Object Pinning lets you use the 2D image feature tracking data to directly animate objects in the 3ds Max scene. This is useful for replacing moving features in the scene with 3D objects when the movement is approximately planar.
Utilities panel > Utilities rollout > More button > Utilities dialog > Camera Tracker > Object Pinning rolloutAfter the tracking data is created, you can use this function to do such things as synchronizing the movement of 3D objects with feature movements in the background movie. If the 3D objects directly cover the background features, they will appear to replace them. For example, you could take the video of a juggler juggling balls and replace the balls with 3D balls of fire or synchronize the movement of an animal's head with a 3D jaw to create talking animal animations.
Example: To create a juggler juggling 3D balls of fire:
This assumes you already have a video of a juggler. Otherwise, find a juggler and a video camera.

Shows all the current trackers as set up in the Motion Trackers rollout. Use this to select the tracker whose feature movements you will use to control the pinned 3ds Max object. The feature must have been tracked already over the frames you want to use, with the Track and/or Movie Stepper rollouts. Note that the accuracy of the pinning is determined by the accuracy of the match, so subpixel tracking is highly recommended.
Lets you choose the object in 3ds Max scene for pinning and animating. By default the tracking object associated with the selected tracker is preloaded into this button. You can use this picker if you wish to pin a different object.
The movie frame from which to start using tracked feature positions.
The frame in the 3ds Max animation at which to start keyframing the move of the pinned object.
The number of frames to animate. There must be enough tracked positions in the selected tracker to cover this number of frames.
Reloads the maximum frame number and count ranges into the above spinners from the current movie and 3ds Max scene settings.
Lets you select the plane of motion in which the keyframed pinning will occur.
Lets you choose between two different pinning modes: absolute and relative.
Performs the actual pinning, moves the object to follow the selected feature and places a keyframe at each frame in the pin frame range. As with the other keyframing operations in the tracker, you can undo a pin using the 3ds Max Undo function. You might also find it useful to perform keyframe reduction afterwards in Track View.