All language subtitles for 05. Rough layout using camera tracking data

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These are the user uploaded subtitles that are being translated: 1 00:00:11,300 --> 00:00:12,400 in this lesson 2 00:00:12,400 --> 00:00:14,166 we'll begin roughing in our shot 3 00:00:14,166 --> 00:00:16,099 using our camera tracking data 4 00:00:16,100 --> 00:00:18,300 by placing our mushroom cloud 5 00:00:18,300 --> 00:00:20,466 on top of our city footage 6 00:00:20,466 --> 00:00:21,933 so what we're going to do 7 00:00:21,933 --> 00:00:22,766 first step here is 8 00:00:22,766 --> 00:00:24,766 we're going to take that camera tracker 9 00:00:24,966 --> 00:00:25,599 double click it 10 00:00:25,600 --> 00:00:27,933 it'll bring up all the info in here 11 00:00:27,933 --> 00:00:29,299 and I want to export 12 00:00:29,300 --> 00:00:30,300 so I'm going to 13 00:00:30,300 --> 00:00:32,266 under the export tab 14 00:00:32,266 --> 00:00:33,699 or export section 15 00:00:33,866 --> 00:00:35,299 when hit that drop down menu 16 00:00:35,300 --> 00:00:37,566 and I'm going to select scene plus 17 00:00:37,900 --> 00:00:40,700 scene plus gives you a few extra options over scene 18 00:00:40,700 --> 00:00:43,166 if you're curious as to what each of these drop downs 19 00:00:43,166 --> 00:00:45,133 uh a drop down options give you 20 00:00:45,133 --> 00:00:46,166 you just mouse over it 21 00:00:46,166 --> 00:00:46,933 you can see right there 22 00:00:46,933 --> 00:00:48,299 it'll give you a little description 23 00:00:48,466 --> 00:00:49,099 but in this case 24 00:00:49,100 --> 00:00:49,933 we want scene plus 25 00:00:49,933 --> 00:00:51,366 so I'm gonna hit create 26 00:00:51,700 --> 00:00:53,033 hit create right there 27 00:00:53,133 --> 00:00:57,333 and what it just did was created these extra few nodes 28 00:00:57,333 --> 00:00:58,566 that are going to be very useful 29 00:00:58,566 --> 00:01:00,033 so let's let's full screen 30 00:01:00,100 --> 00:01:00,866 take a quick look 31 00:01:00,866 --> 00:01:04,266 so what we have here is we have our camera 32 00:01:04,266 --> 00:01:05,999 that has been created 33 00:01:06,000 --> 00:01:08,000 based upon the camera tracking data 34 00:01:08,400 --> 00:01:09,933 our camera tracker point cloud 35 00:01:09,933 --> 00:01:12,599 that's just a point cloud of various points 36 00:01:12,600 --> 00:01:15,466 based upon the actual camera track points 37 00:01:15,533 --> 00:01:17,433 uh that will that is 38 00:01:17,500 --> 00:01:19,500 it's not gonna be needed for this 39 00:01:19,500 --> 00:01:21,066 but sometimes it's useful 40 00:01:21,500 --> 00:01:23,266 it's useful for various reasons 41 00:01:23,266 --> 00:01:25,366 but the reason that it might be useful for this project 42 00:01:25,366 --> 00:01:26,566 would be that it just kind of gives you 43 00:01:26,566 --> 00:01:29,299 a visual output of where things are in depth 44 00:01:29,300 --> 00:01:31,166 when you're looking at it in 3D space 45 00:01:31,500 --> 00:01:32,866 uh you have your scene 46 00:01:32,866 --> 00:01:35,666 that's where items can connect together to 47 00:01:35,666 --> 00:01:38,833 to combine and create your final uh output 48 00:01:39,066 --> 00:01:40,166 and then obviously 49 00:01:40,166 --> 00:01:41,566 your scanline render 50 