PinTool

PinTool is a node that helps you to fit a 3D-object into a scene. It can be used for precise positioning of still objects or even for simple geometry tracking. To manipulate a 3D-model with PinTool, you simply drag control points on the model surface (pins) to their corresponding positions in the frame.

Inputs

Knobs

Toolbar

Name Label Description
magic_keyframe Magic Keyframe. Press this button to try automatic model placement. The object is being detected using its contour shape. The quality of detection will improve with every new keyframe, considering the keyframes are precise and consistent.
center_geo center geo Place the object in 3D space so it will be visible in the frame
reset_bones reset bones Load bone transformations from the source (input) in the current frame
focal_length_view Current focal length
remove_pins remove pins Removes selected pins if there are any, or all pins if nothing is selected
toggle_pins toggle pins Activate or deactivate selected pins, applied to all pins if nothing is selected
spring_pins_back spring pins back Pins will be sticking to the surface of the object after dragging
estimate_focal_length estimate focal length Focal length estimation happens when you drag pins. Estimation starts once you have at least 4 pins. It’s automatically turned off after switching frames. It’s also not available if you chose to get the focal length from a connected Camera node.
show_transform_handles _@2D_ Show transform handles in the 2D view
stabilize_viewer stabilize viewer Stabilize Viewer around selected pins or the center of geometry if no pin is selected
meta_keyframes Keyframes toolbar

PinTool Tab

Results

Name Label Description
focal_length_mode

Focal length settings

  • focal length from Camera node: use the focal length set in the Camera node connected to the ‘cam’ input. Don’t forget to setup the proper film back dimensions in the Camera node. Focal length estimation can’t be used in this mode.
  • fixed focal length: use fixed focal length specified in the field (below or on the Results tab). One focal length is used for all keyframes. The film back dimensions will be taken from a default Camera node, if you want to override them — connect a Camera node with the desired film back dimensions, the focal length will not be taken from that node. Focal length estimation can be used with this mode.
  • varying focal length (zoom): use varying focal length specified in the field below. Focal length is stored within keyframes, it can be different for each keyframe. The film back dimensions will be taken from a default Camera node, if you want to override them — connect a Camera node with the desired film back dimensions, the focal length will not be taken from that node. Focal length estimation can be used with this mode.
focal_length focal length Current focal length
translate Geometry translation
rotate Geometry rotation
global_fixed_rx x Lock X-axis rotation
global_fixed_ry y Lock Y-axis rotation
global_fixed_rz z Lock Z-axis rotation
global_fixed_tx x Lock X-axis translation
global_fixed_ty y Lock Y-axis translation
global_fixed_tz z Lock Z-axis translation
bone_transformations Rotation and translation for every bone of the imported geometry skeleton.
fix_selected fix Lock selected bones so they cannot move and rotate
unfix_selected unfix Unlock selected bones so they can move and rotate
to_default_selected reset Reset bones state to default: translation locked, rotation unlocked
unbreak_rotation unbreak rotation Fix rotation making it continious and removing 360 degrees jumps
scale scale Geometry input scale. All operations are performed with the scaled geometry. The scale is not restored on the output.

Export

Name Label Description
export_mode

Results export mode

  • TransformGeo: create a TransformGeo node containing the movement of the object in 3D relative to the input camera. If you are using the default camera or the custom focal length mode a new Camera node will also be created.
  • Axis: create an Axis node containing the movement of the object in 3D relative to the input camera. If you are using the default camera or the custom focal length mode the new Camera node will also be created.
  • TransformRiggedGeo: create a TransformRiggedGeo node containing the movement of the object in 3D relative to the input camera and the object deformations. If you are using the default camera or the custom focal length mode the new Camera node will also be created.
  • Camera: create a Camera node. Only makes sense if you’re using the default camera or the focal length estimation. Doesn’t contain any movement data.
  • Tracked Camera: create a Camera node containing the movement of the camera as if the object was static and the camera moved
  • Bone as TransformGeo: create a TransformGeo node containing the movement of a selected bone
  • FACS as a CSV file: export facial animation approximated with FACS/ARKit blendshapes into a CSV file with keyframes (LiveLinkFace format)
  • FACS and MixBlendshapes: export facial animation approximated with FACS/ARKit blendshapes as a FACS and a MixBlendshape nodes
export export Create a node of the selected type
link_output link output The exported node will be linked to GeoTracker, so when you change someting in GeoTracker the exported node will be updated. Switch it off if you need to embed all data into the exported node, to use in another script for example.
cam_rotate Inverted rotation. When coupled with inverted translation can be used as the rotation of a geometry-tracked camera.
cam_translate Inverted translation. When coupled with inverted rotation can be used as the translation of a geometry-tracked camera.

Render

Name Label Description
lit_wireframe lit wireframe The shape of the lit wireframe will be more apparent due to darkening of the furthest regions.
adaptive_opacity adaptive opacity Opacity will be reduced for dense regions of the wireframe in 2D viewer, so the footage visibility will suffer less.
wireframe_opacity opacity Opacity of the wireframe drawn in 2D viewer over the footage
back_face_culling back-face culling Don’t render back-faced polygons in 2D viewer
textured_wireframe use texture A texture will be used to color the wireframe. The default texture highlights the facial parts. You can connect your own texture to the ‘tex’ input.
draw_bone_weights bone coloring scheme

The way different parts of the 3D model are colored

  • two colors: two colors will be used. The first one will be the main mesh color, the second color can be changed in the appearance settings.
  • depth rainbow: unique color for each bone. Color difference will reflect the depth difference between parts.
  • rainbow: a unique color will be used for each mesh part
  • disabled: default color will be used for all mesh parts
enable_motion_blur motion blur Motion blur simulation. Helps to place the object properly in a frame with motion blur.
samples Sample count for motion blur simulation
shutter How long the shutter should stay open to achieve motion blur. Time is measured in frames, so 0.5 is half a frame.
shutter_offset shutter offset

When the shutter should be opened with respect to current frame number

  • centered: center the shutter around the frame
  • start: open the shutter at the frame start
  • end: close the shutter at the frame end
  • custom: open the shutter at the specified time
shutter_custom_offset Specify custom shutter offset (used only if shutter offset set to ‘custom’).
pins_color normal pins Normal pin color
residuals_color residuals Color of pin residual lines
unpinned_pins_color deactivated pins Color of deactivated pins
selected_pins_color selected pins Color of selected pins
wireframe_color wireframe Base colour of the wireframe drawn in 2D viewer over the footage
bone_weights_color secondary mesh color The secondary color for mesh parts of rigged models
bone_pivots_color bone pivots The color of bone pivots. You can set alpha to 0 if you don’t want bone pivots to be drawn in viewers.
bone_joining_color skeleton The color of skeleton. You can set alpha to 0 if you don’t want the skeleton to be drawn in viewers.
bone_names_color bone names The bone names font color. You can set alpha to 0 if you don’t want bone names to be drawn in viewers.

Last update: Thu Aug 20 12:38:52 2026