Live FX Documentation
  • 📚Getting Started
    • Introduction
      • Feature Comparison
      • Download & Install
      • Settings
        • System Settings
          • Custom Commands
          • Advanced
        • User Settings
        • Video IO Settings
          • Black Magic Troubleshooting
      • Helpful Shortcuts
        • Construct Shortcuts
        • Player Shortcuts
        • Viewport Shortcuts
        • ColorFX Shortcuts
        • Stage Lights Shortcuts
    • The Basics
      • Project Settings
      • Change Shot Framerate and Resolution
      • Change the Shot Length
      • Timecode
      • Working with Layers
      • General Tips
    • Helpful Links
    • First Time Start-Up
    • User Interface
  • ⚡Quickstart Example Projects
    • Simple Video Playback
    • Green Screen with 360 Background
    • LED Wall - Projection Mapping
    • LED Wall - Without Projection Mapping
    • Packaged Unreal Engine project Example
  • 📼Video Playback
    • Video-IO Settings
    • Playback h.264 files
    • Import Media and Maintain Folder Structure
  • 🎥Camera Tracking
    • Camera and Lens Calibration
    • Camera Trackers
      • REtracker Bliss
      • ZEISS CinCraft Scenario
      • MoSys
      • Stype
      • OptiTrack
      • HTC Mars Camtrack
      • Free D
      • iPhone Apps
    • How to apply camera tracking to a layer, image, or mask
    • How to manually adjust camera tracking speed and delay
    • How to delay the Inner Frustum
    • How to apply FIZ (Zoom and Focus) from Camera Tracking
  • Motion Control
    • Mark Roberts Motion Control (MRMC)
    • Motorized Precision
    • eMotimo
    • SISU
  • 🟩Green Screen Workflow
    • Qualifiers
    • Green Screen with Set Extension Workflow
    • Working with Ultimatte
  • 📺LED Workflow
    • Setting up an LED Wall
      • Set Up Nvidia Mosaic
      • Nvidia Multi-GPU Configuration
    • Stage Manager
    • How to make the inner frustum green
    • Switcher Node
    • Tips when using Projection Mapping
    • Using HDR
    • Projection Mapping Tutorials
      • Part 1: General Introduction to Projection Mapping
      • Part 2: : Projection Mapping - Media Types & Projection Models
      • Part 3: Projection Mapping on multiple walls
      • Part 4: Projection Mapping with Unreal Engine
      • Part 5: Set Extensions
  • 💡Lighting
    • Getting started with Image Based Lighting
    • Lighting Brands
      • Aputure
      • Creamsource
      • Kino Flo
        • Mimik 120
        • Freestyle
      • Prolycht
      • Quasar Science
    • How to Sample Multiple Video Sources through Videowall
    • Rec2020 Example Project
      • Megapixel HELIOS settings for Mimik
      • Blackmagic UltraStudio 4k Mini Settings
      • Setup Display Colorspace
      • Video IO Settings
      • Create and Set up your Project
      • Create and set up your Shot
      • Fix Jitter
  • 🎮Unreal Engine
    • Known Issues with Live FX <> Unreal
    • Set up Unreal Engine with Live FX
    • Play your Unreal Engine scene as a Game
    • How to Package an Unreal Engine Project for Live FX
      • Command Line Arguments
      • Before You Package
    • Unreal Web Remote Control (Optional)
    • Control UE through OSC
    • Take Recorder
    • Working with Sequencer
    • Unreal Optimization
      • Console Commands / Command Line Arguments
      • List of all Console Variables and Commands
        • Scalability Groups Console Variables
        • Renderer Console Variables
      • Baking Light
      • DLSS
  • ©️Cuebric Workflow
    • Projection Mapping with Cuebric Files
    • Non-Projection Mapping with Cuebric
  • 🧊2.5d Workflow
    • Projection Mapping 2.5d Workflow
    • Non-Projection Mapping 2.5d Workflow
  • 🖥️Multi-Computer Workflows
    • Sync Players
    • Sync Projects across Multiple Nodes
  • 🌅Live Looks - Live Grade LED Walls
    • How to Purchase and Install Live Looks
    • How to set up Live Looks with Brompton
    • Live Grading with Live Looks
  • 🗃️Compositing
    • Working with the Alpha Channel
    • Re-Map EXR channels
    • Working with Mattes
    • Opacity and Blend Modes
  • 🆘General Troubleshooting
    • 📰Licensing the Software
    • 🕙Dealing with Delay
    • 🖥️Networking Tips
    • ❓Frequently Asked Questions (FAQs)
      • Does Live FX support Unreal 5.3?
      • Why won't Live FX open when I have a second monitor hooked up?
      • How do I switch the toolset from Live FX to Scratch?
      • Where is the record button?
      • Why is my image dark (or why are my colors wrong)?
      • How do I close Live FX?
      • How do I minimize Live FX?
      • What is SCRATCH? What is Assimilate? Are they the same thing as Live FX?
      • How do I change the mouse from moving in circles to left/right?
    • Stuttering Playback
  • 📘User Guide (Old)
Powered by GitBook
On this page
  1. Camera Tracking

Camera and Lens Calibration

PreviousCamera TrackingNextCamera Trackers

Last updated 1 year ago

When you are in the Setup menu for Camera Calibration, make sure you measure the Square separately from the Aruco. The square values are on the Left (orange) and the Aruco Size is on the Right (purple).

Currently, Live FX can only work with Prime Lenses or at fixed focal length for calibration.

For example, if using an 18-55mm Zoom lens. You could calibrate it at 18mm, 24mm, 35mm, and 50mm, but it cannot dynamically change as you zoom.

When you make your calibration, make sure your shot resolution and frame rate are correct.

You may want to create a new timeline and shot specifically to make your calibration.

Leave the Sensor at Generic and default Width, Height, and Crop factor of 1.

Change your focal length to the lens size that you are using on your camera.

If you do enter your sensor size, you have to make sure the aspect ratio and crop factor are correct.

What you see in your camera viewfinder should be the same in Live FX with no cropping or scaling.

It's important that after you do your calibration, the focal length in the Live FX Camera is very close to or the same as the physical lens on your camera.

For example, if your lens is 24mm on your camera, the calculated Focal length in Live FX should be close to 24mm so that it will forward 24mm to Unreal Engine.

If entering in sensor size, make sure to get the correct sensor size and crop factor from your camera manufacturer, and make sure you calculate it based on the Resolution Setting and Aspect Ratio you are using.

For example, Red Cameras:

At 6k 16:9 the crop factor is 1.49x and the Focal Length is 35.7. At 6k 17:9 the crop factor is 1.42 and the Focal Length is 34mm.

Testing and validating your calibration

With this inverted cone, you should be able to see your world origin and verify if the world is slipping or not and if your world origin set by your tracking system (Or in Live FX) is where you think it should be.

Here is a link to a USD model of an Inverted Cone, which you can use to calibrate your camera: You can load this by creating a new layer>Plug Ins and selecting USD (only available for Windows currently.

🎥
https://www.dropbox.com/scl/fi/x1m4tyy21ezxdsrb6h9h0/00_InvertedCone_510_100x.usdz?rlkey=xln83c4l3c2105yaf2f3ppxw8&dl=0
At 6k 16:9, the crop factor is 1.49x and Focal Length is 35.7mm
At 6k 17:9, the crop factor is 1.42x and Focal Length is 34mm