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These are the user uploaded subtitles that are being translated: 1 00:00:11,166 --> 00:00:12,133 in this lesson 2 00:00:12,133 --> 00:00:14,333 we'll run through a quick check of our shot 3 00:00:14,333 --> 00:00:15,333 and at that point 4 00:00:15,333 --> 00:00:18,199 be ready for you to be able to set up your final render 5 00:00:18,666 --> 00:00:20,766 so as we look through the shot 6 00:00:20,766 --> 00:00:22,566 I've I've already gone through 7 00:00:22,566 --> 00:00:23,266 and I've stepped through 8 00:00:23,266 --> 00:00:24,866 and I'm realizing that 9 00:00:24,866 --> 00:00:25,733 hey guess what 10 00:00:25,733 --> 00:00:27,133 we forgot something 11 00:00:27,133 --> 00:00:29,566 and that's the point of these final sanity checks 12 00:00:29,566 --> 00:00:30,566 and that's good 13 00:00:30,566 --> 00:00:32,166 that's good to always double check 14 00:00:32,166 --> 00:00:34,299 because sometimes things slip through the cracks 15 00:00:34,300 --> 00:00:36,566 no matter how many notes you might make on paper 16 00:00:36,700 --> 00:00:39,033 matter how many checklists you might create 17 00:00:39,166 --> 00:00:39,966 at the end of the day 18 00:00:39,966 --> 00:00:41,733 sometimes something does slip through 19 00:00:41,733 --> 00:00:42,399 and that's fine 20 00:00:42,400 --> 00:00:44,966 as long as you catch it before the final render 21 00:00:44,966 --> 00:00:48,333 so what we're going to do now we need to 22 00:00:48,333 --> 00:00:49,266 at the very end 23 00:00:49,266 --> 00:00:51,066 we have our camera tracking information 24 00:00:51,066 --> 00:00:51,899 if you recall 25 00:00:51,900 --> 00:00:55,700 we were not be able to pull any more tracking data 26 00:00:55,800 --> 00:00:58,166 past frame 7:32 27 00:00:58,166 --> 00:00:59,566 so at that point 28 00:00:59,600 --> 00:01:00,866 our nuclear mushroom cloud 29 00:01:00,866 --> 00:01:02,999 is going to just sit stagnantly there 30 00:01:03,000 --> 00:01:05,166 patiently waiting for us to do something 31 00:01:05,266 --> 00:01:10,699 so if I jump between frame 7:32 and frame 7:33 32 00:01:10,700 --> 00:01:12,100 watch what happens 33 00:01:12,300 --> 00:01:13,633 you see right there 34 00:01:14,400 --> 00:01:15,333 nothing's happening 35 00:01:15,333 --> 00:01:17,233 versus frame 7:31 36 00:01:17,566 --> 00:01:18,699 once it renders there 37 00:01:18,700 --> 00:01:19,533 there we go 38 00:01:19,533 --> 00:01:20,166 you're gonna see 39 00:01:20,166 --> 00:01:21,699 obviously it's tracking 40 00:01:21,700 --> 00:01:24,200 and then it stops tracking at that point 41 00:01:24,200 --> 00:01:26,000 because it doesn't have any more data 42 00:01:26,000 --> 00:01:26,900 so that's fine 43 00:01:26,900 --> 00:01:28,133 so what we're going to do is 44 00:01:28,133 --> 00:01:29,899 we are going to hand track that in 45 00:01:29,900 --> 00:01:31,066 just by match 46 00:01:31,066 --> 00:01:33,299 moving it via our eyes 47 00:01:33,300 --> 00:01:34,800 so at this point 48 00:01:34,800 --> 00:01:36,333 it's coming out of the scan line render 49 00:01:36,333 --> 00:01:38,099 what I want to do is 50 00:01:38,100 --> 00:01:40,266 I am going to animate it 51 00:01:41,133 --> 00:01:43,466 directly past that point 52 00:01:43,466 --> 00:01:45,666 so if I just move everything up 53 00:01:45,900 --> 00:01:46,800 just gonna give myself 54 00:01:46,800 --> 00:01:49,600 just a little bit more room to operate 55 00:01:49,933 --> 00:01:51,766 we can shift everything 56 