Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
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in this lesson
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we'll run through a quick check of our shot
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and at that point
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be ready for you to be able to set up your final render
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so as we look through the shot
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I've I've already gone through
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and I've stepped through
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and I'm realizing that
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hey guess what
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we forgot something
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and that's the point of these final sanity checks
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and that's good
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that's good to always double check
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because sometimes things slip through the cracks
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no matter how many notes you might make on paper
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matter how many checklists you might create
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at the end of the day
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sometimes something does slip through
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and that's fine
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as long as you catch it before the final render
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so what we're going to do now we need to
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at the very end
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we have our camera tracking information
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if you recall
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we were not be able to pull any more tracking data
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past frame 7:32
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so at that point
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our nuclear mushroom cloud
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is going to just sit stagnantly there
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patiently waiting for us to do something
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so if I jump between frame 7:32 and frame 7:33
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watch what happens
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you see right there
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nothing's happening
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versus frame 7:31
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once it renders there
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there we go
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you're gonna see
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obviously it's tracking
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and then it stops tracking at that point
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because it doesn't have any more data
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so that's fine
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so what we're going to do is
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we are going to hand track that in
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just by match
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moving it via our eyes
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so at this point
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it's coming out of the scan line render
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what I want to do is
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I am going to animate it
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directly past that point
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so if I just move everything up
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just gonna give myself
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just a little bit more room to operate
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we can shift everything
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so we're just basically making room
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shift everything up
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so the stuff is nice and clean again
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like I said I like
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I like clean comps
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so let's keep it
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keep it that way
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all right so
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right here at the scan line render
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we're going to drop a roto shape or
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sorry apologies
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a transform
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put that transform right there
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and at that point
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what we'll do is
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at frame 7:32
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that was our final
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our final frame of the tracking data
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so we're gonna set key on the XY
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and as well as the rotational value
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and I'm not sure if we need to animate
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but I'm betting we might have to animate
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just a little bit of the rotation
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just to match the fact the camera is
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turning onto its side
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so you know this
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this stuff will be rotating
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a bit more of it at an extreme angle
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before it goes off screen
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so now we just keyframed values of 0
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so basically
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everything's locked at that point
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now I'm gonna remove the camera track
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so we don't have all that information there
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but we do have the control
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here to animate our transform
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let's go full screen
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now at this point
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going Onward
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I'm going to actually just view
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let's view the original plate
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so we don't have to actually render
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let's see at what point does it
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would it go off screen
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so somewhere right about there
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right about
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yeah right about there
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I would be willing to bet
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we can say that you safely aren't going to see anything
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so uh that's frame 7:39 okay good
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good to know that's
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that's just basically tells us a range
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what the reason is
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I want to actually try to animate
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instead of doing the very you know
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each sequential frame
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I'm gonna set a keyframe
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and then I'm gonna
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in between at that point
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so if we move this over
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let's just drag it over
