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8

While you might be able to achieve this by manually using ffmpeg's crop filter, the stereo3d filter is designed specifically for this purpose. You didn't specify the exact 3d format you have. There are several possibilities as documented at the the stereo3d link above. Assuming that input.mkv is the relatively common sbsl (side-by-side left eye on left), ...


5

Production Software Used: PfTrack, PfMatchit, Boujou, Syntheyes, Nuke Camera Tracker... Student free use: Autodesk Matchmover All of the above software is used to 3D Match Move Cameras to video sequences. Most of them are very expensive. PfTrack is my personal favorite. Although all of the above mentioned software is used to solve cameras for video ...


5

Disk space. The 3d content takes more space so there is generally not enough room for special features. The 2d special features are only on the 2d disk. They take up the room that the second eye takes on the 3d disk. They could make a special features only disk, but this is generally more expensive since it requires another master and another production ...


5

Simply put, to make a full length movie requires a lot of man hours and generally a decent budget. It becomes more cost effective to get real animation software when dealing with a full length film than trying to struggle through with something like Blender. Don't get me wrong, Blender is great for what it is as a free product, but, at least as of the last ...


5

This looks like 2.5D to me, probably in After Effects. You create high res art, perhaps by capturing web pages from a 4K display, then animate each screen. Its only a small amount of mousing. Then use the After Effects 3D camera to spin objects and place them in a depth field. turn on Motion Blur and add shallow DOF with a defocus effect driven by depth.


4

There are two different approaches that can be used. Motion/Camera tracking and Motion Control. In Motion or Camera tracking, multiple non-coplanar fixed points in the scene are tracked and from that it is possible to extrapolate the position of the camera within the scene. This information can then be fed into a virtual camera used to generate the output ...


4

To drive an animation by another layer use the pick whip or the selection list to parent it. In the following example the Camera (layer) adopts all animation properties of the Null. Note: Camera is a 3d layer in your case, make sure 3d layer toggle is enabled for the Null too.


3

Unless you need it make sure you are using the Classic 3D rendering mode and not the "Ray-Traced 3D" renderer. You can see and change the renderer in the top right corner of your comp view or just go into the composition settings menu through the top menu bar. If you are in need of using the RayTraced 3D renderer click on the options menu and increase the ...


3

This depends entirely on what kind of 3d video you want. There are numerous formats for 3d video. Some are as simple as placing the left and right images either side by side or one on top of the other (typically compressing them spatially to still take up the original space, for example 1080p video done like this ends up being wither 540 vertical pixels ...


3

to accomplish this, we need to cheat something. I assume you are trying to do something like this in the following image: First, create a camera in your comp (i see you already have one) Then create a text layer and make it 3D (you have this as well) Select your layer and select Ellipse tool (Q) but do not apply anything. While your text layer selected, ...


3

Sometimes yes, sometimes no. If it is shot "for 3d" then yes, they use either two cameras or a splitter to go through two optical assemblies to one camera. Here are some sample rigs that have actually been used in large films. There are, however, a number of films that are released in 3d despite having not been shot "for 3d". In these cases, the films ...


3

Just integrate all filtering into one command: ffmpeg -i input.mp4 \ -filter_complex "[0:v]crop=in_w/2:in_h:0:0 [top]; \ [0:v]crop=in_w/2:in_h:in_w/2:0[bottom]; \ [top][bottom]vstack[outv]" \ -map "[outv]" -map 0:a -c:a copy output_3dv.mp4 Edit: this command below scales and pads the output to 2000x2000 ffmpeg -i input.mp4 \ -filter_complex "[0:v]crop=...


3

The tool you need is Maths (or Math, if you like), specifically that most beautiful of mathematickal arts: trigonometry. First set the width of the base of your triangle to be the same as the sides of your polygon. Since you know the radius of the polygon, and it's a hexagon, that's easy - a hexagon is basically six equilateral triangles so the sides are ...