00:01:52,266 --> 00:01:54,433 so we're just basically making room 57 00:01:55,200 --> 00:01:56,066 shift everything up 58 00:01:56,066 --> 00:01:58,366 so the stuff is nice and clean again 59 00:01:58,366 --> 00:01:59,266 like I said I like 60 00:01:59,266 --> 00:02:00,133 I like clean comps 61 00:02:00,133 --> 00:02:02,066 so let's keep it 62 00:02:02,066 --> 00:02:03,099 keep it that way 63 00:02:03,166 --> 00:02:03,666 all right so 64 00:02:03,666 --> 00:02:04,999 right here at the scan line render 65 00:02:05,000 --> 00:02:08,566 we're going to drop a roto shape or 66 00:02:08,566 --> 00:02:09,366 sorry apologies 67 00:02:09,366 --> 00:02:10,633 a transform 68 00:02:10,966 --> 00:02:12,599 put that transform right there 69 00:02:12,933 --> 00:02:14,833 and at that point 70 00:02:16,166 --> 00:02:17,399 what we'll do is 71 00:02:17,400 --> 00:02:18,566 at frame 7:32 72 00:02:18,566 --> 00:02:19,799 that was our final 73 00:02:19,800 --> 00:02:23,000 our final frame of the tracking data 74 00:02:23,000 --> 00:02:25,700 so we're gonna set key on the XY 75 00:02:25,966 --> 00:02:28,899 and as well as the rotational value 76 00:02:29,566 --> 00:02:31,533 and I'm not sure if we need to animate 77 00:02:31,533 --> 00:02:33,566 but I'm betting we might have to animate 78 00:02:33,566 --> 00:02:34,799 just a little bit of the rotation 79 00:02:34,800 --> 00:02:36,866 just to match the fact the camera is 80 00:02:37,200 --> 00:02:38,700 turning onto its side 81 00:02:38,700 --> 00:02:39,533 so you know this 82 00:02:39,533 --> 00:02:41,066 this stuff will be rotating 83 00:02:41,066 --> 00:02:42,766 a bit more of it at an extreme angle 84 00:02:42,766 --> 00:02:44,099 before it goes off screen 85 00:02:44,366 --> 00:02:47,066 so now we just keyframed values of 0 86 00:02:47,066 --> 00:02:47,566 so basically 87 00:02:47,566 --> 00:02:49,499 everything's locked at that point 88 00:02:49,500 --> 00:02:51,166 now I'm gonna remove the camera track 89 00:02:51,166 --> 00:02:52,666 so we don't have all that information there 90 00:02:52,666 --> 00:02:53,499 but we do have the control 91 00:02:53,500 --> 00:02:55,500 here to animate our transform 92 00:02:55,500 --> 00:02:56,700 let's go full screen 93 00:02:57,500 --> 00:02:58,500 now at this point 94 00:02:58,866 --> 00:02:59,733 going Onward 95 00:02:59,733 --> 00:03:01,066 I'm going to actually just view 96 00:03:01,066 --> 00:03:02,199 let's view the original plate 97 00:03:02,200 --> 00:03:03,866 so we don't have to actually render 98 00:03:03,966 --> 00:03:06,599 let's see at what point does it 99 00:03:06,600 --> 00:03:07,966 would it go off screen 100 00:03:07,966 --> 00:03:10,266 so somewhere right about there 101 00:03:10,933 --> 00:03:11,466 right about 102 00:03:11,466 --> 00:03:12,866 yeah right about there 103 00:03:12,866 --> 00:03:14,066 I would be willing to bet 104 00:03:14,300 --> 00:03:17,500 we can say that you safely aren't going to see anything 105 00:03:17,500 --> 00:03:21,733 so uh that's frame 7:39 okay good 106 00:03:21,733 --> 00:03:22,566 good to know that's 107 00:03:22,566 --> 00:03:24,366 that's just basically tells us a range 108 00:03:24,366 --> 00:03:25,999 what the reason is 109 00:03:26,200 --> 00:03:30,266 I want to actually try to animate 110 00:03:30,266 --> 00:03:31,499 instead of doing the very you know 111 00:03:31,500 --> 00:03:32,533 each sequential frame 112 00:03:32,533 --> 00:03:34,066 I'm gonna set a keyframe 113 00:03:34,066 --> 00:03:34,666 and then I'm gonna 114 