Tracking of the hand – Result

I have now tracked my hand and animated the fingers with joints. It was not easy.

In the end I chose to do a geometry track of the arm in pftrack, send the tracked joints to maya and add a jointchain for the hand and fingers. I then animated the fingers as accurate as I could with the clip playing for reference as an image plane in the background. This was my back-up plan but I think it will work just fine.

When I started I wanted so badly for the ordinary object tracking to work. I tried many things but both Matchmover and pftrack just turned up with red or wierd solves. Earlier in this project, before I filmed my material with the RED camera, I did manage to get a decent object track in pftrack of my arm (just the arm, no fingers!) filmed with two static cameras. I did the same procedure for this shot, but perhaps I just moved around too much this time. Or it may have been that thet one of the 7D cameras was a little out of focus, making the tracks glide to much. Either way, it´s nice to have a back-up plan!

Okay. So, this is a small render of some of the animation. The hand plate is visable behind the cg hand. Unfortunatley, you can see that sometimes the outlines of the fingers on the plate is not completley covered by the cg hand.

From Maya

 

Solution

 

What I did here was to simply dilate the fingers in nuke. I came across this outline problem when I started to animate. My first thought was to simply give the sculpture some additional thickness. But, in order to completely remove the outlines (and unwanted motionblur) was to increase the thickness to the point were the Hand of Adam actually looked quite fat. Instead I will dilate the fingers and avoid to show any skin at the edges (only for the fingers). Perhaps there will only be smaller cracks at the fingers joints. I will see how it looks when I start on the fissures.

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