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in this lesson
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we'll begin roughing in our shot
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using our camera tracking data
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by placing our mushroom cloud
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on top of our city footage
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so what we're going to do
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first step here is
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we're going to take that camera tracker
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double click it
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it'll bring up all the info in here
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and I want to export
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so I'm going to
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under the export tab
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or export section
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when hit that drop down menu
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and I'm going to select scene plus
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scene plus gives you a few extra options over scene
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if you're curious as to what each of these drop downs
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uh a drop down options give you
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you just mouse over it
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you can see right there
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it'll give you a little description
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but in this case
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we want scene plus
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so I'm gonna hit create
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hit create right there
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and what it just did was created these extra few nodes
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that are going to be very useful
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so let's let's full screen
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take a quick look
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so what we have here is we have our camera
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that has been created
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based upon the camera tracking data
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our camera tracker point cloud
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that's just a point cloud of various points
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based upon the actual camera track points
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uh that will that is
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it's not gonna be needed for this
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but sometimes it's useful
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it's useful for various reasons
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but the reason that it might be useful for this project
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would be that it just kind of gives you
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a visual output of where things are in depth
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when you're looking at it in 3D space
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uh you have your scene
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that's where items can connect together to
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to combine and create your final uh output
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and then obviously
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your scanline render
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which is basically the
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the final output
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which takes all of the 3 d information
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and renders it out to give you your 2 d
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uh flat image
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so oh and then of course
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we have our lens distortion note
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that was created based upon the information
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that it's extracted from the camera tracker
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so we can actually use that on our uh
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nuclear mushroom cloud later on
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to match the lens distortion of the background plate
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so that our mushroom cloud always uh
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looks correct
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so now here's what we're going to do
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so I I want to
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right now I'm going to create a card
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which will be in the background
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where our mushroom cloud will be placed
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but I think I
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we need to find a hero frame first
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so I think let's go back to
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was it 4:26 or that
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in that general area
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where we kind of had a nice
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reasonably flat
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scene of the city
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so let's just do frame 4:28
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I think that'll work nicely
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let's close out the camera tracker information
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and what we're going to do is
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at this point
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we need to create a couple extra 3D nodes
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now the 3D nodes are in the
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no drop down are located over here
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where there's this 3D box
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so you can actually select that
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and you can see all the various options
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that you have going on here
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for what we need
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I need a node that is called Project 3D
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now you can see it actually in here
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um you can actually actually
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let me just back up for a moment
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you can see under geometry
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you have your various geometric shapes that you can use
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you have lights that you can create
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modifiers shaders
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and then obviously
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the various actual nodes that are utilized
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but in this case
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we need under shaders
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to project 3D node
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which I was mentioning
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can you select it there
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or again you can hit that tab key
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and you can type in project 3 d
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so if you wanna do that
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project 3D brings it up right there
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the same thing
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and what we're going to do is
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we are going to just reorganize a few things here
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so I'm gonna go over here to our nuclear mushroom cloud
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I'm going to control X
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which is cut those nodes out
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and I'm just gonna move over
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you could just drag them over if you wanted
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it's really
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you know again
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it's one of those things that's you can
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you can do one way or another
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doesn't really matter
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obviously if you cut it
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don't forget and copy something else
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and then forget to paste it back in
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cause you suddenly
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lose those nodes
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and have to be important
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start over in that section
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but in this case
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we're fine so
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I need a few things
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the Project 3D node is going to
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connect directly on the input
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not the Cam input but on the
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on the input
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and that's going to be our nuclear mushroom cloud
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dropping down into Project 3D
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now what we have to do is
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we need a camera
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so the the point of this is basically this
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the Project 3D node is telling you that
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based upon the camera input
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I want you to project the information
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that is coming in the other input
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the secondary input
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and project 3D
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onto a geometric shape
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in this case
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I want it to be on
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let's just go over here to geometry
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to give you an idea on this one
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I want it to come
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drop on door card
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you could project it on a cube a cylinder
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there's a few other options under here
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but in this case
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we want the card
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so I'm just gonna bring that card
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drop it right here
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and connect it up into there
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so so what this is reading like a sentence
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again projecting
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based upon the camera input
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I want it to project the secondary input into
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onto that card
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which we will specify
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and then and let's
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if we continue down that chain
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I want it to combine
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if I just copy the C node
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bring it over here
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I want that card to connect into the scene
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and ultimately
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copy that scan line render
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drop it down in here
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and I want it to connect
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and render out
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based upon and again
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we go full screen
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uh we based upon the camera
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that we've already solved for
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and you can kinda see the setup here
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you could use this setup
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I just created it
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because sometimes
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it's just a little easier
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to grab and copy nodes over
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versus have to quickly uh
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go over and create the nodes again
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from scratch
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but that gives you kind of an idea
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now you might ask
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why don't we connect right here
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this cam node
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into the camera
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now you can
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but the problem is
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it's going to project
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based upon that movement of the camera
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so what I'm gonna do is
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I'm gonna actually
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select that camera
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control C copy
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and control V paste
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now what you can see
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it's linking back to the camera tracker because
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and if we select it
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let's just close out those properties select it
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you see we have uh
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various keyframe information
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that's coming from there
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so what we're going to do is
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we're gonna pick frame 4:28
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as our hero frame
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now what that means is
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the hero frame
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is what we are going to be
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lining up our nuclear mushroom cloud
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against the background and uh
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ensure that it kinda lines up
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in that scene
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as a still frame
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and then based upon
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our project 3D
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our card are seen in an ultimately
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scan line render
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it will render it out
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and match move
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that movement
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that you see in the overall sequence
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so what we're going to do is
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since we made a copy of that camera
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I'm gonna connect that camera
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right there
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into the project 3D
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and what we need to do is
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we need to remove
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all animated information
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the reason for this is because
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we just want it to be
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based upon that still frame
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of frame 4:20 eight
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so as long as you're on frame 4:20 eight
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and you've selected camera 2
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we're gonna
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right click
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over the translate
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we're just gonna start removing animation
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so select no animation
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say yes and you're gonna do this to
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all of your
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keyframed inputs
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so let's just go through these
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really quickly
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and one more
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here we go now
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you're gonna see
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that green line
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is connected
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now you're gonna wonder why not
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I just removed any
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a connection
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well go over the projection tab
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you're gonna see
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now you have
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the focal length
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horizontal aperture
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vertical aperture
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and various other things
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that it is connecting to
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so we're going to do the same thing
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no animation
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no animation
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because I want to freeze basically
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any information
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based upon just frame 4:28
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now the reason
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obviously you wanna stay on 4:28
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frame 4:28 if you
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if you're saying
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okay my hero
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is frame four 28
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but I'm going to uh
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I'm on frame two
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96 or something
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and then you go in and say
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no animation
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it's gonna actually
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just leave the animation
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values based upon
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frame two 98
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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
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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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