GeoH Channels

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GeoH Channels

There are a number of major groups of channels relevant to GeoH tracking that can be displayed; the differences between them are important to understand.

- Solved Path . The final path of the object in world coordinates . This information is stored immediately upon tracking as a result of the tracking process; it is an indirect result. They can be modified, but modifications will be replaced if the object is re-tracked. You should edit the Solved Path only for root objects, otherwise the relationship to the parent will be compromised.

- Solved Velocity . The velocity of the object in world coordinates, ie the frame to frame difference in the Solved Path. This can be used to identify glitches. Note that a glitch in a single joint variable will typically affect multiple world coordinates.

- Joint Variables . These are the tracked joint variables shown on the GeoH panel (Joints/Locks or Joints settings), ie the result of tracking. These reflect the object's position relative its pivot point, and are converted to the Solved Path as part of tracking. In fact, the Joint Variables are never stored, only the


Solved Path. The joint values can be changed or deglitched, but keys cannot be deleted.

- Joint Velocities . These are the velocities of the joint values, making glitches more apparent.

- Lock Enables . These are the animated enables that control whether a joint is tracked, or simply follows its lock value. These are the tracks that drive the X, Y,... Roll buttons on the GeoH panel. You can adjust them there or in the graph editor.

- Lock Values . These are the values that joints are locked to, if the lock is enabled. These values are shown in the GeoH spinners when the selector is set to Locks or Joints/Locks (for locked joints). These can be edited as needed.

Note that some other channel groups are not used for GeoH tracking: Seed Path, Active Locks, or Soft Lock Weights.

Be aware that when making changes to the Lock Enables or Values, the object is immediately re-tracked on frames where changes were made. You may need to re-track systematically after completing your changes, in order to obtain a self-consistent result, especially when full hierarchies with child objects are involved.


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