00:03:34,666 --> 00:03:36,233 in between at that point 115 00:03:36,300 --> 00:03:38,266 so if we move this over 116 00:03:39,300 --> 00:03:41,166 let's just drag it over 117 00:03:41,166 --> 00:03:43,899 wait for it to think about what it's about to do 118 00:03:44,366 --> 00:03:45,399 there we go 119 00:03:46,466 --> 00:03:47,866 and you can see also 120 00:03:47,866 --> 00:03:49,266 we're having some color correct issues 121 00:03:49,266 --> 00:03:50,866 but that's because we're using that tracking data 122 00:03:50,866 --> 00:03:51,733 that's fine 123 00:03:51,733 --> 00:03:52,599 we'll actually 124 00:03:52,600 --> 00:03:53,866 once we have this key frame 125 00:03:53,866 --> 00:03:55,399 this transform key frame 126 00:03:55,400 --> 00:03:57,500 will actually paste that over 127 00:03:57,500 --> 00:03:58,200 link it over 128 00:03:58,200 --> 00:04:01,400 into any of our tracked photo shapes 129 00:04:01,600 --> 00:04:06,366 so now I'm going to rotate just a little bit there 130 00:04:07,500 --> 00:04:08,133 let it think 131 00:04:08,133 --> 00:04:09,533 obviously it's a little slow 132 00:04:09,533 --> 00:04:10,799 because we're dealing with 133 00:04:10,800 --> 00:04:12,666 a little bit more data right now so that's 134 00:04:12,666 --> 00:04:13,799 that's expected 135 00:04:14,133 --> 00:04:16,366 let's rotate it just a little bit more 136 00:04:16,366 --> 00:04:17,366 there we go 137 00:04:18,766 --> 00:04:21,899 and move it up 138 00:04:22,766 --> 00:04:25,599 perfect so I'm thinking something like that 139 00:04:25,600 --> 00:04:28,533 obviously it might not line up just right 140 00:04:28,533 --> 00:04:29,966 but for the moment let's just 141 00:04:29,966 --> 00:04:30,933 let's run with it 142 00:04:30,933 --> 00:04:34,499 so now we have from frame 37 32 to frame seven 37 143 00:04:34,500 --> 00:04:38,900 let's go to frame 7:34 for kicks 144 00:04:38,900 --> 00:04:39,566 let's see where 145 00:04:39,566 --> 00:04:41,266 where it lies right there 146 00:04:41,900 --> 00:04:42,733 and the ultimately 147 00:04:42,733 --> 00:04:44,099 you just need to frame through these 148 00:04:44,100 --> 00:04:47,300 these various frames to see does it match 149 00:04:47,300 --> 00:04:47,966 doesn't line up 150 00:04:47,966 --> 00:04:50,699 does it feel like it kind of follows properly 151 00:04:51,100 --> 00:04:51,733 the movement 152 00:04:51,733 --> 00:04:52,766 in the motion 153 00:04:53,066 --> 00:04:55,499 it's really just a matter of double checking 154 00:04:55,500 --> 00:04:57,566 so I'm just going back a few frames 155 00:04:58,133 --> 00:05:02,199 and we'll see how it seats a 7:31 156 00:05:02,200 --> 00:05:04,033 7:32 here we go 157 00:05:04,666 --> 00:05:06,799 so it's locked right there now also 158 00:05:06,800 --> 00:05:07,800 just as an FYI 159 00:05:07,800 --> 00:05:08,900 I'm sure you know this 160 00:05:08,900 --> 00:05:11,066 but you can also work with the region of interest 161 00:05:11,066 --> 00:05:12,533 so if your computer 162 00:05:12,533 --> 00:05:14,833 like mine is starting to bog down 163 00:05:15,066 --> 00:05:17,599 you can actually just say hey 164 00:05:17,600 --> 00:05:17,933 you know what 165 00:05:17,933 --> 00:05:19,833 I wanted to render just this area 166 00:05:20,066 --> 00:05:21,899 it's not having to render the full image 167 00:05:22,600 --> 00:05:25,833 might allow you to get just a little bit quicker 168 00:05:26,066 --> 00:05:26,866 response time 169 00:05:26,866 --> 00:05:27,866 okay so here you go 170 