💀Annotation of Skeleton object

Annotation of Skeleton

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.

Skeleton object class attribute window

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. Click (E) to finish object creation.

  5. Ctrl+Click a vertex to remove it.

  6. Drag and drop a vertex to move it.

Select an object

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

Change object type

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:

  1. Select an object.

  2. Click .

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

Delete an object

To delete object completely:

  1. Select an object.

  2. Click or Backspace.

Bind objects

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

  1. Open the list of objectsor i.

  2. Select a Child object.

  3. Click or . and then click the Parent object.

To unbind objects select the pair and click or . .

Redraw

  1. Select the object.

  2. Click or R .

  3. Draw a new mask.

  4. Click (E) to finish object creation.

Change the Stacking order

  1. Select the object.

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

Move the object

  1. Select the object.

  2. Click (]) and drag the object.

Edit the object

  1. Select the object.

  2. Click([).

  3. Ctrl+Click a vertex to remove it.

  4. Drag and drop a vertex to move it.

  5. Click (E) .

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.

Set occlusion

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

  2. Adjust occlusion level for each point.

  3. Click (Escape).

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.

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