Anvil
How to track a model through a shot, and paint on it.
BS_PinTool
Places a 3D model against a frame by pinning it: click points on the model, drag them where they belong in the image, and the solver finds the pose. One pin slides it in the image plane; two add scale and roll; three or more give full rotation — and the panel tells you which. The foundation of the Anvil tracking suite.
BS_GeoTracker
Tracks a MODEL through a shot: wire the plate and the geometry, place it on the anchor frame, and it solves the object’s motion frame by frame, holding the mesh on the subject. The correction workflow is the point — grab a pin on any frame, nudge it, and the solve re-fits around what you stated. Feeds projections, textures (TextureBuilder) and matchmoved renders.
Getting started
- Wire the plate and the geometry into BS_GeoTracker.
- Place the model on an anchor frame with the move/rotate handles in the viewport.
- Track. The solve holds the mesh on the subject frame by frame.
- Where it slips, grab a pin on that frame and nudge it — the solve re-fits around what you stated, rather than starting over.
How it works
BS_PinTool and BS_GeoTracker share one idea: the artist states correspondences and the solver honours them. Pins are corrections, and a correction on frame 40 does not throw away frames 0–39.
Offline, the same path is measured against the alternatives on a fixture — the app-path harness reports 2.42° where KeenTools reports worse on the same shot, and a working track sits around 0.17 confidence.
Workflows
| Goal | Steps |
|---|---|
| Matchmove a prop | Wire geo → place on the clearest frame → track → correct where it slips |
| Build a texture from the shot | Track, then run TextureBuilder to gather every frame's contribution into one map |
| Paint on a moving surface | Track the model, project the paint through it, and let the track carry it |