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Zeroes, Scalings and Kinematics on a Motion Control Rig

 

The following data is based on experience with Mark Roberts Motion Control Milos and Cyclops.  However, the theories could be expanded to work for other rigs.

Definitions

Zeroes

The position for an axis that is considered to be a numerical value of 0.00.   For rotational axes, this is normally pointing straight down the tracks and parallel to them or exactly at right angles.  For linear axes, it is usually some arbitrary position that is precisely known in its relationship to other axes or the configuration of the rig.

Scalings

The figure which converts the actual movement of a motor in terms of encoder slots or stepper pulses into the physical universe units: length for translational axes, and degrees of rotation for rotational axes.  The units usually used on a Milo or Cyclops system are centimetres and degrees.

Kinematics

This term has been stolen from mathematics and is used to mean the shape and configuration of the rig with particular regard to the lengths and relationships between each of the joints.  The length of the arm is one of the simplest kinematics values.


Principles

For accurate data transfer and scaling of moves, the zeroes and kinematics on a rig need to be very accurate.  Linear measurements generally should be within 0.5mm (20 thou) and rotational zeroes/measurements should be accurate to within 0.05 degrees.   If you can get it better, then by all means do so.

In any shoot, the setup and care taken with the measurements etc. will be inversely proportional to the amount of pressure, so any work that can be done carefully before the shoot to set things up should be done to very high tolerances as the output result will be the sum (or product) of the inaccuracies.  So the more care taken to start with, the better the result can be.

Zeroes should be set, in as much as possible, axis for axis totally independent of the other axes.  If the rotate zero is wrong, one can correct for this to some degree with the pan zero.  The result will look all right, but it will be inaccurate.

Zeroes and the optical result depend heavily on the lens.  Lenses with aberrations in their optics or in their mounting etc. can cause all the effort spent before to be wasted.  Take care when mounting the lens to get it in the right place, and as far as possible get the production company to obtain good lenses from a reputable rental house, preferably Panavision Primos as these seem to be the most reliable.

Scalings are best started with the figure worked out from the gear ratios and encoder lines for each axis.  Since there can be an error in these figures, they should not be taken as gospel, but they are always a good starting point.

There is a law of diminishing returns that dictates that the gain of accuracy per unit of time spent reduces as you get more accurate, so there is a point where one has to stop and let the shoot go ahead.  With a standard repeat motion control shot, the accuracy is not totally crucial as long as it does not move, you will generally be OK since there are no elements to match.  The moment you get into scaling a move or matching it to CG, then you have to get more accurate.  The shot and how the images are going to be used really dictates the accuracy you need to use.  Only experience can give you this, it is really impossible to lay down exact rules.  As a rule of thumb, work out how accurate you think it needs to be and then set it up twice as well.

A note on Thermal Expansion.  When aluminium and steel warm up, they expand.   This is not likely to make a big difference on rotational axes as even if the rotator ring gets bigger, it is still composed of 360 degrees.  On translational axes, you can estimate a percentage change of between 0.0117 and 0.0234 % for a 10 degree Celsius temperature change.  This equates into a change of between 14 and 28 thou in 10 feet depending on the material.  Steel expands less than aluminium.

In general, scalings are checked first for all axes, then zeroes and then any kinematics values.  This is a guide to the order to do it in, and cannot be followed exactly.  Obviously get those axes done first which are not dependant or checked against any other axes, and then do the rest.


Procedures

Track

The track zero is actually the least important as long as it is repeatable.  Any offsets in the track zero can easily be mopped up in data transfer or in move offset, so it is not as critical.  However the alignment and levelness of the rails is extremely important to the results of the shoot as well as the accuracy of the rest of the zeroes.   The rails should be set up as straight and level as humanly possible.  The more time that can be put into this the better.  The track scaling can be checked by moving the rig as far as possible and measuring how far it has moved; obviously the distance it has moved should match the distance it has reported it has moved.


Lift

With a rotational or boom lift that swings, the correct zero will be with the arm totally horizontal (parallel to the tracks).  The line of the arm is generally from the rear arm pivot to the front arm pivot.  With a Milo with extend or a Cyclops, the lift zero is with the extend axis parallel to the rails.  If you have no extend, the lift zero is set so that the height of the lift pivot above the rails is the same as the head pivot.  This can be hard to measure and will vary system to system; if the rails are level, then you can use a precision level on a machined surface.  The scaling on the lift on a Milo is done through the gear ratios and then checked against a tape measure as the lift motion is effected through a ball screw.  On a Cyclops, it is best to work it out from the gearings and then test it from - 40 degrees to + 40 degrees with an inclinometer.  This is not inherently very accurate, but should work for change in angle and will be good enough as a cross check on the gearings.