00:01:41,566 --> 00:01:43,533 which is basically the 51 00:01:43,533 --> 00:01:44,966 the final output 52 00:01:44,966 --> 00:01:46,999 which takes all of the 3 d information 53 00:01:47,000 --> 00:01:49,700 and renders it out to give you your 2 d 54 00:01:49,800 --> 00:01:51,600 uh flat image 55 00:01:51,933 --> 00:01:53,133 so oh and then of course 56 00:01:53,133 --> 00:01:54,299 we have our lens distortion note 57 00:01:54,300 --> 00:01:56,133 that was created based upon the information 58 00:01:56,133 --> 00:01:57,866 that it's extracted from the camera tracker 59 00:01:57,866 --> 00:02:01,399 so we can actually use that on our uh 60 00:02:01,400 --> 00:02:02,933 nuclear mushroom cloud later on 61 00:02:02,933 --> 00:02:06,399 to match the lens distortion of the background plate 62 00:02:06,400 --> 00:02:08,900 so that our mushroom cloud always uh 63 00:02:09,100 --> 00:02:10,533 looks correct 64 00:02:10,533 --> 00:02:12,899 so now here's what we're going to do 65 00:02:12,900 --> 00:02:14,000 so I I want to 66 00:02:14,000 --> 00:02:16,266 right now I'm going to create a card 67 00:02:16,266 --> 00:02:17,666 which will be in the background 68 00:02:17,666 --> 00:02:20,299 where our mushroom cloud will be placed 69 00:02:20,300 --> 00:02:20,866 but I think I 70 00:02:20,866 --> 00:02:23,066 we need to find a hero frame first 71 00:02:23,066 --> 00:02:24,133 so I think let's go back to 72 00:02:24,133 --> 00:02:26,733 was it 4:26 or that 73 00:02:26,733 --> 00:02:28,733 in that general area 74 00:02:28,733 --> 00:02:30,199 where we kind of had a nice 75 00:02:30,333 --> 00:02:31,666 reasonably flat 76 00:02:33,100 --> 00:02:34,100 scene of the city 77 00:02:34,100 --> 00:02:35,933 so let's just do frame 4:28 78 00:02:35,933 --> 00:02:37,266 I think that'll work nicely 79 00:02:37,500 --> 00:02:40,466 let's close out the camera tracker information 80 00:02:40,466 --> 00:02:42,766 and what we're going to do is 81 00:02:42,766 --> 00:02:43,533 at this point 82 00:02:43,533 --> 00:02:45,866 we need to create a couple extra 3D nodes 83 00:02:45,866 --> 00:02:48,666 now the 3D nodes are in the 84 00:02:48,666 --> 00:02:50,899 no drop down are located over here 85 00:02:50,900 --> 00:02:52,533 where there's this 3D box 86 00:02:52,533 --> 00:02:53,966 so you can actually select that 87 00:02:53,966 --> 00:02:55,566 and you can see all the various options 88 00:02:55,566 --> 00:02:56,966 that you have going on here 89 00:02:57,133 --> 00:02:58,266 for what we need 90 00:02:58,266 --> 00:03:01,866 I need a node that is called Project 3D 91 00:03:01,866 --> 00:03:04,166 now you can see it actually in here 92 00:03:04,333 --> 00:03:06,299 um you can actually actually 93 00:03:06,300 --> 00:03:07,333 let me just back up for a moment 94 00:03:07,333 --> 00:03:08,499 you can see under geometry 95 00:03:08,500 --> 00:03:11,100 you have your various geometric shapes that you can use 96 00:03:11,100 --> 00:03:13,033 you have lights that you can create 97 00:03:13,466 --> 00:03:15,999 modifiers shaders 98 00:03:16,166 --> 00:03:17,766 and then obviously 99 00:03:17,766 --> 00:03:21,166 the various actual nodes that are utilized 100 00:03:21,166 --> 00:03:21,866 but in this case 101 00:03:21,866 --> 00:03:22,999 we need under shaders 102 00:03:23,000 --> 00:03:24,200 to