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wait for it to think about what it's about to do
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there we go
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and you can see also
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we're having some color correct issues
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but that's because we're using that tracking data
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that's fine
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we'll actually
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once we have this key frame
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this transform key frame
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will actually paste that over
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link it over
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into any of our tracked photo shapes
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so now I'm going to rotate just a little bit there
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let it think
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obviously it's a little slow
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because we're dealing with
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a little bit more data right now so that's
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that's expected
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let's rotate it just a little bit more
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there we go
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and move it up
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perfect so I'm thinking something like that
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obviously it might not line up just right
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but for the moment let's just
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let's run with it
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so now we have from frame 37 32 to frame seven 37
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let's go to frame 7:34 for kicks
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let's see where
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where it lies right there
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and the ultimately
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you just need to frame through these
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these various frames to see does it match
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doesn't line up
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does it feel like it kind of follows properly
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the movement
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in the motion
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it's really just a matter of double checking
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so I'm just going back a few frames
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and we'll see how it seats a 7:31
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7:32 here we go
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so it's locked right there now also
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just as an FYI
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I'm sure you know this
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but you can also work with the region of interest
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so if your computer
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like mine is starting to bog down
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you can actually just say hey
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you know what
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I wanted to render just this area
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it's not having to render the full image
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might allow you to get just a little bit quicker
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response time
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okay so here you go
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so now it's following that movement
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I'm imagining that the horizon line
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is somewhere back in there
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where the buildings are
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and I think at this point that's not
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it's not a bad spot to be
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it could it could need a little bit more work
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you would have to render it out and see it in motion
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just to make sure that
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it actually does line up properly
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but for the moment
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I think we're in a good spot
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so let's just go to frame 7:38
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because we do have those last couple frames
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that we didn't animate
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that's fine
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I'm just gonna add a little bit more rotation
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there we go
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and you're kind of just following
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that animated curve right there
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you can kind of see that
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as long as you're along of similar curve it's gonna
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it's gonna probably match up that motion
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just reasonably well
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there we go
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7:38 that's good
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and I'm basically looking at the horizon line
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being where those couple buildings
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that are poking through are at
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and let's go to 7:39
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I think that'll be our last frame at that point
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once we've roaded this
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yes okay so
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we're basically off frame at that point
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so that's fine
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so I'm gonna jump this frame 7:40
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and I'm just gonna push this all off
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completely off
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off frame now
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what we need to do is two things
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we need to take that roto
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so I'm just gonna jump this frame
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7:35 for kicks
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that's a good spot to just kind of see what's going on
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I'm going to
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you can either again
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right click
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edit copy as clones
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or in this case
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we're going to use a shortcut
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so control K
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and then move over
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and we're gonna control v
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and I'm gonna drop that right here
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so that that way
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that roto now
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you see what happened
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well now I can't but if I
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if I break this out
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let's just break that out
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you can see where the color correct
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begins to line up properly so that's
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that's a good thing
