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Docs / 03

Every control

All 73 rows of the panel, top to bottom, in the order the Inspector shows them.

Written for Ball Tracer 0.2.2 What changed

On this page
  1. Reading this page
  2. Status
  3. Licence
  4. 1. Range
  5. 2. Camera & Boxes
  6. 3. Trace Ball
  7. 4. Path
  8. 5. Look
  9. Memory
  10. AutoZoom
  11. Holdout
  12. Support

Reading this page

Labels are exactly as the panel shows them. Defaults are what a new copy of the effect starts with. Numbers without a unit are percentages or frame counts, as the description says.

Two labels appear twice. Landing is a marker you drag in the viewer and also a button beside Reveal and Middle. Reveal is that button and also a slider in 4. Path. The tables name both.

For the order to use them in, read Your first trace.

Status

The first row, above every group. Every button reports back here.

LabelKindDefaultWhat it does
StatusKind Text, read onlyDefault “No tracking yet.”What the last button press did. When something needs your attention, a message box gives the longer explanation.

Licence

Open when the panel opens.

LabelKindDefaultWhat it does
Licence StatusKind Text, read onlyDefault “Trial unless activated.”What the licence is doing. The troubleshooting page lists every message it can show.
Licence KeyKind TextDefault EmptyPaste your key here and press Enter, then press Activate. The key is never saved in the project, and the field is cleared after every press.
ActivateKind ButtonDefault NoneActivates Ball Tracer on this computer and removes the TRIAL mark from new frames. Needs an internet connection once.
DeactivateKind ButtonDefault NoneReleases this computer's activation so the key can be used on another computer. The TRIAL mark comes back on this one.
Buy Ball TracerKind ButtonDefault NoneMeant to open the store in your web browser. In 0.2.2 it shows “Store not open yet.” instead: buy from the website's Pricing page.

1. Range

Which frames get tracked. Resolve does not tell a plug-in where a clip is cut, so you set the range with the playhead.

LabelKindDefaultWhat it does
Start FrameKind NumberDefault Set when you add the effectThe first frame of the range that gets tracked.
End FrameKind NumberDefault Set when you add the effectThe last frame of the range, included in it.
Set Start to PlayheadKind ButtonDefault NoneUses the frame you are parked on as the start of the range.
Set End to PlayheadKind ButtonDefault NoneUses the frame you are parked on as the end of the range.

2. Camera & Boxes

How the trail sticks to a moving shot. Track Camera needs no boxes; the two boxes are the manual way.

LabelKindDefaultWhat it does
Tracker AKind PositionDefault Placed on the frame when you add the effectThe first tracker box. Put it on something near the ground that stays in frame for the whole shot. Drag it in the viewer; drag a corner of its box to resize it.
A SizeKind NumberDefault 48 pxRange 8 to 400Half the width of tracker A's search box. Bigger is more reliable on soft texture, and slower.
Tracker BKind PositionDefault Placed on the frame when you add the effectThe second tracker box. Put it on the background, well away from tracker A. The further apart they are, the better rotation and scale are measured.
B SizeKind NumberDefault 48 pxRange 8 to 400Half the width of tracker B's search box.
TrackKind MenuDefault Both boxesWhich box the three track buttons move: Both boxes, Box A only or Box B only. The other box keeps its track, so you can repair one without touching the other.
Track CameraKind ButtonDefault NoneFollows the whole scene automatically, with no boxes to place. When it finishes, the tracked points appear on the picture and the trail rides the solved camera.
Use as CloseKind ButtonDefault NoneMakes the highlighted track point the anchor for the trail's Close end. Click one of the track points in the viewer first. Needs Track Camera.
Use as FarKind ButtonDefault NoneMakes the highlighted track point the anchor for the trail's Far end. Click one of the track points in the viewer first. Needs Track Camera.
<< Track BackwardKind ButtonDefault NoneTracks the boxes chosen in Track from the current frame back to the start of the range.
<> Track Both WaysKind ButtonDefault NoneTracks the boxes chosen in Track outward from the current frame, both ways, in one pass. The one to use first.
Track Forward >>Kind ButtonDefault NoneTracks the boxes chosen in Track from the current frame to the end of the range.
Show Tracker BoxesKind CheckboxDefault OnDraws the two boxes on the picture. Untick it to clear them out of the way. Once Track Camera has solved, the boxes no longer carry the trail.
Place Boxes in FrameKind ButtonDefault NoneBrings both boxes back into the picture when one has ended up off screen.
Reset TrackingKind ButtonDefault NoneThrows the stored track away. The boxes stay where they are and the path stops moving with the shot. It asks for a second press first.