project 3D node 103 00:03:24,200 --> 00:03:25,366 which I was mentioning 104 00:03:25,900 --> 00:03:26,900 can you select it there 105 00:03:26,900 --> 00:03:28,566 or again you can hit that tab key 106 00:03:28,566 --> 00:03:30,366 and you can type in project 3 d 107 00:03:30,366 --> 00:03:31,899 so if you wanna do that 108 00:03:32,000 --> 00:03:33,966 project 3D brings it up right there 109 00:03:33,966 --> 00:03:34,999 the same thing 110 00:03:35,400 --> 00:03:37,500 and what we're going to do is 111 00:03:37,500 --> 00:03:40,100 we are going to just reorganize a few things here 112 00:03:40,100 --> 00:03:43,866 so I'm gonna go over here to our nuclear mushroom cloud 113 00:03:43,866 --> 00:03:46,199 I'm going to control X 114 00:03:46,200 --> 00:03:48,266 which is cut those nodes out 115 00:03:48,500 --> 00:03:49,600 and I'm just gonna move over 116 00:03:49,600 --> 00:03:51,366 you could just drag them over if you wanted 117 00:03:51,366 --> 00:03:52,266 it's really 118 00:03:52,766 --> 00:03:53,899 you know again 119 00:03:53,900 --> 00:03:55,133 it's one of those things that's you can 120 00:03:55,133 --> 00:03:56,266 you can do one way or another 121 00:03:56,266 --> 00:03:57,199 doesn't really matter 122 00:03:57,400 --> 00:03:58,300 obviously if you cut it 123 00:03:58,300 --> 00:04:00,100 don't forget and copy something else 124 00:04:00,100 --> 00:04:01,366 and then forget to paste it back in 125 00:04:01,366 --> 00:04:02,066 cause you suddenly 126 00:04:02,066 --> 00:04:02,966 lose those nodes 127 00:04:02,966 --> 00:04:04,066 and have to be important 128 00:04:04,066 --> 00:04:06,066 start over in that section 129 00:04:06,800 --> 00:04:08,100 but in this case 130 00:04:08,100 --> 00:04:09,166 we're fine so 131 00:04:09,166 --> 00:04:11,066 I need a few things 132 00:04:11,266 --> 00:04:14,366 the Project 3D node is going to 133 00:04:14,466 --> 00:04:16,399 connect directly on the input 134 00:04:16,400 --> 00:04:18,366 not the Cam input but on the 135 00:04:18,366 --> 00:04:19,466 on the input 136 00:04:19,666 --> 00:04:22,099 and that's going to be our nuclear mushroom cloud 137 00:04:22,100 --> 00:04:24,000 dropping down into Project 3D 138 00:04:24,200 --> 00:04:25,166 now what we have to do is 139 00:04:25,166 --> 00:04:26,133 we need a camera 140 00:04:26,133 --> 00:04:28,366 so the the point of this is basically this 141 00:04:28,366 --> 00:04:30,966 the Project 3D node is telling you that 142 00:04:30,966 --> 00:04:32,999 based upon the camera input 143 00:04:33,100 --> 00:04:35,533 I want you to project the information 144 00:04:35,533 --> 00:04:37,599 that is coming in the other input 145 00:04:37,600 --> 00:04:38,566 the secondary input 146 00:04:38,566 --> 00:04:39,299 and project 3D 147 00:04:39,300 --> 00:04:41,900 onto a geometric shape 148 00:04:41,900 --> 00:04:43,166 in this case 149 00:04:43,366 --> 00:04:45,899 I want it to be on 150 00:04:45,900 --> 00:04:47,733 let's just go over here to geometry 151 00:04:47,733 --> 00:04:48,999 to give you an idea on this one 152 00:04:49,000 --> 00:04:50,233 I want it to come 153 00:04:50,266 --> 00:04:51,699 drop on door card 154 00:04:51,733 --> 00:04:53,899 you could project it on a cube a cylinder 155 00:04:53,900 --> 00:04:55,766 there's a few other options under here 156 