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and then obviously
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any other points at which you were doing that
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you probably also want to uh
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integrate that
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so you can add that into your rotto
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of your building
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and you can also add that into
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the other uh
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roto over here
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so that I'll let you take care of
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or we can do it right now
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let's just do it right now
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for kicks so
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let me just drop that in
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and drop it in
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over here here we go
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move that skinline render up
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just kinda clear things up a little bit
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there we are
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there we go
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okay so you're covered
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okay so that's in a proper place
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now what we want to do is
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we need to hold that out
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so I'm going to do a quick roto
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and right here
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you have it set to out
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so we could
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what we can
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what we can do is
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I'm just gonna move that defocus up
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I'm gonna add a merge
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let's turn it off for the moment
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until we're ready to use it
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add a rotor over here
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oops apologies
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that was not meant to connect in
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there we go okay
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connect that in
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right there
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all right actually
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let's just bring it down
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right there
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that's fine
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and what I'm going to do
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in this case is
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let's go back to frame 7:32
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that's where things
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begin to fall apart
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in terms of our movement
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and let's just get rid of that transform
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there we go
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and we need to rotate
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let's see if every frame 7:31 needs it as well
287
00:08:53,400 --> 00:08:54,966
let's double check
288
00:08:55,533 --> 00:08:58,399
yep okay frame seven thirty one is going to need it
289
00:08:58,400 --> 00:09:01,400
and does frame seven thirty need it
290
00:09:02,166 --> 00:09:03,799
okay we're good on frame 7:30
291
00:09:03,800 --> 00:09:05,966
so from frame 7:31 Onward
292
00:09:05,966 --> 00:09:07,366
you need to rotate that out
293
00:09:07,366 --> 00:09:10,999
so we're just gonna add a couple points here
294
00:09:11,766 --> 00:09:15,633
and let's full screen go down
295
00:09:15,700 --> 00:09:17,300
here we go now
296
00:09:17,300 --> 00:09:20,266
I'm willing to bet we're gonna need to also rotate that
297
00:09:20,266 --> 00:09:21,699
on some subsequent frames
298
00:09:21,700 --> 00:09:23,000
but we'll worry about that later
299
00:09:23,000 --> 00:09:24,066
but at the moment
300
00:09:24,333 --> 00:09:25,666
let's turn that on
301
00:09:26,700 --> 00:09:27,966
just gets where we can see it
302
00:09:27,966 --> 00:09:28,333
there we go
303
00:09:28,333 --> 00:09:29,299
turn that on
304
00:09:29,400 --> 00:09:29,900
there you go
305
00:09:29,900 --> 00:09:31,300
now you just remove that
306
00:09:31,366 --> 00:09:33,899
so we've started frame 7:31
307
00:09:34,133 --> 00:09:36,866
jump over to the original plate frame 7:30
308
00:09:36,866 --> 00:09:38,666
don't forget to drag that roto off screen
309
00:09:38,666 --> 00:09:39,499
otherwise love
310
00:09:39,766 --> 00:09:42,133
a dead roto from all the frames prior
311
00:09:42,133 --> 00:09:42,666
up coming up
312
00:09:42,666 --> 00:09:43,799
this frame 7:30
313
00:09:43,800 --> 00:09:44,900
you don't want that
314
00:09:45,400 --> 00:09:48,700
and then let's just move forward here
315
00:09:49,266 --> 00:09:52,966
frame 7:32 I'm actually gonna jump the frame 7:35
316
00:09:53,100 --> 00:09:54,600
and then we can uh
317
00:09:54,666 --> 00:09:55,766
we can work on the
318
00:09:55,766 --> 00:09:57,266
in between rotos
319
00:09:57,533 --> 00:09:59,366
in between keyframes apologies
320
00:09:59,500 --> 00:10:01,033
so let's just uh
321
00:10:01,866 --> 00:10:03,266
and there we go
322
00:10:03,666 --> 00:10:04,999
and see do we need yep
323
00:10:05,000 --> 00:10:08,500
so we need to add an extra point on the rotor shape
324
00:10:08,500 --> 00:10:09,800
so let's just do that
325
00:10:09,800 --> 00:10:11,066
and then right click
326
00:10:11,200 --> 00:10:13,466
and you can cut d smooth
327
00:10:13,733 --> 00:10:14,266
there you go
328
00:10:14,266 --> 00:10:15,899
so it's just a hard point
329
00:10:16,200 --> 00:10:17,700
which is what we need for this
330
00:10:17,700 --> 00:10:18,600
there we go
331
00:10:19,133 --> 00:10:23,633
all right now we have begun cutting it out
332
00:10:23,866 --> 00:10:26,299
so now frame 7:35
333
00:10:26,300 --> 00:10:28,433
let's go back to 7:30
334
00:10:28,666 --> 00:10:31,466
to 7:33 actually
335
00:10:31,466 --> 00:10:34,266
let's go back to the original keyframe uh
336
00:10:34,266 --> 00:10:36,933
and make sure that that's a uh
337
00:10:36,933 --> 00:10:38,599
cusp the smooth as well
338
00:10:38,600 --> 00:10:42,033
so that way the interpolation stays hard edged
339
00:10:42,700 --> 00:10:47,233
and let's grab all of our points so we'll
340
00:10:49,066 --> 00:10:51,433
so we'll just grab all those points
341
00:10:51,533 --> 00:10:53,999
move it up and I'm working without it
342
00:10:54,000 --> 00:10:55,500
without the mushroom cloud
343
00:10:55,500 --> 00:10:55,966
just because
344
00:10:55,966 --> 00:11:00,366
I have a general idea of what is needing to be uh
345
00:11:01,933 --> 00:11:05,366
cut out just to speed up our process
346
00:11:05,366 --> 00:11:06,066
cause you don't wanna
347
00:11:06,066 --> 00:11:08,366
you wanna sit there all day waiting for it to render
348
00:11:08,600 --> 00:11:09,733
the idea is you know
349
00:11:09,733 --> 00:11:10,666
you're trying to be as quick
350
00:11:10,666 --> 00:11:12,233
and as efficient as possible
351
00:11:12,766 --> 00:11:13,566
and at this point
352
00:11:13,566 --> 00:11:18,266
now we're basically ready to go
353
00:11:18,266 --> 00:11:19,966
you just need to continue doing this
354
00:11:19,966 --> 00:11:21,566
you can see that uh
355
00:11:21,566 --> 00:11:23,299
you have a couple more spots
356
00:11:23,766 --> 00:11:25,133
but let's take a quick break
357
00:11:25,133 --> 00:11:26,966
we'll finish up this rotto in just a moment
358
00:11:26,966 --> 00:11:28,366
and then we'll be ready to render
359
00:11:28,366 --> 00:11:30,466
so just to do a quick recap
360
00:11:30,466 --> 00:11:33,799
we're discussing how to hold out our uh
361
00:11:33,800 --> 00:11:36,866
leftover pieces of the nuclear mushroom cloud
362
00:11:37,000 --> 00:11:41,400
we've also worked on finishing those last few frames
363
00:11:41,533 --> 00:11:43,399
of the missing camera
364
00:11:43,400 --> 00:11:45,133
tracking information by just hand
365
00:11:45,133 --> 00:11:48,499
tracking in the movement of the nuclear mushroom cloud
366
00:11:48,966 --> 00:11:50,533
and let's take a quick break
367
00:11:50,533 --> 00:11:51,266
we'll come right back
368
00:11:51,266 --> 00:11:51,999
we'll finish up
369
00:11:52,000 --> 00:11:55,200
and you'll have a shot ready to render
24504
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