3. Trace Ball

Finds the real ball and fits its flight, then times how the trail draws on.

LabelKindDefaultWhat it does
Show Track PointsKind CheckboxDefault OnDraws the automatic camera track's points on the picture. They exist only after Track Camera has run.
Camera Is Locked OffKind CheckboxDefault OffTick it for a locked-off tripod shot, or one you have already stabilised. Trace Ball then skips the camera step and needs no tracking. Leave it off for any shot that pans, tilts or zooms.
Trace BallKind ButtonDefault NoneFinds the ball and draws its flight. Press it while parked on the frame the club meets the ball. If nothing is tracked yet, it tracks the camera first and then carries on.
Impact FrameKind NumberDefault Taken from the playhead when you press Trace BallThe frame the ball was struck on. Correct it here instead of parking again.
Ball At ImpactKind PositionDefault 0, 0 (not set)Where the ball sits on the impact frame. Drag the amber ring onto the ball; unset, it waits hollow at the centre of the frame. Optional, and the most useful thing to set: a flight that does not come back to this point is thrown out.
LandingKind PositionDefault 0, 0 (not set)Where the ball comes down: the amber ring with a bar. Set it when the ball leaves the picture, or gets too small to follow, before it starts to fall. Left at 0, 0 the landing is estimated from the flight.
SensitivityKind NumberDefault 0Range -100 to 100How faint a moving thing may be and still count. Raise it when no ball was found. It finds more noise too, which the fit is built to survive.
Show DetectionsKind CheckboxDefault OffDraws the moving blobs the ball finder found, in the viewer only, so you can tell the ball from a bird.
Show MarkersKind CheckboxDefault OnDraws the Ball At Impact and Landing markers. They sit on top of the path's first and last handles and take the click, so untick this to grab the handle underneath. Their values are kept.
Reveal CurveKind MenuDefault Ball FlightHow the draw-on is paced. Ball Flight follows the traced flight. Hang and Settle, Ease Out, Linear, Burst and Fade, and Snap and Drop are fixed shapes. Manual hands the trail back to the Reveal slider. Needs Follow Ball on.
Reveal Start FrameKind NumberDefault 0 (automatic)The frame the draw-on begins. 0 uses the flight's own first frame. Needs Follow Ball on.
Reveal DurationKind NumberDefault 0 (automatic)How many frames the draw-on takes. 0 uses the flight's own length, so the head of the trail stays on the ball. Needs Follow Ball on.
Reveal Mid FrameKind NumberDefault 0 (automatic)The frame the trail reaches the middle of the path: point 2, the apex, on a three-point path. 0 lets Reveal Curve pace the whole draw-on. Needs Follow Ball on.
RevealKind ButtonDefault NoneSets Reveal Start Frame to the playhead. Needs Follow Ball on and a curve other than Manual.
MiddleKind ButtonDefault NoneSets Reveal Mid Frame to the playhead: park where the ball is at the middle of the path and press it. Needs Follow Ball on and a curve other than Manual.
LandingKind ButtonDefault NonePark on the frame the draw-on should finish, the landing, and press it. Reveal Duration is worked out from the start. Needs Follow Ball on and a curve other than Manual.
Follow BallKind CheckboxDefault OnDraws the trail on as the ball flies, worked out from the flight. Turn it off to show the whole trail at once, or to keyframe Reveal by hand.
HorizonKind Position, height onlyDefault The middle of the frameThe row that marks the camera's eye line. Move it for a tilted, high or low camera. It changes only where the landing is found.

4. Path

The shape of the flight, and how much of it is drawn.

LabelKindDefaultWhat it does
PointsKind NumberDefault 3Range 2 to 6How many handles shape the path. Three reads as close, apex and far, which is what a struck ball looks like.
Close, Mid 1 … FarKind PositionDefault Laid out on the frame when you add the effectThe path's handles. The first is always Close and the last in use is always Far; handles beyond Points show as “(unused n)”. Drag them in the viewer. Click one and the arrow keys nudge it one screen pixel; click empty picture to give the arrows back to Resolve.
SmoothnessKind NumberDefault 100Range 0 to 1000 joins the handles with straight lines. 100 rounds the path off completely.
Reveal FromKind NumberDefault 0Range 0 to 100Where the drawn trail starts, along its length. 0 draws from the tee. Raise it to trim the trail from behind, and keyframe it with Reveal to run a span along the flight. The ground shadow is trimmed with it.
RevealKind NumberDefault 100Range 0 to 100How much of the trail is drawn, along its length. Follow Ball drives it, so keyframes here are ignored while Follow Ball is on. To animate it by hand, turn Follow Ball off or set Reveal Curve to Manual.

