Difference between revisions of "Tutorial SVG Mapping with the MXWendler Automatic Calibration"

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(3D Facet Assignment Mode)
Line 11: Line 11:
  
 
*A video projector.
 
*A video projector.
*A camera (a smart phone camera will do perfectly).
+
*A camera (a smartphone camera will do perfectly).
 
*A software capable of vector graphics and .svg export.
 
*A software capable of vector graphics and .svg export.
 
:(Inkscape is a freeware software that can be downloaded at:https://inkscape.org)
 
:(Inkscape is a freeware software that can be downloaded at:https://inkscape.org)
Line 19: Line 19:
  
 
{{#mpdftags: pagebreak}}
 
{{#mpdftags: pagebreak}}
== Preparing the SVG Vector file ==
+
== Preparing the SVG Vector File ==
  
 
1. Choose an object with a regular shape (will be easier to map) and put it in front of the projector.
 
1. Choose an object with a regular shape (will be easier to map) and put it in front of the projector.
Line 32: Line 32:
 
[[File:svg_01.png|728px]]
 
[[File:svg_01.png|728px]]
  
== Mapping the projection through the .svg model ==
+
== Mapping the Projection Through the .svg Model ==
  
 
1. Open MXWendler.
 
1. Open MXWendler.
  
2. Go to the keystone tab and delete the keystone element. '''(A)'''
+
2. Go to the Keystone tab and delete the Keystone Element. '''(A)'''
  
3. In keystone/keystone select: “Keystone 3D” and “Create Element”. '''(B)'''
+
3. In Keystone/Keystone select: 'Keystone 3D' and 'Create Element'. '''(B)'''
 
:Select your projector as output and the .svg as model in the dialog.
 
:Select your projector as output and the .svg as model in the dialog.
  
Line 44: Line 44:
 
[[File:svg_02.png|728px]]
 
[[File:svg_02.png|728px]]
  
== Setting the mapping with the 3D Mode ==  
+
== Setting the Mapping With the 3D Mode ==  
  
 
As projector and model are confirmed the keystone interface will open in 3D Mode,
 
As projector and model are confirmed the keystone interface will open in 3D Mode,
 
to use this interface the following commands are needed:
 
to use this interface the following commands are needed:
  
:click + drag = rotate
+
:Click + Drag = Rotate
:mouse wheel = zoom
+
:Mouse Wheel = Zoom
:ctrl + click + drag = move
+
:Ctrl + Click + Drag = Move
:right click = menu
+
:Right Click = Menu
  
 
The 3D Mode will be used to match picture and 3D object. <br>
 
The 3D Mode will be used to match picture and 3D object. <br>
1. Load the picture (not the .svg) in the layer manager. '''(C)'''<br>
+
1. Load the picture (not the .svg) in the Layer Manager. '''(C)'''<br>
2. Right click on the keystone interface and select:  
+
2. Right-click on the Keystone interface and select:  
:Preview source texture - “Render Output” and "Use UV from Texture Mapping Object" '''(D)'''
+
:Preview source texture - 'Render Output' and 'Use UV from Texture Mapping Object' '''(D)'''
Now we can work with the “Transformation Dialogs”. In the 3D Mode we have three items. <br>
+
Now we can work with the 'Transformation Dialogs'. In the 3D Mode, we have three items. <br>
The .svg object, the Camera/Projector and the UV Map Projector, and each one has it´s own transformation dialog. They allow an accurate manipulation of the item´s characteristics. <br>
+
The .svg object, the Camera/Projector, and the UV Map Projector, and each one has it´s own transformation dialog. They allow an accurate manipulation of the item´s characteristics. <br>
To open one of them, right click on the relative object and select: “Show Transformation Dialog”. <br>
+
To open one of them, right-click on the relative object and select: 'Show Transformation Dialog'. <br>
  
 
3. Open the UV Map Projector´s dialog (yellow rectangle). '''(E)'''
 
3. Open the UV Map Projector´s dialog (yellow rectangle). '''(E)'''
Line 72: Line 72:
 
will let you do a mapping just by setting up 4 points (Vertices).
 
will let you do a mapping just by setting up 4 points (Vertices).
  
1. Right click on the background and select “3D Calibration Mode”. '''(F)'''
+
1. Right-click on the background and select '3D Calibration Mode'. '''(F)'''
  
 
2. Choose and select four corners of your object.
 
2. Choose and select four corners of your object.
  
3. Right click on one of the red dots. '''(G)'''
+
3. Right-click on one of the red dots. '''(G)'''
  
4. Select “Position Vertex”. '''(H)'''
+
4. Select 'Position Vertex'. '''(H)'''
 
:Two yellow crossing lines will appear in your output.
 
:Two yellow crossing lines will appear in your output.
 
:Select the corresponding point on the physical object.
 
:Select the corresponding point on the physical object.
5. Repeat for each of the four red dots .
+
5. Repeat for each of the four red dots.
  