If you have a system that does have an extend type axis (arm length can increase and decrease) then the best way to set up the lift (and rotate) zero is to put them as close to zero as possible with the pan and tilt also as close to zero as possible.  Enter a move that has the track and extend do equal and opposite moves so that the camera stays in the same place.  This will eliminate from the equation any inaccuracies in the pan and tilt zeros, as well as lens aberration, as you will not be changing the distance from the camera to the target.  When the extend is in, adjust a cross to line up exactly on the cross hairs.  When the arm is out, adjust the lift zero.  Repeat these 2 steps until the movement of the track against the extend produces no vertical shift of the image against the cross hairs.

This method will tend to compensate for any droop of the arm as you extend out.   This droop will be minimal in a rigid system, and is the physical universe limitation of how accurate you can get the system.


Rotate

With a arm extend, the rotate zero is set the same way (and at the same time) as the lift zero.  If you do not have an extending arm, the rotate zero is best set up by dropping a plumb bob from the centre of the pan axis and ensuring that it is directly above the centre of the rails assuming that the rotate centre is directly above the centre of the rails.  Rotate scaling is best checked by turning the turret through as many turns as it easily feasible and checking that something lined up at 0 matches at 360 & 720 & 1080 degrees etc. etc.


Lift pivot offset

In the Milo system, the lift pivot is not directly above the centre of rotate.   This is an important offset as it is directional with the rotate.  This figure is best obtained from the manufacturer, or can be checked through other tests - see later.


Arm Length

The length of the arm has to be measured accurately.  Generally on a complex system, one cannot run a tape measure along the arm as the tape measure will usually not run straight and parallel to the arm.  If you drop a plumb line onto the floor from the head pivot, rotate to 180 degrees and then track until the plumb bob matches the earlier mark, you get the lengths of the arm doubled (if the lift pivot offset is 0.0).   You can do the same trick side to side and then use a tape measure, but remember that the result depends on the arm being exactly level and the lift pivot offset known as the measurement you get will be 2 * (arm length - lift pivot offset).

With the Mark Roberts Flair program, the arm length can also be checked in the following manner: Place a thin cotton thread across the rails at right angles to the rails.  This can be checked by using the rig and rotating to an exact angle either side, and making the thread line up on the cross hairs.  Once this is done, place the rotate at 0, tilt down to about -85 degrees and with the pan also at zero, focus on the thread.  Engage "cartesian control" in the "locked world" mode.   If you move the camera and target in Y only, then the camera should track exactly along the string.  If the string appears to drop below the cross hairs as you move away from the middle of the rails, then the arm length should be increased, otherwise decreased.  This method should allow you to get it to within 1mm if not more accurately.


Extend

The zero on the extend is such that the arm length is correct when the extend is zeroed!  Scaling is done the same way as the lift.  This scaling can easily be checked by moving the track against the extend with the arm level.  The camera should not move, so you can line up cross hairs and check that.


Angle

The angle axis is a system used by Mark Roberts Motion Control on their rigs and basically changes the angle of the pan tilt head to the arm.  This can be used to give greater height and reach.  The angle scaling is checked against the tilt.   The tilt should be set up as covered later, and once this is done, put the angle in a vertical position and place a precision level on the top of the camera, and attach it securely.  Move the tilt until the level is horizontal and zero the tilt.  Move the angle to +90 degrees and the tilt to -90 degrees.  If the level is still reading level, then the angle scaling is good.  If you have an extend, then the extend should be pulled back as far as possible to lessen any bending in the arm.  The zero on the angle is checked against the rails.  If you line up a point in front of the camera, and then swing the camera around it so that the pan changes to 180 and the only other axis to move is the track, you will be looking at it from the other direction.  If the object on the screen is the same height, then the angle is correctly zeroed.  This procedure can also be used to check systems with a parallelogram head as these also need to be very accurate.


Roll

It is a good idea to get the roll correctly set up as well as the camera mounting before proceeding with the rest of the head as inaccuracies in the roll will cause other problems.  The roll scaling is checked as any other rotational axis by doing many turns and checking that it is a multiple of 360 degrees.  The roll zero is such that the horizon is level.  The centring and alignment of the camera is critical.   There are 2 factors here, one is the positioning of the camera so that the centre of the film (academy of full gate) is exactly in the centre of the roll.  The other more important factor is if the film plane is exactly parallel to the roll ring.  A positional offset of 1mm will only produce an error of 1mm at the target, if the cross hairs would drift across 1mm of the target - not terrible.  However an angular offset will cause a greater error, the farther away you look.  These both should be set up so that if you roll the camera, the cross hairs stay in the same place.  Easier said than done, but worth the effort.  This of course has to be done with a "perfect" lens.  The lens should have been tested and checked beforehand, as should the flange depth and alignment of the camera. (The lens mount and film plane must be parallel).