00:04:55,766 --> 00:04:56,366 but in this case 157 00:04:56,366 --> 00:04:57,766 we want the card 158 00:04:57,766 --> 00:04:59,133 so I'm just gonna bring that card 159 00:04:59,133 --> 00:05:00,599 drop it right here 160 00:05:00,600 --> 00:05:02,633 and connect it up into there 161 00:05:02,700 --> 00:05:04,933 so so what this is reading like a sentence 162 00:05:04,933 --> 00:05:06,266 again projecting 163 00:05:06,266 --> 00:05:07,799 based upon the camera input 164 00:05:07,800 --> 00:05:11,333 I want it to project the secondary input into 165 00:05:11,333 --> 00:05:12,766 onto that card 166 00:05:12,766 --> 00:05:14,266 which we will specify 167 00:05:14,366 --> 00:05:16,533 and then and let's 168 00:05:16,533 --> 00:05:18,099 if we continue down that chain 169 00:05:18,100 --> 00:05:19,366 I want it to combine 170 00:05:19,366 --> 00:05:21,166 if I just copy the C node 171 00:05:21,166 --> 00:05:22,233 bring it over here 172 00:05:22,366 --> 00:05:25,033 I want that card to connect into the scene 173 00:05:25,100 --> 00:05:26,366 and ultimately 174 00:05:26,366 --> 00:05:28,066 copy that scan line render 175 00:05:28,466 --> 00:05:30,199 drop it down in here 176 00:05:30,533 --> 00:05:33,699 and I want it to connect 177 00:05:33,966 --> 00:05:35,399 and render out 178 00:05:35,500 --> 00:05:37,666 based upon and again 179 00:05:37,666 --> 00:05:39,033 we go full screen 180 00:05:39,500 --> 00:05:41,533 uh we based upon the camera 181 00:05:41,533 --> 00:05:42,899 that we've already solved for 182 00:05:42,900 --> 00:05:45,100 and you can kinda see the setup here 183 00:05:45,133 --> 00:05:46,066 you could use this setup 184 00:05:46,066 --> 00:05:46,866 I just created it 185 00:05:46,866 --> 00:05:47,566 because sometimes 186 00:05:47,566 --> 00:05:48,366 it's just a little easier 187 00:05:48,366 --> 00:05:50,166 to grab and copy nodes over 188 00:05:50,166 --> 00:05:52,266 versus have to quickly uh 189 00:05:52,366 --> 00:05:54,533 go over and create the nodes again 190 00:05:54,533 --> 00:05:55,399 from scratch 191 00:05:55,400 --> 00:05:58,500 but that gives you kind of an idea 192 00:05:58,500 --> 00:06:00,066 now you might ask 193 00:06:00,066 --> 00:06:01,933 why don't we connect right here 194 00:06:01,933 --> 00:06:03,299 this cam node 195 00:06:03,566 --> 00:06:04,566 into the camera 196 00:06:04,566 --> 00:06:05,333 now you can 197 00:06:05,333 --> 00:06:06,499 but the problem is 198 00:06:06,500 --> 00:06:07,466 it's going to project 199 00:06:07,466 --> 00:06:08,899 based upon that movement of the camera 200 00:06:08,900 --> 00:06:09,466 so what I'm gonna do is 201 00:06:09,466 --> 00:06:10,366 I'm gonna actually 202 00:06:10,366 --> 00:06:11,499 select that camera 203 00:06:11,600 --> 00:06:13,266 control C copy 204 00:06:13,600 --> 00:06:15,466 and control V paste 205 00:06:15,700 --> 00:06:16,900 now what you can see 206 00:06:16,900 --> 00:06:19,566 it's linking back to the camera tracker because 207 00:06:19,566 --> 00:06:20,499 and if we select it 208 00:06:20,500 --> 00:06:22,400 let's just close out those properties select it 209 00:06:22,400 --> 00:06:23,933 you see we have uh 210 00:06:23,933 --> 00:06:25,466 various keyframe information 211 00:06:25,466 --> 00:06:26,133 that's coming from there 212 00:06:26,133 --> 00:06:27,799 