6. Right click on “Calibrate”. '''(I)'''  
+
6. Right click on 'Calibrate'. '''(I)'''  
  
  
Line 90: Line 90:
 
== 2D Final Warp Mode ==
 
== 2D Final Warp Mode ==
  
At this point our projection should be on the object but we may want to refine our work.
+
At this point, our projection should be on the object but we may want to refine our work.
For this purpose we will use our keystone interface.
+
For this purpose, we will use our keystone interface.
  
1. Right click on the background and select  “2D Final Warp Mode”. '''(J)'''
+
1. Right-click on the background and select  '2D Final Warp Mode'. '''(J)'''
  
2. Go to the element sub menu. '''(K)'''
+
2. Go to the element sub-menu. '''(K)'''
 
:Set the values and move the pivots to match your output to the object.
 
:Set the values and move the pivots to match your output to the object.
  
Line 103: Line 103:
 
== 3D Facet Assignment Mode ==
 
== 3D Facet Assignment Mode ==
  
1. Right click on the background and select  “3D Facet Assignment Mode”. '''(L)'''
+
1. Right-click on the background and select  '3D Facet Assignment Mode'. '''(L)'''
  
 
This section allows the user to assign layers and tracks to specific areas of the model: '''(M)''' <br>
 
This section allows the user to assign layers and tracks to specific areas of the model: '''(M)''' <br>
  
2. Right click and select current assignment slot: slot 1.
+
2. Right-click and select current assignment slot: slot 1.
  
3. Right click and select the current slot content: track2 layer1.
+
3. Right-click and select the current slot content: track2 layer1.
  
 
4. Select the content for two slots more.
 
4. Select the content for two slots more.

Revision as of 16:43, 30 September 2019

Stage Designer version 5.2 and newer.

The new MXWendler mapping capabilities allow the user to precisely map an item in a matter of minutes.

In this tutorial we will map an object by taking a picture of it, manually tracking a vector of the contour and using the resulting SVG file to calibrate our mapping onto the object.


This Tutorial Requires

  • A video projector.
  • A camera (a smartphone camera will do perfectly).
  • A software capable of vector graphics and .svg export.
(Inkscape is a freeware software that can be downloaded at:https://inkscape.org)



Preparing the SVG Vector File

1. Choose an object with a regular shape (will be easier to map) and put it in front of the projector.

2. Play an MXW Raster_White on the output to have an idea of the size of your projection.

3. Take a picture as close as possible to the beamer´s lens position, crop the picture and send it to the computer you are going to use.

4. Open the picture with a vector graphics software, track the outline and save it as SVG file.


Svg 01.png

Mapping the Projection Through the .svg Model

1. Open MXWendler.

2. Go to the Keystone tab and delete the Keystone Element. (A)

3. In Keystone/Keystone select: 'Keystone 3D' and 'Create Element'. (B)

Select your projector as output and the .svg as model in the dialog.


Svg 02.png

Setting the Mapping With the 3D Mode

As projector and model are confirmed the keystone interface will open in 3D Mode, to use this interface the following commands are needed:

Click + Drag = Rotate
Mouse Wheel = Zoom
Ctrl + Click + Drag = Move
Right Click = Menu

The 3D Mode will be used to match picture and 3D object.
1. Load the picture (not the .svg) in the Layer Manager. (C)
2. Right-click on the Keystone interface and select:

Preview source texture - 'Render Output' and 'Use UV from Texture Mapping Object' (D)

Now we can work with the 'Transformation Dialogs'. In the 3D Mode, we have three items.
The .svg object, the Camera/Projector, and the UV Map Projector, and each one has it´s own transformation dialog. They allow an accurate manipulation of the item´s characteristics.
To open one of them, right-click on the relative object and select: 'Show Transformation Dialog'.

3. Open the UV Map Projector´s dialog (yellow rectangle). (E)

Set the values to make the image fit your object.

Svg 03.png

3D Calibration Mode

Now we are ready to map our item. Through the calibration, the software will let you do a mapping just by setting up 4 points (Vertices).

1. Right-click on the background and select '3D Calibration Mode'. (F)

2. Choose and select four corners of your object.

3. Right-click on one of the red dots. (G)

4. Select 'Position Vertex'. (H)

Two yellow crossing lines will appear in your output.
Select the corresponding point on the physical object.

5. Repeat for each of the four red dots.

6. Right click on 'Calibrate'. (I)


Svg 04.png

2D Final Warp Mode

At this point, our projection should be on the object but we may want to refine our work. For this purpose, we will use our keystone interface.

1. Right-click on the background and select '2D Final Warp Mode'. (J)

2. Go to the element sub-menu. (K)

Set the values and move the pivots to match your output to the object.


Svg 05.png

3D Facet Assignment Mode

1. Right-click on the background and select '3D Facet Assignment Mode'. (L)

This section allows the user to assign layers and tracks to specific areas of the model: (M)

2. Right-click and select current assignment slot: slot 1.

3. Right-click and select the current slot content: track2 layer1.

4. Select the content for two slots more.

5. Start to map the output on the polygons of the .svg/3D model.

6. Switch to 3D Mode to see the result.


Svg 06.png