Pan

The pan scaling is checked in the same way as the rotate.  Pan around as many times as feasible (up to 4 or so) and check that the result is an exact multiple of 360.   The pan zero can be checked with the lens on by tracking the camera back and forth.   The cross hairs should not drift side to side as you track in.  (This assumes that the roll has been set up as above).  An alternative method to this is to put a flat pressure plate in the gate, turn the camera to exactly 90 degrees, and put a depth gauge onto the film plane, and then check for run out as you track back and forth.   Once this is set correctly, then pan back exactly 90 degrees and your film plane is correctly aligned at 90 degrees to the track.


Tilt

The tilt scaling can be harder to check as tilts do not always travel a full 360.   However with most systems, they can be forced to go 360 even if you have to cheat the limits slightly.  The zero is set up in the same way as the pan.  The extend should be about half way through its travel in this case so that any bending of the arm is averaged.


Lens offsets

The nodal point of the lens is normally required to give an exact match to CG systems.   The precise definition of the nodal point seems to have a certain amount of variation, but for our purposes, the nodal point could be considered to be the same as the entrance pupil and could be defined as that point, a pan about which causes no parallax shift in the image.  The finding of the Nodal Point is then done by adjusting the nodal offset and panning until there is no parallax shift.  As this can only be checked as the image slides across the lens, you are at the mercy of the spherical aberrations in the lens.  An alternative is to get a lens that has this data readily available (Panavision Primos).

The Nodal Offsets is NOT critical to Mark Roberts Motion Control Target Tracking software.  Major changes in the Nodal offset do not generally make much of a difference to the move, and it will almost never make a difference to how well you track an object.


Lens Measure Offsets

In the Mark Roberts Motion Control Flair computer program, the other offsets that make a major difference to the accuracy of the target tracking and the XYZ output information are the position of the measurement point.  The computer has to know exactly where that point is in relation to the pan tilt intersection in order to get the position of the object in space correct.  There are 2 offsets that define this.  One is the Measure Optical Offset which is the distance that the measure point is forward of the pan tilt intersection measured parallel to the optical axis.  This distance should be measured to within 1mm or better if possible.  The other offset the Measure Normal Offset is not as important though it does have an effect when you are close up.  The purpose of this second offset is to compensate for the fact that the measure tape goes from the side of the lens to the centre of the target whcih is a diagonal, not a straight measurement.  The software uses simple pythagorus to determine the correct optical distance based on the measured distance.  This distance is from the optical axis to the measure hook, measured at right angles to (normal to) the optical axis.

Outer arm length

On a system that has an outer arm, its length is vital to the kinematics if this arm is going to move off of the vertical.  When it is vertical and stays like that, as with other vertical offsets that do not change such as the height of the central turret or column, then we are not really concerned with its length.  The composite of all these is usually sorted out by defining the height of the camera above ground when all axes are at 0.0.  To get an accurate measurement for this arm length, repeat the tests done for the arm length but with the angle out at 90 degrees, and the tilt looking straight down at the thread.  Do not move the arm away from the horizontal as that will only confuse the issue.  Given that the arm length is correct as set up before, adjust the outer arm length such that a side to side motion keeps the cross hairs on the thread. (see above)

 

Testing

Once all the above has been done, one can assume that the rig is fully set up.   However, testing must always be done to see how good the results are.

The best way to test a Flair system is with "Cartesian Control".  In "World" or "View" mode, you can move the camera around in 3D space and it should track the target perfectly.  Zooming in and out and rolling round the object should produce no drift in the image.  Another test that can be done in this mode is to move one of the rig "master" axes, and test that the camera does not move in space.  With the "master" axes, there will be a slight lag in the motion of the other axes, but at rest, the camera should be in the same position.

If there is motion in the image, then the errors need to be isolated.  If you do get drift, check to see if it happens with just a simple side to side motion.  This uses only the rotate, pan and track, so it narrows the target down.  By a process of testing, hypothesising and experimentation errors can be traced and corrected.  Be very wary of changing variables and seeing if it works better; it is often possible to correct an error in one particularly situation by compensating in another variable.   This might work for one particular movement, but will not work for many others.   Perfectly right is the only answer.

Simon Wakley
Senior Programmer
Mark Roberts Motion Control.


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