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hi everyone
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welcome to our first uh
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lesson in our course
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of creating high tech projectile weaponry in nuke
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in this lesson
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we will begin by preparing our play for compositing
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so let's get started
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one of the first things we noticed
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looking at this footage
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of two military officers firing some weapons
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is that we see some ejection shells
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coming out of the gun
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mainly at the top here
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and at the bottom here
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so one of the first things we're gonna do
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is get rid of these
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as they kind of give away
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that these weapons are modern day weapons
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not futuristic
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alien technology type weapons
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so for the purpose of this course
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we'll probably leave the bottom area alone
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but we will get rid of the ejection shelf
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at the top here
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so what we're gonna wanna do is
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we're gonna wanna patch this out
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with some of the sky so
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one of the first things we're gonna do
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is we're gonna grab a roto paint node
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and we're going to try and find an area
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where we see the most sky without any bullets in it
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so I'd say somewhere around here
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it's probably pretty good
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so first thing I'm gonna do is rhodo a patch of the sky
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next we're going to multiply the two together
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the plates and the rhodo shape that we just created
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to give us our patch
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if we view that
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you'll see that we get
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this guy piece right here
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so what we're gonna wanna do is
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we're going to want to put that back over the plate
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can you view that
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so if we turn this off
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and go to a frame
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where we can see some of the ejection shells
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let's see
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probably somewhere around here in the middle
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there we go if we grab our patch view it over the plate
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oh sorry one of the things I forgot to mention is that
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the frame where we get our patch from
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we need to frame hold it on that frame
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so this is frame 51
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so I'm going to frame hold frame 51
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grab a frame hold node
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put in 1050 or sorry 51 excuse me
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and if we go to that one frame
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we had the Jack dial save frame
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we'll see you there
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so what we're gonna do is we're going to
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basically animate this patch to stay over this area
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and hide all the projectiles coming off the
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off the gun
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so I'm going to set a key frame here
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to begin animating the transform node
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and I'm going to be toggling on and off
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the overnote here
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to see if I'm correctly getting rid of the
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ejectiles that I want
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so on frame 47
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we can see we're
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get rid of it there
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so we have a keyframe there
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we'll go back a few frames
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and we will adjust this so we're not going over our guy
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but we will keep it as close as we can to that
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we'll go further back
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and further back
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then we'll go forward a bit
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alright so we have a few key frames there
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that should hide the projectiles at the top
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let's play it and see what we get
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looks like it's working pretty good
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I'm just gonna let it play through again
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alright
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I see a little bit of it coming out on frame 69
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so we'll set a new keyframe
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until we can't see it anymore
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this is an area where we can
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kind of adjust the rotor shape
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just to make it work a bit better
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alright let's take a look at that again
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alright so as you can see
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that the ejectile has been removed
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so thank you for this course
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and we will see you in the next one thank you
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