00:05:27,866 --> 00:05:29,299 so now it's following that movement 171 00:05:29,300 --> 00:05:30,800 I'm imagining that the horizon line 172 00:05:30,800 --> 00:05:32,300 is somewhere back in there 173 00:05:32,466 --> 00:05:33,866 where the buildings are 174 00:05:34,800 --> 00:05:38,066 and I think at this point that's not 175 00:05:38,066 --> 00:05:39,966 it's not a bad spot to be 176 00:05:40,066 --> 00:05:43,499 it could it could need a little bit more work 177 00:05:43,500 --> 00:05:45,466 you would have to render it out and see it in motion 178 00:05:45,466 --> 00:05:46,533 just to make sure that 179 00:05:46,533 --> 00:05:48,766 it actually does line up properly 180 00:05:49,266 --> 00:05:50,299 but for the moment 181 00:05:50,300 --> 00:05:51,866 I think we're in a good spot 182 00:05:51,866 --> 00:05:53,666 so let's just go to frame 7:38 183 00:05:53,666 --> 00:05:55,533 because we do have those last couple frames 184 00:05:55,533 --> 00:05:56,733 that we didn't animate 185 00:05:56,733 --> 00:05:57,799 that's fine 186 00:05:58,466 --> 00:06:01,399 I'm just gonna add a little bit more rotation 187 00:06:02,066 --> 00:06:02,999 there we go 188 00:06:04,000 --> 00:06:05,500 and you're kind of just following 189 00:06:05,500 --> 00:06:07,166 that animated curve right there 190 00:06:07,166 --> 00:06:08,366 you can kind of see that 191 00:06:08,366 --> 00:06:10,999 as long as you're along of similar curve it's gonna 192 00:06:11,000 --> 00:06:13,466 it's gonna probably match up that motion 193 00:06:13,466 --> 00:06:15,166 just reasonably well 194 00:06:15,733 --> 00:06:16,766 there we go 195 00:06:17,933 --> 00:06:20,666 7:38 that's good 196 00:06:20,666 --> 00:06:22,299 and I'm basically looking at the horizon line 197 00:06:22,300 --> 00:06:23,566 being where those couple buildings 198 00:06:23,566 --> 00:06:25,566 that are poking through are at 199 00:06:26,000 --> 00:06:27,900 and let's go to 7:39 200 00:06:28,600 --> 00:06:31,266 I think that'll be our last frame at that point 201 00:06:31,266 --> 00:06:32,799 once we've roaded this 202 00:06:32,800 --> 00:06:33,800 yes okay so 203 00:06:33,800 --> 00:06:35,800 we're basically off frame at that point 204 00:06:35,800 --> 00:06:36,800 so that's fine 205 00:06:36,900 --> 00:06:39,166 so I'm gonna jump this frame 7:40 206 00:06:39,166 --> 00:06:40,566 and I'm just gonna push this all off 207 00:06:40,566 --> 00:06:41,333 completely off 208 00:06:41,333 --> 00:06:42,533 off frame now 209 00:06:42,533 --> 00:06:44,199 what we need to do is two things 210 00:06:44,200 --> 00:06:46,700 we need to take that roto 211 00:06:46,700 --> 00:06:47,866 so I'm just gonna jump this frame 212 00:06:47,866 --> 00:06:49,133 7:35 for kicks 213 00:06:49,133 --> 00:06:51,899 that's a good spot to just kind of see what's going on 214 00:06:52,133 --> 00:06:53,166 I'm going to 215 00:06:53,166 --> 00:06:53,999 you can either again 216 00:06:54,000 --> 00:06:54,700 right click 217 00:06:54,700 --> 00:06:56,000 edit copy as clones 218 00:06:56,000 --> 00:06:57,766 or in this case 219 00:06:57,766 --> 00:06:58,899 we're going to use a shortcut 220 00:06:58,900 --> 00:07:00,033 so control K 221 00:07:00,600 --> 00:07:03,100 and then move over 222 00:07:03,100 --> 00:07:04,466 and we're gonna control v 223 00:07:05,166 --> 00:07:06,866 and I'm gonna drop that right here 224 00:07:06,866 --> 00:07:08,199 so that that way 225 00:07:08,333 --> 00:07:09,199 that roto now 226 00:07:09,200 --> 00:07:10,366 you see what happened 227 