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ViewShifting 360VR

You can ViewShift 360VR shots too! The primary catch is ... splines! Splines in 360VR really live on the surface of a sphere, not on the (equi)rectangular image.

SynthEyes doesn't have spherical splines, they'd be a bit difficult to work out and to use.

You can use regular 2D splines on the image plane, though they give some pretty strange shapes: for example, lassoing the ground requires a horizontal line across the image that then sneaks around the sides and bottom. And a smaller spline that moves off a side edge needs to wrap onto the opposing edge. That can't be done automatically since that would conflict with the previous case. Instead, you need to have a second spline. But if you can keep track of what splines on the equirectangular images mean, you can do it.

It's similary complex for the 360VR outline of meshes, so those aren't supported.

Neither is intersecting splines on the surface of the sphere, whether they are regular splines or mesh outlines.

As a result, the disjoint timing modes are not available for 360VR shots. You'll have to hand-animate an equivalent absolute or relative Frame control track.

For camera operator/platform removals, you may find it convenient to create a mesh representing the "footprint" of the camera operator/platform on the ground plane. You can parent that mesh to the camera, and set it to be a Far mesh on the 3D panel. That keeps it directly under the camera. As long as the camera is at a fairly-constant height (so that the footprint stays right at ground level), you can then remove the camera operator/platform using the footprint mesh as a Removal mesh, in conjunction with an overall ground mesh.

Tip: Try to use a source patch from the same camera field as where the platform must be removed, if possible. Mismatches in color and brightness between different camera fields (especially if the sun is in one of them) will result in a mismatch between the patch being moved and the rest of the region.

Further, if you have a Far footprint mesh set up, you can use the Script/Mesh/Trail of Vertices script to create a ground 'plane' mesh even if the ground is not flat (but still must be fairly smooth). You can also do it from tracked moving objects, if your object-to-world scaling is correct.

So there are some fascinating possibilities for the suitably motivated and skilled.

You'll need to understand what you're trying to do and why, as well as how to accomplish the subtasks. There's no list of buttons to push!

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