3

stereo3d is a video filter so it has to be specified via a filterchain or complex. Since you have two inputs, and stereo3d only converts a single input from one form of 3D arrangement to another, you'll have to combine the two image sequences first. For which, you can use the hstack filter, which will place the two sequences side-by-side. So, ffmpeg -i "...


2

Animating a shape layer with the pen tool is the same for 3D layers as it is for 2D. One problem is that if you're moving paths around on a layer that is not parallel with the view then you have pespective issues, or parts of your layer might go out of view. To get around this you can create a new camera that is parented to the shape layer - best to do this ...


2

The way I normally go about drawing paths in AE is by using the stroke effect with masks Create an Adjustment Layer Create Mask Paths for the smiley face Add the Stroke effect to the Adjustment Layer Make the Adjustment layer 3D and then position it where you want Animate the Mask Path to animate the mouth http://i.stack.imgur.com/MF5pX.png Note: For ...


2

This can either be an issue with OpenGL and you may want to disable it in the program settings (under "File) to test if thats the issue. Or you may have disabled the standard infinite light that is present in every new scene until you add your first light. Add an infinite light from the lights menu and see if that gives your objects some shading. Also try ...


2

If you want to use a physics simulation, your best bet is to have a collision but don't render the object that collides. I haven't used 3DSMax personally in a number of years, but there should be an option to have the object physically impact the scene but not be rendered by the render engine itself. Then you simply do the collision to occur at frame 450 ...


2

There actually are two films that I am aware of. One is 'Naught 5' and Plumiferos. You can easily Google to see the production websites.


2

There are many ways this can be done. Historically, the main way was to paint the area of each surface and then create a texture map in the 3d software that would take the portions of the image and project them on to the geometry. You simply had to know the shapes of your surfaces. (Sometimes the software could even output a template to fill in, but it ...


2

This still isn't as easy as it should be, but the way forward is to export your geometry as Alembic. It supports many textured objects, and even animated sequences. Depending on your version of Maya, you may need to install a plugin, but it is much better than dealing with OBJ and FBX as the interchange format in most cases.


2

There seem to be a few basic misconceptions here. For cartoons you don't need anything fancy as long as cell-shading is supported, which is typically a camera filter. Lighting is actually done in your 3d animation software. The job of a render engine like Mental Ray or V-ray is simply to process the scene you build to generate the final image, but it ...


2

Select your camera, locators (if exported), and anything else from Nuke. Group them all together with ctrl+g and modify that group as a whole. You can scale uniformly (but not independent axes), rotate, and translate. Often one trick is to snap the pivot point of the group to a specific reference point (hold down d and v then drag to the reference point, ...


2

For creating a 3d image (from two jpeg images), this piece of software works pretty well: http://stereo.jpn.org/eng/stphmkr/ Creating a full 3d video is a bit more difficult, so I'm not sure if I can help you there.


2

It depends what you regard as "true 3d" but there is a technique called "Light Field Display" which has been in development for some time now. Its essentially still a 2D screen but you can walk around and look at it from different angle as if it were an actual 3d object. http://gl.ict.usc.edu/Research/3DDisplay/


2

Use a camera with a long focal length. The longer the focal length, the closer to isometric. Just back the camera far enough away to frame the shot.


2

They've done it via rotoscoping techniques in order to create depth information. From fxguide.com about Titanic 3d Conversion: The team at Stereo D used no projection or automated solutions. The team isolated with multiple layers of roto each of the key elements of the scene, often many per person in the foreground and then these were used to derive a ...


2

You are a little confused in the MoCap process. Most mocap is captured live on either a soundstage or direct to your computer with a webcam/video camera with specialized software. This software converts the action footage with markers into data (usually xyz coordinates for each marker on the model for the time of the motion. This data is then used to move ...


2

Th general technique is called camera mapping, projection mapping, or videogrammetry. It works by taking a photo or video from an angle and projecting the image onto geometry. As a simple example, think of a picture of a typical A-frame house taken from the front of the house. You could easily create the geometry of the house in a 3D application like Max, ...


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