====== Tracking ====== **:!: You need to refresh to start the tracking :!:** \\ \\ You can use the **Tracking** panel to see the list of parameters that the **puppet** was rigged with. By default, for each parameter you will see a widget that will let you select either a specific parameter from the currently connected **tracking sources**. You can either pick a specific **parameter** of one of the **bones** or the name of a **blendshape** to asociate the **parameter** to it. \\ \\ Be aware that the software won't try to detect which **bones** or **blendshapes** are available from connected **tracking sources** until you press the "**Refresh**" button in the **Tracking** panel. Also, there are many things that can get configured for a specific **parameter**. \\ \\ You can set which [[en:software:session:blendshape|blendshapes]] data will feed the parameter you have on your model.\\ \\ Before refresh button:\\ {{:en:software:session:inochi_session_tracking_no_data.png?nolink&200|Ada chibi without refresh}} \\ \\ After ''refresh'' button, shows blendshapes. Now you can assign to your parameter.\\ {{:en:software:session:inochi_session_tracking_select.png?nolink&200|Ada chibi with refresh}} \\ \\ When rigged, **puppet** **parameters** are usually set up so that they deform the puppet by a specific amount, usually between -1 and 1, or 0 and 1, but this doesn't always align with the input **bone** or **blendshape** data values. **Bone** position values and **blendshapes** usually can come in values between -inf and inf, but some of them only move between 0 and 1, while **bone** rotation values usually come in angle degrees (-180 and 180). \\ \\ To make the **tracking** data match with **parameter** values, the **Tracking In** and **Tracking Out** intervals are used. For the context of a specific parameter, the **tracking data** will be clamped to the **Tracking In** range, and it will be transformed to the values of the **Tracking Out** range, which are the ones used by the **puppet parameter**. You can see how these behave by looking at the yellow bars. You can also press the **Inverse** checkbox to flip the input data. \\ \\ If you want to learn about Blendshapes and Bones, you can read more in the [[https://i2d.richardn.me/en:concept:start#bones_and_blendshapes|concept section]] \\ \\ ===== Examples ===== * [[en:concept:pitch-roll-yaw|Pitch, Roll, Yaw]]