How to define a zone with a metal fence

Support and queries relating to all previous versions of ZoneMinder
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simonm
Posts: 18
Joined: Thu Jun 22, 2006 5:32 am

How to define a zone with a metal fence

Post by simonm »

Hello,
i am observing the parking area of our corporate building. Please think of a cam behind a window in the 1st floor looking out on a area for about 6 meters , and then comes a metal fence. (strong iron fence). Behind this fence is a street.

And now the problem :)
The direction my cam is looking to is directly to the street. To avoid alerts when people / cars are moving by, i defined only the ground as a active zone. But that means that only the legs of persons will create an alert in the active zone. That in conlusion would mean that I have to decrease the amount of % pixels which can cause an alert (only legs mean less pixel than the complete body of a person).

I hope i have explained my problem correctly....
I would expanse my active zone to the total height of persons - but, what about the movements behind the fence...?

Thanks,
Simon
jameswilson
Posts: 5111
Joined: Wed Jun 08, 2005 8:07 pm
Location: Midlands UK

Post by jameswilson »

I cant see how you can do this as its not a '3d' cam but i would experiment with multiple zones with varieing sensitivty in stips. Buts its gonna take some setting up
James Wilson

Disclaimer: The above is pure theory and may work on a good day with the wind behind it. etc etc.
http://www.securitywarehouse.co.uk
simonm
Posts: 18
Joined: Thu Jun 22, 2006 5:32 am

Post by simonm »

Hi James,
thanks for your answer, it shows me at least that i didnt make anything wrong in general. :D
Ok, i will try with different zones.
Bye!
Simon
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cordel
Posts: 5210
Joined: Fri Mar 05, 2004 4:47 pm
Location: /USA/Washington/Seattle

Post by cordel »

You can try setting up a Preclusive zone over the traffic area but, you might miss a real event. I haven't had a use for this zone type as of yet so I'm not completely sure of it's behavior but might be worth a try.

Regards,
Corey
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