Nodes
Object Solve
Solve a moving object against the camera solve.
Works out how something moves relative to a solved camera, so a car, a prop or a person can carry CG.
Inputs
| Input | Meaning |
|---|---|
Scene | The camera solve. Required. |
Object | An Auto Track of the object itself |
Tracks | Hand-placed markers on the object |
You need Scene plus at least one of the other two. Give it both and they merge: the
automatic solve provides bulk, the hand tracks provide points you can identify on your
model.
Output is Object Data.
Getting The Object Solve
Mask the object with AI Mask, then run two Auto Track nodes off the same mask: one with Mask Mode set to Exclude for the camera, one set to Limit To for the object. No inverted mask needed.
Settings
Object Name names the solve. It also has to match the target name in the 2D/3D Constraints panel if you want to align a mesh later.
Min Track Length ignores object tracks shorter than this many frames.
Robust Loss (px) is the outlier threshold.
Sparse-Frame Damping applies a constant-velocity assumption to frames with very few tracks, which steadies moments where the object is barely visible.
Object Scale
Solving an object separately leaves a real ambiguity: a small object close to camera looks identical to a large one further away. The footage cannot tell you which.
Object Scale resolves it. Dragging scales the object and moves it toward or away from the camera together, so the screen match never changes while the depth does. Drag until it sits believably against your point cloud. It updates live once the object is in the scene.
Placement
Lineup Object picks a mesh to parent under the solved empty automatically at import. Often enough on its own when the origin already matches.
Lineup Points also creates the solved object points as a vertex cloud.
For precise placement, link hand tracks to mesh vertices and use
2D/3D Constraints. Those tracks must be wired into Tracks
here before you solve.