00:07:10,366 --> 00:07:12,333 well now I can't but if I 228 00:07:12,333 --> 00:07:13,533 if I break this out 229 00:07:13,533 --> 00:07:14,733 let's just break that out 230 00:07:14,733 --> 00:07:16,466 you can see where the color correct 231 00:07:16,600 --> 00:07:19,333 begins to line up properly so that's 232 00:07:19,333 --> 00:07:20,466 that's a good thing 233 00:07:20,666 --> 00:07:21,766 and then obviously 234 00:07:21,766 --> 00:07:24,066 any other points at which you were doing that 235 00:07:24,066 --> 00:07:26,366 you probably also want to uh 236 00:07:26,566 --> 00:07:27,499 integrate that 237 00:07:27,500 --> 00:07:30,800 so you can add that into your rotto 238 00:07:30,800 --> 00:07:32,000 of your building 239 00:07:32,800 --> 00:07:35,866 and you can also add that into 240 00:07:36,200 --> 00:07:37,300 the other uh 241 00:07:37,900 --> 00:07:38,800 roto over here 242 00:07:38,800 --> 00:07:41,566 so that I'll let you take care of 243 00:07:41,566 --> 00:07:42,766 or we can do it right now 244 00:07:42,766 --> 00:07:43,666 let's just do it right now 245 00:07:43,666 --> 00:07:44,266 for kicks so 246 00:07:44,266 --> 00:07:45,599 let me just drop that in 247 00:07:45,900 --> 00:07:46,800 and drop it in 248 00:07:46,800 --> 00:07:48,900 over here here we go 249 00:07:49,533 --> 00:07:50,866 move that skinline render up 250 00:07:50,866 --> 00:07:54,099 just kinda clear things up a little bit 251 00:07:54,100 --> 00:07:55,100 there we are 252 00:07:55,866 --> 00:07:56,399 there we go 253 00:07:56,400 --> 00:07:58,533 okay so you're covered 254 00:07:58,533 --> 00:08:01,499 okay so that's in a proper place 255 00:08:01,500 --> 00:08:04,333 now what we want to do is 256 00:08:04,333 --> 00:08:05,333 we need to hold that out 257 00:08:05,333 --> 00:08:07,399 so I'm going to do a quick roto 258 00:08:07,400 --> 00:08:08,333 and right here 259 00:08:08,333 --> 00:08:09,966 you have it set to out 260 00:08:09,966 --> 00:08:10,533 so we could 261 00:08:10,533 --> 00:08:10,966 what we can 262 00:08:10,966 --> 00:08:12,766 what we can do is 263 00:08:12,766 --> 00:08:14,299 I'm just gonna move that defocus up 264 00:08:14,300 --> 00:08:15,600 I'm gonna add a merge 265 00:08:15,733 --> 00:08:16,899 let's turn it off for the moment 266 00:08:16,900 --> 00:08:18,300 until we're ready to use it 267 00:08:18,800 --> 00:08:20,100 add a rotor over here 268 00:08:20,866 --> 00:08:21,899 oops apologies 269 00:08:21,900 --> 00:08:24,800 that was not meant to connect in 270 00:08:25,600 --> 00:08:27,600 there we go okay 271 00:08:27,933 --> 00:08:28,966 connect that in 272 00:08:28,966 --> 00:08:29,733 right there 273 00:08:29,733 --> 00:08:30,599 all right actually 274 00:08:30,600 --> 00:08:31,333 let's just bring it down 275 00:08:31,333 --> 00:08:31,699 right there 276 00:08:31,700 --> 00:08:32,566 that's fine 277 00:08:32,566 --> 00:08:34,166 and what I'm going to do 278 00:08:34,566 --> 00:08:35,899 in this case is 279 00:08:35,900 --> 00:08:37,766 let's go back to frame 7:32 280 00:08:37,766 --> 00:08:39,199 that's where things 281 00:08:39,333 --> 00:08:41,466 begin to fall apart 282 00:08:42,100 --> 00:08:43,700 in terms of our movement 283 00:08:45,066 --> 00:08:47,499 and let's just get rid of that transform 284 00:08:47,500 --> 00:08:48,300 there we go 285 00:08:48,566 --> 00:08:50,599 and we need to rotate 286 00:08:50,733 --> 00:08:53,399 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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