CreativeTrack

Frequently Asked Questions

Straight answers about tracking, depth, reconstruction, licensing and your Unreal workflow.

General

The current Windows installer targets Unreal Engine 5.8. Use a matching CreativeTrack package and confirm compatibility before working with a custom engine build. Check the system requirements before installing.

Yes. Tracking and production processing run on your workstation. Activation and license refresh contact the licensing service, but jobs use locally installed processing components and do not download models while running.

Activation & licensing

Yes, with valid saved authorization. Activate online first, then work offline between successful checks while your entitlement remains valid. A lost connection does not extend an expired subscription.

Yes. An individual runtime license allows two simultaneous workstation activations. Manage them under Licenses in your Creative Twins account. If both seats are occupied, deactivate an unused computer before activating another.

No. Release the workstation with Deactivate License or through your account. Uninstalling only removes the software. Follow the activation guide to move a seat.

Yes. Existing projects and saved results remain accessible. Expired, revoked or deactivated access prevents new tracking jobs, but a background license check does not cancel a job already running.

Tracking, depth & scene outputs

No. Depth Map is an optional output after the camera solve. You can track a camera, export a point cloud and prepare for later reconstruction without generating depth frames.

A depth map describes depth at each pixel of a camera frame. A point cloud stores points in 3D scene space. CreativeTrack exports depth as EXR sequences and point clouds as PLY files, giving you different tools for compositing and scene work.

Yes. The EXRs store camera-space Z in meters. Physical scale is still estimated unless you anchor the shot to an independent real-world reference. Metric output is not a guarantee of survey accuracy.

Yes. Select the existing Job Folder or its Tracking subfolder in mesh reconstruction to reuse the saved solve. Before Generate Mesh with Import When Ready, select the intended shot in Unreal. If it is not imported yet, clear unrelated tracking-scene selections. The importer can fall back to a selected tracking parent when it finds no matching shot, so verify the attachment before saving.

The Projection Dome gives the plate a projection surface where reconstructed geometry is unsuitable or missing. It supports the projection setup; it is not measured scene geometry.

No. The lens workflow keeps the source and writes separate corrected media and STMaps when correction succeeds. Check the lens-stage result: tracking can succeed even if lens correction fails and the plate remains unchanged.

Not necessarily. The PNGs contain instance IDs with a label file. They are reusable VFX data, but may need refinement for a finished matte. Mask Phrases determines which subjects CreativeTrack is asked to mask.

Media & files

Fast import uses prepared proxy media for video and BRAW. A complete original image sequence can be linked directly. Use media conversion when you need a separate full-quality delivery sequence.

Not always. The scene and imported media assets may reference files outside the Job Folder. Keep the source footage, Job Folder and Unreal project, then verify the shot after moving them. The file reference explains what to preserve.

Find the exported cloud at Mesh/<shot>_point_cloud.ply. The scene JSON is under Unreal. Reconstruction working folders and finished mesh files also live under Mesh.

Results & troubleshooting

Open the Level Sequence and check the beginning, middle and end through the tracked camera. Inspect any lens, depth and mesh outputs used in the composite too. A completed stage means processing finished; the shot still needs a visual review.

Keep the Job Folder, record the stage and exact error, and read the relevant Logs. Use troubleshooting to find the next check for that symptom.

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