ðAnnotation of Skeleton object
Object annotation involves selecting points from a list by their type and placing them at desired locations on the object. The sequence of points is connected by a line, forming a skeleton graph.
You can move a point individually or all points of the object together. In case the required point is not visible on the object, its setting can be skipped and the graph will be disconnected.
The corresponding buttons are provided to indicate the degree of overlapping of points.
Icon | Action | Description |
---|---|---|
Transfers to the previous keyframe | If the keyframe is missing before the current keyframe, the icon is not highlighted | |
Not a keyframe
Keyframe | Indicates whether the current frame is a keyframe or not | |
Delete the keyframe | Deletes the keyframe | |
Transfer to the next keyframe | Moves to the next keyframe. If there is no next keyframe, the icon is not highlighted. | |
Delete the object completely | Deletes the annotation completely | |
The object is not visible from here onwards | Hides the object on the current and subsequent frames. Upon clicking "LEAVE NEXT KEYFRAMES" all the object instances will be hidden up to the next keyframe. To remove the object mask from the current keyframe to the end of the file - select "DELETE NEXT KEYFRAMES", to undo the action you should press "CANCEL" | |
The object is visible from here onwards | Enables the hidden object on the current and subsequent frames. | |
No overlap | No overlap of points | |
Overlap level 1 | Partial overlap of points | |
Overlap level 2 | Full overlap of points | |
Bind | Binds objects to each other, in the pattern Parent > Child | |
Redraw | Redraws an existing object | |
Change the Stacking order | Changes the order in which objects are displayed if their annotation boundaries are overlapped: Bring to front; Send to back; Place in front of object; Place behind object A detailed application of the Stacking order can be found here | |
Merge | The function merges two objects by taking all instances of one up to the current frame and all instances of the other from the current frame onwards and joining them into one. | |
Split | The function allows you to split an object in the current frame, making the selected object invisible from the current frame onwards, while creating a new object that takes up all instances that have been removed from the selected object | |
Edit | This function allows you to edit skeleton points | |
Move | This function allows you to drag (move) the mask |
To add a point to the skeleton, click the edit button and choose an appropriate point from the list. You can move one by clicking and dragging it with the left mouse button. To delete a skeleton point while editing, press [Ctrl] + [left click]. Click "Apply" to finish object editing.
The Interpolation function reduces the time it takes to annotate objects in video clips by working between skeleton keyframes. Changing any skeleton point creates a keyframe for the entire object, so all points must be corrected at once on the keyframe.
When correcting an existing skeleton, start with keyframes and then correct intermediate frames, adding new keyframes to adjust point movement.
It's important to set the necessary number of keyframes throughout the clip, and static objects should have fewer keyframes than moving ones.
Last updated