so what we're going to do is 213 00:06:27,800 --> 00:06:29,466 we're gonna pick frame 4:28 214 00:06:29,466 --> 00:06:31,099 as our hero frame 215 00:06:31,200 --> 00:06:32,100 now what that means is 216 00:06:32,100 --> 00:06:32,800 the hero frame 217 00:06:32,800 --> 00:06:34,466 is what we are going to be 218 00:06:34,466 --> 00:06:36,333 lining up our nuclear mushroom cloud 219 00:06:36,333 --> 00:06:38,699 against the background and uh 220 00:06:38,700 --> 00:06:40,433 ensure that it kinda lines up 221 00:06:40,533 --> 00:06:41,899 in that scene 222 00:06:41,900 --> 00:06:43,366 as a still frame 223 00:06:43,366 --> 00:06:45,133 and then based upon 224 00:06:45,133 --> 00:06:46,466 our project 3D 225 00:06:46,700 --> 00:06:48,800 our card are seen in an ultimately 226 00:06:48,800 --> 00:06:49,866 scan line render 227 00:06:49,900 --> 00:06:50,933 it will render it out 228 00:06:50,933 --> 00:06:51,899 and match move 229 00:06:51,900 --> 00:06:52,766 that movement 230 00:06:52,766 --> 00:06:54,899 that you see in the overall sequence 231 00:06:54,900 --> 00:06:56,166 so what we're going to do is 232 00:06:56,166 --> 00:06:57,699 since we made a copy of that camera 233 00:06:57,700 --> 00:06:59,133 I'm gonna connect that camera 234 00:06:59,133 --> 00:06:59,599 right there 235 00:06:59,600 --> 00:07:01,166 into the project 3D 236 00:07:01,466 --> 00:07:02,299 and what we need to do is 237 00:07:02,300 --> 00:07:03,300 we need to remove 238 00:07:03,300 --> 00:07:05,100 all animated information 239 00:07:05,100 --> 00:07:06,500 the reason for this is because 240 00:07:06,500 --> 00:07:07,400 we just want it to be 241 00:07:07,400 --> 00:07:08,600 based upon that still frame 242 00:07:08,600 --> 00:07:10,233 of frame 4:20 eight 243 00:07:10,300 --> 00:07:12,500 so as long as you're on frame 4:20 eight 244 00:07:12,733 --> 00:07:14,766 and you've selected camera 2 245 00:07:14,766 --> 00:07:15,166 we're gonna 246 00:07:15,166 --> 00:07:15,666 right click 247 00:07:15,666 --> 00:07:16,466 over the translate 248 00:07:16,466 --> 00:07:18,199 we're just gonna start removing animation 249 00:07:18,200 --> 00:07:19,666 so select no animation 250 00:07:19,666 --> 00:07:22,266 say yes and you're gonna do this to 251 00:07:22,266 --> 00:07:23,233 all of your 252 00:07:23,533 --> 00:07:25,366 keyframed inputs 253 00:07:25,466 --> 00:07:26,699 so let's just go through these 254 00:07:26,700 --> 00:07:27,833 really quickly 255 00:07:28,600 --> 00:07:30,433 and one more 256 00:07:31,200 --> 00:07:32,266 here we go now 257 00:07:32,266 --> 00:07:32,599 you're gonna see 258 00:07:32,600 --> 00:07:33,200 that green line 259 00:07:33,200 --> 00:07:33,900 is connected 260 00:07:33,900 --> 00:07:34,933 now you're gonna wonder why not 261 00:07:34,933 --> 00:07:35,766 I just removed any 262 00:07:35,766 --> 00:07:36,333 a connection 263 00:07:36,333 --> 00:07:37,666 well go over the projection tab 264 00:07:37,666 --> 00:07:38,166 you're gonna see 265 00:07:38,166 --> 00:07:39,166 now you have 266 00:07:39,266 --> 00:07:39,866 the focal length 267 00:07:39,866 --> 00:07:40,699 horizontal aperture 268 00:07:40,700 --> 00:07:41,566 vertical aperture 269 00:07:41,566 --> 00:07:42,333 and various other things 270 00:07:42,333 --> 00:07:44,166 that it is connecting to 