 11:04 am
by Rhoel
Hi folks,

Still working on this ... unfortunately a mother-board crash hampered things. Problem resolved and I'm back online.

I have added an online stereo calculator based on my current formula - hopefully right.
Its here at http://3d.rhoel.biz/data/3d_calculator.php
The site is in dev mode and I'll complete later - this is just for people to play with the offsets manually.

Rhoel

Posted: Tue Jan 27, 2009 2:21 pm
by chucky
How about eight cameras?
http://www.atomicmpc.com.au/Feature/121 ... asses.aspx
I'm not sure about this technology but I thought I'd share.

Posted: Thu Jan 29, 2009 5:18 pm
by Rhoel
chucky wrote:How about eight cameras?
http://www.atomicmpc.com.au/Feature/121 ... asses.aspx
I'm not sure about this technology but I thought I'd share.
THere have been several glasses free systems around, some better than other ... this might have some uses in exhibition.commercial presentations but my take is this is probably dead-end technology: The integrated stuff which has come together in the last 18 months will probably kill it dead. The new stuff has just two cameras, one distribution format and three ways of viewing - (a single) digital cine-projector, large format home flat widescreen and HD head mounted displays. Bit like the VHS/Beta - BluRay/HD-DVD techno wars: When someone gets a foothold in the market, has the backing of the big guys, the finale is not too far away.

On a humorous note, another techie in the UK sent me a bunch of HQ 3D porn images over the weekend ... it had to happen: Like the 1970's all over again. Someone invented the home VCR and the porn guys were the first into the production arena. I have no idea what the camera system was but definitely true digital 3D. The optical separation was a little too much, creating a cardboard cutout effect.

I'll leave it to your own imaginations as to the float-off-screen subject matter but nuf said to say it had me rolling on the floor laughing.

Rhoel

Posted: Sat Feb 07, 2009 3:07 am
by Mikdog
Yep. I thought that PORN might be the first technology to use the 3D stuff. I'm keen to make like, 2.5D AS animations with this tech, would look so awesome.

Posted: Mon Feb 09, 2009 6:23 am
by Rhoel
Sorry for being offline - Late January, I had the PC tower motherboard crash and it set me back a few weeks, reloading all the software and salvaging backups.

Last Tuesday, the Vaio laptop hard disc went in sympathy mode and destroyed itself. I bought an new laptop and my boss installed Vista 64: That killed my internet connection as no drivers were available for the cable modem. Then V64 crashed the laptop. went back to XP only to discover it wouldn't load. We tried Vista32 and that seemed fine. Thursday/Friday and we had all the programs back on, data loaded and restored the connection to the Linux server (Django server project).

Saturday midday, V32 suddenly failed.

Laptop went back to the shop of a BIOS update.

This morning its back and I have my original stable XP licence running on the laptop. Fingers crossed, the sudden reboot failures are a thing of the past. The new BIOS notes say its stable with XP.

Hopefully I am back in business on the scripting ... it's been a torrid few weeks and my nerves are shot. I need a holiday on the conventional scripting headaches.

Rhoel

-----------------------------------------------------

I spoke too soon - the laptop just fell over for the third time ... its back in the shop and a new replacement machine will arrive tomorrow.
:cry:

Posted: Mon Feb 16, 2009 8:01 pm
by Rhoel
Okay, here is the code.

Code: Select all

$max_camera_offset = ($camera_distance/2);	// 100% max left or right camera position. 

$left_camera_x = ($main_camera_global_x_pos - ($max_camera_offset * cos ( deg2rad($main_camera_global_pan) ))) * (cos ( deg2rad($main_camera_global_roll))); 
$left_camera_y = ($main_camera_global_y_pos + ($max_camera_offset * sin ( deg2rad($main_camera_global_roll) )));
$left_camera_z = ($main_camera_global_z_pos - ($max_camera_offset * sin ( deg2rad($main_camera_global_pan) ))); 

$right_camera_x = ($main_camera_global_x_pos + ($max_camera_offset * cos ( deg2rad($main_camera_global_pan) ))) * (cos ( deg2rad($main_camera_global_roll)));
$right_camera_y = ($main_camera_global_y_pos - ($max_camera_offset * sin ( deg2rad($main_camera_global_roll) )));
$right_camera_z = ($main_camera_global_z_pos + ($max_camera_offset * sin ( deg2rad($main_camera_global_pan) ))); 
And here is a cross-pair shot with the above calculation.

Image

Rhoel


Update:
I am still working on this but the laptop has crashed for the 11th time and the shop are still saying they cannot find the cause (or replace it/refund my money :( ).

I am reworking the laod/save camera animation script, as well as having an online version on my site where you can upload the standard save_animation file, and get two L-R files back.

I sent the original HD images of the above to Jordan to a friend who is also working on HD3D - he looked at it on his HD rig and says it looks "nice!".

Tim
2009-03-02

Posted: Fri Jun 19, 2009 1:58 am
by J. Baker
Looks pretty good. Done in StereoPhotoMaker, in Dubois mode. How do you use the script?
Image

EDIT: Never mind, I just saw your link above.

Posted: Sun Jun 21, 2009 8:39 pm
by Rhoel
J. Baker wrote:Looks pretty good. Done in StereoPhotoMaker, in Dubois mode. How do you use the script?
Image

EDIT: Never mind, I just saw your link above.
I am in the middle of coding a 3D animation site for this - still in development but its here. The site has both a on-screen calculator and a file upload/download area so it might be easier to do it online.

There is still an issue in that the crashcore script resets the keys to linear, not smooth - I have no idea why yet. But its not a big issue, easy to fix manually.

I haven't tested this with ASP 6 yet. I am not expecting any problems unless the crashcore code no longer functions - it worked well on moho and ASP 5.6.

I am sidetracked on a CMS/PMS coding project so it might be a few weeks before i get back to finishing all the pages, the advertising, links, etc. The forum is already open and has the glorious total of 1 user ... ah, the sweet smell of a runaway success :-D