How to fix an action that did not land in a take you cannot reshoot
Tell Vizard Agent which action missed and what should have happened instead. It builds a single correct impact frame, animates the motion out from that, and then fixes the part everyone forgets — the person in shot still has the body language of a miss.
What is the short version?
Your last take is the one you have, and in it the bottle bounces off the shaker instead of dropping in. Bending the object's path is straightforward and not enough on its own. Vizard Agent works backwards from the moment of contact.
- Tell Vizard Agent which moment failed and what should happen.
- Let it build the correct impact frame before any motion.
- Expect the person's reaction to need fixing too.
What do you need before you start?
The clip, and the moment inside it that failed. "At the end, the bottle does not go into the shaker — make it go in" is already a complete brief, and naming where in the shot it happens saves Vizard Agent a whole pass spent hunting for the failure itself.
Think about whether anything else in frame responds to the outcome. A hand that recoils, a head that turns away, a second person reacting in the background — all of those are part of the miss rather than incidental to it, and they are the reason a corrected path on its own still looks wrong to a viewer.
What do you type into Vizard Agent?
Say the failure and the intended result in the same sentence, and ask for it to look real. That last part is not filler: it tells Vizard Agent to spend passes on the physics rather than declaring victory once the object is in the right place.
At the end the bottle misses the shaker. Edit it so the bottle goes in, and make it realistic.
Keep the scope to the moment. A brief that also asks for the whole clip to be improved invites a re-edit around the very section you are trying to repair, which makes the join harder to judge.
What does Vizard Agent actually do?
It goes frame by frame through the action before changing anything, because the fix depends on exactly when the throw leaves the hand and when contact happens. Then it builds the single frame where the object is in the right place, and grows the motion outward from that rather than trying to steer a trajectory.
In that session the sequence ran:
- Checked the bottle's path and the shaker's position in order, frame by frame.
- Edited the motion so the bottle went in — and then checked specifically for teleportation, which the first attempt had.
- Narrowed the correction to the throw itself rather than the whole ending.
- Made a clean plate of the short section without the missed bottle in it.
- Chose a frame where the shaker is still open and clearly visible as the transition still.
- Built one impact frame with the bottle correctly in the shaker, then animated the entry out from that corrected frame.
Then it assembled the join, found ghosting on it, removed that, and generated a full throw-to-entry bridge to splice in. The last revision was the important one: the bridge worked and the person did not react, so it was rebuilt faster and with natural body movement.
What does the result look like?
The action lands, and nobody's eye stops on it. The bottle follows one continuous path rather than jumping, the shaker is where it was, and the person's body responds to the object going in the way it would have if it had.
The join gets its own check. In that session the last three seconds were inspected on their own, twice, because a repair like this is invisible in a full watch-through and obvious when you look at the seam.
When does this not work well?
When the outcome is a claim about someone's ability. Fixing a fumbled prop in a promo is a production nicety; making someone appear to land a shot they missed is presenting a false achievement, and that is a different thing whatever the technique. Vizard Agent will say so rather than treating them as the same job.
It also struggles when the object leaves frame. A path that exits the shot and should not have has no pixels to work with on the way back, and the honest answer is a cutaway or a reshoot.
And motion blur limits how far a path can bend. A fast throw is a smear rather than an object, and a smear cannot be redirected far before it stops looking like a thrown thing.
How do you fix a result that came back wrong?
If the object appears to jump, say roughly where it happens. That is teleportation between the original footage and the corrected motion meeting badly, and Vizard Agent narrows the corrected window rather than redoing the whole path from the throw.
If there is a faint double image at the join, call it ghosting. It comes from blending two versions of the same frames, and the fix is a harder cut on a frame where the shaker is clearly visible.
If it looks right and still feels wrong, the reaction is usually the reason. Ask Vizard Agent to make the person respond to the new outcome — that single change does more than any amount of further work on the object.
How does Vizard Agent compare to doing it yourself?
A compositor would do exactly this: clean plate, corrected contact frame, animate out, match the blur. It is a known job and it takes most of a day, and the part that gets cut when time runs short is the human reaction, because the note said the bottle was the problem.
Working outwards from the impact frame is what keeps the physics honest, and checking the seam on its own is what catches the ghosting. The reaction is the one that needs saying out loud — it is not in the brief and it is the thing that gives the repair away.
Common questions
How long a section can be fixed? A second or two of action. Vizard Agent narrows the window as far as it can.
Why build the impact frame first? Because it fixes where the object must end up. Vizard Agent animates out from there.
What is a clean plate for? A version of the shot without the failed object, so the corrected motion has somewhere to sit.
Why did it look like it teleported? The corrected window was too wide. Vizard Agent tightens it and re-checks.
Does the audio need changing? Sometimes. A miss often has a sound, and Vizard Agent will flag it.
Can it fix a sporting outcome? That is a false achievement rather than a repair, and Vizard Agent will say so.
What if the person's hand is in the way? That needs a second mask. Vizard Agent will tell you when it is the limiting factor.
Will the person's reaction be generated? Yes, within the bridge. Vizard Agent keeps it short so the identity holds.
How do I check the join? Look at the last few seconds on their own. Vizard Agent inspects the seam separately.
Can it slow the moment down? Yes, though slower motion makes the repair easier to inspect, not harder.
What if there are two objects? Each needs its own impact frame. Vizard Agent handles them in order.
Does the rest of the clip change? No. Only the corrected window and the join around it.
Can I keep the original too? Yes. Vizard Agent delivers the repair as a new file.
How many passes is normal? Several. The first one usually jumps and the second usually lacks a reaction.