5. Look

What the trail looks like. The defaults draw one flat red line.

LabelKindDefaultWhat it does
ColourKind ColourDefault RedThe trail's colour at the close end.
Colour FarKind ColourDefault WhiteThe trail's colour at the far end, used by Gradient.
GradientKind NumberDefault 0Range 0 to 100How far the trail shifts toward Colour Far along its length. 0 is one flat colour.
WidthKind NumberDefault 50 pxRange 0.1 to 500The trail's thickness at the close end, in pixels.
OpacityKind NumberDefault 100Range 0 to 100How solid the trail is, shadow included. Animate it to fade the whole trail away.
TaperKind NumberDefault 90Range 0 to 100How much the trail thins toward the far end. It is what gives a trail depth.
Head SizeKind NumberDefault 0 (off)Range 0 to 400The diameter of a dot at the leading end of the drawn trail, in pixels. It makes a growing trail read as a ball with a trail behind it.
Shadow OpacityKind NumberDefault 50Range 0 to 100How solid the ground shadow is, as a share of Opacity. The shadow is a straight streak running beneath the flight.
Shadow LengthKind NumberDefault 50Range 0 to 100How far the shadow runs, as a share of the straight line from the trail's start to its end.
Shadow TaperKind NumberDefault 100Range 0 to 100How much the shadow thins toward its far end.
Shadow FadeKind NumberDefault 100Range 0 to 100How much the shadow fades out toward its far end. This is opacity; Shadow Taper handles width.
TransparentKind CheckboxDefault OffOutputs the trail over transparency instead of over the shot, so it can be composited on its own layer.

Memory

Where tracking and tracing keep their frames. A setting for the whole computer, not the project.

LabelKindDefaultWhat it does
Track On System MemoryKind ButtonDefault NoneRuns tracking and tracing from system memory instead of the graphics card. Use it if passes keep stopping for lack of graphics memory. Playback gets slower: about 58 ms a frame at UHD instead of 1 to 6 ms. Takes effect when Resolve restarts.
Track On Graphics CardKind ButtonDefault NoneGoes back to the graphics card, the normal and fast setting. Takes effect when Resolve restarts.

AutoZoom

Zooms the picture in on the ball as it lands. It aims at the Far handle and finishes at the traced landing, or at End Frame on a path that was never traced.

LabelKindDefaultWhat it does
AutoZoom OnKind CheckboxDefault OnTurns the whole move off without losing your settings. Nothing zooms until AutoZoom Amount is above 0.
AutoZoom AmountKind NumberDefault 0 (off)Range 0 to 900How much closer the picture gets as the ball lands. 30 is about a third bigger, 100 doubles it, 300 is four times. Past about 150 the picture starts to look soft. The trail zooms with it.
Zoom In OverKind NumberDefault 12 framesRange 1 to 600How many frames the move takes. 6 is a hard snap, 24 a slow push in. Changing it moves only where the move starts.
ArriveKind NumberDefault 0Range -600 to 600Where the move finishes, in frames from the landing. 0 is fully in as the ball lands; 6 is six frames after; -6 is already in when it lands.
Arrive on PlayheadKind ButtonDefault NonePark on the frame the picture should be fully in and press it. It fills in Arrive for you.

Holdout

Hides the trail where something in front of it should be. Works on the Fusion page only, where the Ball Tracer node has a second input called Holdout: wire a mask into it, such as a Polygon or a keyer.

LabelKindDefaultWhat it does
Holdout AmountKind NumberDefault 100Range 0 to 100How much of the trail the Holdout input hides. 100 removes it completely where the mask is white; lower values leave it faintly visible, which reads well through thin branches.
Invert HoldoutKind CheckboxDefault OffHides the trail outside the mask instead of inside it.

Support

The last group, open when the panel opens. It packages what the plug-in recorded so you can send it without a file manager.

LabelKindDefaultWhat it does
Support StatusKind Text, read onlyDefault “Nothing prepared yet.”What the Support rows are doing, and the reference code after a bundle has been sent.
Prepare Debug LogKind ButtonDefault NoneWrites a support bundle from this session to your computer. Nothing is sent yet. Press it straight after something goes wrong; there is nothing to turn on first and no restart.
Open BundleKind ButtonDefault NoneOpens the prepared bundle so you can read every line before any of it is sent. It is plain text.
Send to SupportKind ButtonDefault NoneUploads the prepared bundle and shows a reference code, such as BT-7K3Q-2M. Your licence key is never included.