271 00:07:44,300 --> 00:07:46,266 so we're going to do the same thing 272 00:07:46,266 --> 00:07:47,433 no animation 273 00:07:47,900 --> 00:07:48,700 no animation 274 00:07:48,700 --> 00:07:51,033 because I want to freeze basically 275 00:07:51,366 --> 00:07:52,399 any information 276 00:07:52,400 --> 00:07:55,133 based upon just frame 4:28 277 00:07:55,133 --> 00:07:55,666 now the reason 278 00:07:55,666 --> 00:07:57,733 obviously you wanna stay on 4:28 279 00:07:57,733 --> 00:08:00,166 frame 4:28 if you 280 00:08:00,200 --> 00:08:00,733 if you're saying 281 00:08:00,733 --> 00:08:01,366 okay my hero 282 00:08:01,366 --> 00:08:02,833 is frame four 28 283 00:08:02,933 --> 00:08:05,666 but I'm going to uh 284 00:08:05,700 --> 00:08:06,800 I'm on frame two 285 00:08:06,800 --> 00:08:07,766 96 or something 286 00:08:07,766 --> 00:08:08,766 and then you go in and say 287 00:08:08,766 --> 00:08:09,333 no animation 288 00:08:09,333 --> 00:08:10,133 it's gonna actually 289 00:08:10,133 --> 00:08:11,966 just leave the animation 290 00:08:12,100 --> 00:08:13,166 values based upon 291 00:08:13,166 --> 00:08:14,299 frame two 98 292 00:08:14,300 --> 00:08:14,966 so make sure 293 00:08:14,966 --> 00:08:15,733 that you are on 294 00:08:15,733 --> 00:08:16,533 frame four 28 295 00:08:16,533 --> 00:08:17,699 when you uh 296 00:08:17,700 --> 00:08:19,166 remove the animation 297 00:08:19,333 --> 00:08:19,766 connections 298 00:08:19,766 --> 00:08:20,266 now you can see 299 00:08:20,266 --> 00:08:21,133 that green connect 300 00:08:21,133 --> 00:08:22,099 that green line 301 00:08:22,100 --> 00:08:23,200 showing that Camera 2 302 00:08:23,200 --> 00:08:24,666 was connected back to 303 00:08:24,666 --> 00:08:25,566 or linked back to 304 00:08:25,566 --> 00:08:26,499 Camera Tracker 305 00:08:26,566 --> 00:08:28,133 it's it's now fully broken 306 00:08:28,133 --> 00:08:28,866 because there is 307 00:08:28,866 --> 00:08:29,799 no information 308 00:08:29,800 --> 00:08:30,533 that's needing 309 00:08:30,533 --> 00:08:31,199 needed from that 310 00:08:31,200 --> 00:08:31,533 because it's 311 00:08:31,533 --> 00:08:32,599 not animating 312 00:08:32,900 --> 00:08:33,966 so now we have 313 00:08:33,966 --> 00:08:34,766 our Project 3D 314 00:08:34,766 --> 00:08:35,899 we have our card 315 00:08:35,900 --> 00:08:36,366 we have our 316 00:08:36,366 --> 00:08:37,733 scene and now 317 00:08:37,733 --> 00:08:38,466 once it goes through 318 00:08:38,466 --> 00:08:39,699 scanline renderer 319 00:08:39,733 --> 00:08:41,699 it's going to animate 320 00:08:41,700 --> 00:08:42,900 based upon that 321 00:08:42,900 --> 00:08:43,966 animated camera 322 00:08:43,966 --> 00:08:44,899 that we have already 323 00:08:44,900 --> 00:08:45,366 pulled from 324 00:08:45,366 --> 00:08:46,366 the tracking data 325 00:08:46,666 --> 00:08:47,999 and then ultimately 326 00:08:48,000 --> 00:08:49,433 what we want to do 327 00:08:49,500 --> 00:08:50,166 just bring this 328 00:08:50,166 --> 00:08:51,399 viewer down here 329 00:08:51,466 --> 00:08:52,366 gonna do a little more 330 00:08:52,366 --> 00:08:53,566 reorganizing 331 00:08:53,733 --> 00:08:55,099 uh just to make things easier 332 00:08:55,100 --> 00:08:56,466 I'm gonna actually copy 333 00:08:56,600 --> 00:08:57,866 the background plan 334 00:08:57,866 --> 00:08:59,099 and move it over here 335 00:08:59,333 --> 00:09:00,966 um and then 336 00:09:00,966 --> 00:09:01,799 bring that merge 337 00:09:01,800 --> 00:09:02,866 note down here 338 00:09:02,900 --> 00:09:03,900 and we're going to say 339 00:09:03,900 --> 00:09:05,066 I want that 340 00:09:05,066 --> 00:09:06,866 over our background 341 00:09:07,133 --> 00:09:07,566 just gonna move 342 00:09:07,566 --> 00:09:07,966 our background 343 00:09:07,966 --> 00:09:09,099 over here for kicks 344 00:09:09,100 --> 00:09:09,966 for the moment 345 00:09:10,333 --> 00:09:11,966 and we're just 346 00:09:11,966 --> 00:09:12,499 roughing it in 347 00:09:12,500 --> 00:09:13,300 again remember 348 00:09:13,300 --> 00:09:14,200 we haven't add 349 00:09:14,200 --> 00:09:15,100 lens distortion 350 00:09:15,100 --> 00:09:15,566 we haven't done 351 00:09:15,566 --> 00:09:16,433 color corrects 352 00:09:16,600 --> 00:09:17,400 nothing it's just 353 00:09:17,400 --> 00:09:18,800 literally a solid 354 00:09:18,800 --> 00:09:20,366 a over B now 355 00:09:20,366 --> 00:09:21,599 if I view here 356 00:09:22,400 --> 00:09:23,166 where is it 357 00:09:23,166 --> 00:09:23,799 oh my goodness 358 00:09:23,800 --> 00:09:24,600 it's gone no 359 00:09:24,600 --> 00:09:25,166 don't worry 360 00:09:25,166 --> 00:09:26,699 what's happened is we 361 00:09:26,700 --> 00:09:27,600 haven't yet 362 00:09:27,600 --> 00:09:29,233 set our card 363 00:09:29,300 --> 00:09:30,800 so you need to go in 364 00:09:30,800 --> 00:09:31,666 and view at 365 00:09:31,666 --> 00:09:33,366 your card so now 366 00:09:33,366 --> 00:09:34,766 you go into 3 space 367 00:09:34,766 --> 00:09:35,566 and you can see 368 00:09:35,566 --> 00:09:36,866 there's your card 369 00:09:37,066 --> 00:09:38,066 and you want to 370 00:09:38,066 --> 00:09:38,899 move it so that 371 00:09:38,900 --> 00:09:39,800 that camera 372 00:09:39,800 --> 00:09:40,533 is projecting 373 00:09:40,533 --> 00:09:41,433 on the card 374 00:09:41,466 --> 00:09:43,366 so you can select that card 375 00:09:43,366 --> 00:09:43,899 right there 376 00:09:43,900 --> 00:09:44,800 and you're going to see 377 00:09:44,800 --> 00:09:46,366 you have various controls 378 00:09:46,366 --> 00:09:46,966 so I'm just 379 00:09:46,966 --> 00:09:47,899 gonna select 380 00:09:47,900 --> 00:09:48,933 and move it back 381 00:09:48,933 --> 00:09:49,399 and then the 382 00:09:49,400 --> 00:09:49,933 few things you 383 00:09:49,933 --> 00:09:50,399 can actually see 384 00:09:50,400 --> 00:09:50,866 right there 385 00:09:50,866 --> 00:09:52,166 there's part of the 386 00:09:52,333 --> 00:09:53,066 mushroom cloud 387 00:09:53,066 --> 00:09:54,199 is appearing 388 00:09:54,266 --> 00:09:55,166 I move it over 389 00:09:55,166 --> 00:09:56,199 you can move it down 390 00:09:56,200 --> 00:09:56,666 you can see 391 00:09:56,666 --> 00:09:57,333 where it's at 392 00:09:57,333 --> 00:09:58,166 what I wanna do is 393 00:09:58,166 --> 00:09:58,899 I wanna actually 394 00:09:58,900 --> 00:09:59,600 scale this up 395 00:09:59,600 --> 00:10:00,500 I'm also going to 396 00:10:00,500 --> 00:10:01,300 get rid of the rows 397 00:10:01,300 --> 00:10:01,733 and columns 398 00:10:01,733 --> 00:10:02,699 we don't need that many 399 00:10:02,700 --> 00:10:03,400 and all that's gonna do 400 