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hi everyone
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welcome back to our 2nd class
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in our course of creating high tech weaponry in Nuke X
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in this class
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we're gonna continue prepping our plate
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by creating roto shape mats for the gun
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and for the guy holding the gun
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both for hold out mass for interactive lighting on him
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as well on on the gun
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as well as muzzle flash layers
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for the nozzle and tip of the gun
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so let's begin
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so first thing we're gonna wanna do
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is creates a rotor shape mat of the gun
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so I'll go ahead and do that real quick
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now it doesn't need to be 100% accurate
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but the closer the better
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it's a pretty detailed gun
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so we'll just kind of keep it rough
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and can kind of refine it later over time
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alright we're just keeping it pretty rough
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which should work for our purposes here
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and um
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that should be okay for that
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alright
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next thing we're gonna wanna do
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is we're gonna wanna track the guns
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that we can have a
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so we don't have to animate
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keyframes throughout the whole thing
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if we just create a two point track
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attached to the rotor shape
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that should give us our mat a lot easier
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so I've gone ahead and created a
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two point track earlier
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um I track this point here on the gun
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as well as this point
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and attached it to our rotor shape here
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and this is what we got
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I like to check my rotor shapes
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to see if they're working
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by using a key
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mix in a constant placed over
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just to see if it's all holding up
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so if we kind of scrub through
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see that the mat is holding up pretty good
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we won't need the mat past frame 88 or so
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once he lowers his gun
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so we kind of have the mat
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for the duration that we need
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so that's good
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so we have mat 1 here
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which is the rotor shape
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plus our gun tracks
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will disconnect those and bring those down
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back to our script here
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so currently in this script
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we have the nodes holding out the ejection shells
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at the top here
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so we're gonna just name our mat here
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put it in a bounding box
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and we'll call it gun mat
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the next mat we're gonna wanna create
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is a mat for the actual guy himself um
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this is gonna be used for interactive lighting in his
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uh his his um
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highlight areas
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so I can just blow this away here
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and to do that
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what we're gonna wanna do is
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we're gonna wanna pull the key on him
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and use a rotor shape to hold that key in
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so first thing we'll do is we will pull the key
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using a key or node
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we'll just key that off the plate
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go to our kind of our reference frame is 38 39
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as you can see
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somehow he's in its daylight
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and he doesn't have a lot of highlight areas on him
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to key so we're kind of just getting a lot of his
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his suit which
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which is fine
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I'd say maybe something like this
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something like this is probably good enough for now
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we can refine that later
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so right now we'll also use a Roto paint node
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and draw a mat around him
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so gonna go this way here
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get some of his helmet as well
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again it can be rough
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we will refine it later if we need to
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no point doing roto
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that won't be needed
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so um again
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this is where you kind of need to
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look at the physics of the shot
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um we're gonna be doing a lot of our um
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muzzle flash lighting effects in this area
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so any interactive lighting probably won't be seen
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towards his backpack
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so we really want to focus more on his friends
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and fade it off towards the back
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so our mat can just end around here
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and we'll grab a bit of his arm here as well
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alright you get the gist
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I will refine this a bit more later
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so if we go to our key
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here we can see that's what we got
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so we wanna put the key into the mat so
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we can do something like this or we do
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kind of our mat inside our key inside of our mat here
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and this is what we get so we have this there
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so you guys don't need to roto
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see me roto for the direction the frame
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I'll do that while the uh
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the class is over
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and then the next class we will continue on um
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creating our lighting effects
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muzzle flashes at the beginning of the gun
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so thanks for joining us in this lesson
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and I will see you in our next lesson thanks
8505
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