User seeks guidance on improving the workflow for full-body matchmove in Nuke, indicating a need for clearer tools or processes to achieve better alignment and tracking.
I’m working on a remix project. I created an Iron Man–style suit in 3ds Max, and the animation is already finished. Now I want to apply this 3D animation to my own body in live footage. Can you guide me on the proper workflow? I’m attempting a full-body 3D matchmove similar to what’s done in feature films. I can get a decent camera solve, and I’ve even been testing with simple object tracking (like a marble reference image I posted), but when I move to full-body integration, the character doesn’t stay properly aligned to the plate. There’s subtle drifting and body movement mismatch. At this stage I’m trying to understand: • Is full-body matchmove mostly rotomation? • Is mocap generally required? • Or is this achievable purely with clean tracking and manual animation? I feel like I’m missing a fundamental step in the workflow.