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  • HOW TO ANNOTATE
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On this page
  • Add new object
  • Select an object
  • Change object type
  • Delete an object
  • Bind objects
  • Redraw
  • Change the Stacking order
  • Move the object
  • Edit the object
  • Set occlusion

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  1. HOW TO ANNOTATE
  2. Annotation shapes

Annotation of Skeleton object

PreviousMultiline and Polygon objects annotationNextAnnotation of Bitmap object

Last updated 7 months ago

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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.

Add new object

  1. Click "Add object" button or you can use one of the suggested shortcuts

  2. Click at the necessary point to start annotation.

  3. Keep clicking to add new vertexes in a row or choose vertex from the drop down menu.

  4. Ctrl+Click a vertex to remove it.

  5. Drag and drop a vertex to move it.

Select an object

Change object type

  1. Select an object.

  2. Choose one of the given options in the drop-down menu.

Delete an object

To delete object completely:

  1. Select an object.

Bind objects

  1. Select a Child object.

Redraw

  1. Select the object.

  2. Draw a new mask.

Change the Stacking order

  1. Select the object.

Move the object

  1. Select the object.

Edit the object

  1. Select the object.

  2. Ctrl+Click a vertex to remove it.

  3. Drag and drop a vertex to move it.

It's important to set the necessary number of keyframes throughout the clip, and static objects should have fewer keyframes than moving ones.

Set occlusion

  1. Adjust occlusion level for each point.

Click (E) to finish object creation.

Right-click on the object or choose it from the list of objects ( i).

You can change object types within one annotation shape. If you have a few Skeleton objects in the list (i), you can swap the type of the existed object, to do so:

Click .

Click or Backspace.

To bind objects in a pattern Parent>Child do the following:

Open the list of objectsor i.

Click or . and then click the Parent object.

To unbind objects select the pair and click or . .

Click or R .

Click (E) to finish object creation.

Click and choose one of the from the drop-down menu.

Click (]) and drag the object.

Click([).

Click (E) .

When correcting an existing skeleton, start with and then correct intermediate frames, adding new keyframes to adjust point movement.

Click (J) or(K) or (L) to set no overlap, partial overlap or full overlap of the point respectively.

Click (Escape).

The 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.

⚙️
💀
keyframes
Interpolation function
options
Annotation of Skeleton
Skeleton object class attribute window