Documentation

MotionMaster 3D docs

3D Point Generator

The 3D Point Generator triangulates a real world-space point from two observations of the same feature on different frames of a tracked camera. You work directly in Camera View over the footage: Ctrl + Middle Mouse a feature, move in time, and Ctrl + Middle Mouse the same feature again.

Workflow steps

  1. Open the 3D View in Camera View with the tracked camera and its Movie Clip background enabled. Leave Camera empty to use the active scene camera.
  2. Choose Scene Camera / Undistorted for an undistorted plate, or Solved Raw Lens to use the selected Heavy result's exact COLMAP model and per-frame camera mapping on the original distorted footage.
  3. Toggle 3D Point Generator on. Camera and lens settings are locked for the session.
  4. Hold Ctrl and press Middle Mouse over a feature. A cross marks the pending first observation; Escape clears only that observation.
  5. Move to a frame with real camera translation and Ctrl + Middle Mouse the same feature again. Enable Auto Jump to advance the timeline by Jump Frames automatically after each observation, stepping backwards near the end of the range.
  6. Continue making point pairs, then toggle the generator off. Use Select Points, Clear Points, or Use Points for Surface to hand the result to Point Cloud Surface.

Important details

Each click is inverted through the camera background Fit, Crop, Stretch, offset, scale, rotation, and flips back to a footage coordinate, and Solved Raw Lens mode inverts the selected COLMAP distortion model before building the ray. The closest point between the two world-space rays is accepted only when the camera baseline is nonzero, the ray angle is above the configured floor, both depths are positive, and reprojection error is below the pixel limit. A rejected second observation keeps the first, so you can try another frame without restarting.

Use frames with real parallax. Tripod and other rotation-only solves are rejected with an explicit no-baseline diagnostic because pure rotation cannot triangulate depth.

Every accepted point is appended as a loose vertex to the aggregate MM3D Triangulated Points mesh; no helper Empties are created. Vertices are visible in Edit Mode, directly usable for snapping and surface reconstruction, and adding a point no longer rebuilds the mesh or destroys faces you have drawn between existing points. Source coordinates, frames, lens source, ray angle, baseline, and reprojection error are stored with each point.