We have a big list of ideas for features and improvements for MotionBend, that we hope will make it the ultimate stabilization tool. We are constantly evaluating each idea to decide how difficult it would be to implement and its usefulness. We have a lot of new ideas too so the list is always growing. There are also suggestions from our users and other interested parties. When many people recommend the same feature it goes up in priority on our list. The number one request was for a plugin.
Virtual Reality (VR) camera is a fairly modern term for what has long been known as an omnidirectional camera. VR Head Mounted Displays (HMD) such as the HTC Vive, Oculus Rift or Google Cardboard have been generating interest for synthetic environments but now people are looking to create live content so they need to be able to see in all directions in the real world. Omnidirectional cameras can capture views in all directions simultaneously. In this post we will use the terms VR camera and omnidirectional camera interchangeably. Some VR cameras don’t actually cover 360 degrees in both horizontal and vertical directions, only capturing 360 degrees on one axis and a limited view angle in the other. Most information about VR cameras only talks about “360 degree video” and gaps in the viewing sphere are not mentioned.
In the latest MotionBend 1.5 we have completely rewritten our motion analysis module. The basic method is more or less the same but we have switched to newer, faster techniques; we have investigated and implemented several speed ups in areas that are traditionally slow; we have optimized code, made short cuts, streamlined data flow and we’ve improved our formats for faster data access.
Recently there was a nice article on FCP.co regarding testing stabilization plugins for Apple’s Final Cut Pro X. The videos from that test were published to YouTube so I thought it would be interesting to see how MotionBend’s output compared to the other products - using content thought to be objectively suitable for testing.