00:10:03,400 --> 00:10:04,166 is just bog 401 00:10:04,166 --> 00:10:04,799 your computer down 402 00:10:04,800 --> 00:10:05,200 just a little 403 00:10:05,200 --> 00:10:06,733 bit more for this 404 00:10:06,733 --> 00:10:07,999 we you could 405 00:10:08,000 --> 00:10:08,900 you could probably 406 00:10:08,900 --> 00:10:10,066 just go with a 407 00:10:10,066 --> 00:10:11,233 still a single 408 00:10:11,500 --> 00:10:13,333 uh one row and one column 409 00:10:13,333 --> 00:10:14,333 I'll just uh 410 00:10:14,333 --> 00:10:15,566 set it 2 and 2 411 00:10:15,566 --> 00:10:16,066 that way you 412 00:10:16,066 --> 00:10:16,699 can just kinda 413 00:10:16,700 --> 00:10:17,400 see your shape 414 00:10:17,400 --> 00:10:18,366 a little easier 415 00:10:18,933 --> 00:10:19,733 and then we 416 00:10:19,733 --> 00:10:20,799 can scale this up 417 00:10:20,800 --> 00:10:21,566 so let's just 418 00:10:21,566 --> 00:10:22,533 just ensure 419 00:10:22,533 --> 00:10:23,766 that everything is there 420 00:10:23,766 --> 00:10:26,399 let's set that to 5 421 00:10:26,400 --> 00:10:27,366 and 5 on the 422 00:10:27,366 --> 00:10:28,466 on the X and the y 423 00:10:28,966 --> 00:10:30,199 so now you have a nice 424 00:10:30,200 --> 00:10:31,533 big huge plane 425 00:10:31,533 --> 00:10:32,866 you can move that back 426 00:10:32,866 --> 00:10:33,133 you can see 427 00:10:33,133 --> 00:10:33,866 how it scales up 428 00:10:33,866 --> 00:10:34,599 in relation to 429 00:10:34,600 --> 00:10:35,000 the distance 430 00:10:35,000 --> 00:10:36,800 from your projection camera 431 00:10:37,300 --> 00:10:39,200 and to be able to 432 00:10:39,366 --> 00:10:40,099 find this in the 433 00:10:40,100 --> 00:10:40,900 proper space 434 00:10:40,900 --> 00:10:41,166 you actually 435 00:10:41,166 --> 00:10:41,999 if you double click 436 00:10:42,000 --> 00:10:43,066 your tracking points 437 00:10:43,066 --> 00:10:43,499 now this is what I 438 00:10:43,500 --> 00:10:44,600 was talking about before 439 00:10:44,666 --> 00:10:45,566 it actually gives 440 00:10:45,566 --> 00:10:46,199 you an idea 441 00:10:46,200 --> 00:10:47,200 of where maybe 442 00:10:47,200 --> 00:10:48,166 all those tracking points 443 00:10:48,166 --> 00:10:48,966 are in relation to 444 00:10:48,966 --> 00:10:49,799 so you wanna kind of 445 00:10:49,800 --> 00:10:50,566 line that up 446 00:10:50,566 --> 00:10:51,266 to ensure that 447 00:10:51,266 --> 00:10:51,933 your parallax 448 00:10:51,933 --> 00:10:53,466 matches but first 449 00:10:53,466 --> 00:10:53,966 for the moment 450 00:10:53,966 --> 00:10:54,399 let's take a 451 00:10:54,400 --> 00:10:56,266 quick break to 452 00:10:56,266 --> 00:10:57,399 to just recap 453 00:10:57,400 --> 00:10:58,933 we have discussed our 454 00:10:58,933 --> 00:10:59,933 using our camera 455 00:10:59,933 --> 00:11:00,999 tracking data 456 00:11:01,100 --> 00:11:02,600 to incorporate into 457 00:11:02,600 --> 00:11:03,700 our projection 458 00:11:03,900 --> 00:11:05,800 for a card for our 459 00:11:05,900 --> 00:11:06,833 visual effect 460 00:11:07,166 --> 00:11:08,033 mushroom cloud 461 00:11:08,100 --> 00:11:08,800 and we'll continue 462 00:11:08,800 --> 00:11:09,333 working on this 463 00:11:09,333 --> 00:11:10,666 as soon as we come back 28570

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