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These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:01,600 hi everyone 2 00:00:01,600 --> 00:00:03,133 welcome back to our 2nd class 3 00:00:03,133 --> 00:00:06,399 in our course of creating high tech weaponry in Nuke X 4 00:00:06,900 --> 00:00:07,566 in this class 5 00:00:07,566 --> 00:00:09,799 we're gonna continue prepping our plate 6 00:00:10,266 --> 00:00:13,933 by creating roto shape mats for the gun 7 00:00:13,933 --> 00:00:16,466 and for the guy holding the gun 8 00:00:16,466 --> 00:00:20,699 both for hold out mass for interactive lighting on him 9 00:00:20,900 --> 00:00:22,933 as well on on the gun 10 00:00:22,933 --> 00:00:25,833 as well as muzzle flash layers 11 00:00:26,066 --> 00:00:27,733 for the nozzle and tip of the gun 12 00:00:27,733 --> 00:00:28,866 so let's begin 13 00:00:29,333 --> 00:00:31,233 so first thing we're gonna wanna do 14 00:00:32,300 --> 00:00:36,200 is creates a rotor shape mat of the gun 15 00:00:36,200 --> 00:00:38,400 so I'll go ahead and do that real quick 16 00:00:43,733 --> 00:00:46,499 now it doesn't need to be 100% accurate 17 00:00:46,500 --> 00:00:49,466 but the closer the better 18 00:00:50,700 --> 00:00:52,100 it's a pretty detailed gun 19 00:00:52,100 --> 00:00:54,400 so we'll just kind of keep it rough 20 00:00:54,400 --> 00:00:57,866 and can kind of refine it later over time 21 00:01:16,900 --> 00:01:20,433 alright we're just keeping it pretty rough 22 00:01:22,600 --> 00:01:25,300 which should work for our purposes here 23 00:01:33,900 --> 00:01:35,100 and um 24 00:01:36,766 --> 00:01:38,399 that should be okay for that 25 00:01:40,566 --> 00:01:41,666 alright 26 00:01:46,400 --> 00:01:47,566 next thing we're gonna wanna do 27 00:01:47,566 --> 00:01:49,366 is we're gonna wanna track the guns 28 00:01:49,366 --> 00:01:50,633 that we can have a 29 00:01:51,100 --> 00:01:52,566 so we don't have to animate 30 00:01:52,600 --> 00:01:53,933 keyframes throughout the whole thing 31 00:01:53,933 --> 00:01:56,066 if we just create a two point track 32 00:01:56,133 --> 00:01:57,366 attached to the rotor shape 33 00:01:57,366 --> 00:02:01,199 that should give us our mat a lot easier 34 00:02:01,866 --> 00:02:03,766 so I've gone ahead and created a 35 00:02:04,566 --> 00:02:06,233 two point track earlier 36 00:02:06,500 --> 00:02:08,900 um I track this point here on the gun 37 00:02:08,900 --> 00:02:10,100 as well as this point 38 00:02:10,100 --> 00:02:12,700 and attached it to our rotor shape here 39 00:02:13,900 --> 00:02:15,433 and this is what we got 40 00:02:17,333 --> 00:02:19,899 I like to check my rotor shapes 41 00:02:19,900 --> 00:02:20,766 to see if they're working 42 00:02:20,766 --> 00:02:21,599 by using a key 43 00:02:21,600 --> 00:02:23,200 mix in a constant placed over 44 00:02:23,200 --> 00:02:25,433 just to see if it's all holding up 45 00:02:28,166 --> 00:02:31,766 so if we kind of scrub through 46 00:02:33,700 --> 00:02:38,433 see that the mat is holding up pretty good 47 00:02:43,700 --> 00:02:47,200 we won't need the mat past frame 88 or so 48 00:02:47,200 --> 00:02:48,333 once he lowers his gun 49 00:02:48,333 --> 00:02:49,933 so we kind of have the mat 50 00:02:49,933 --> 00:02:51,999 for the duration that we need 51 00:02:52,000 --> 00:02:53,266 so that's good 52 00:02:53,800 --> 00:02:55,466 so we have mat 1 here 53 00:02:56,366 --> 00:02:57,599 which is the rotor shape 54 00:02:57,600 --> 00:02:58,766 plus our gun tracks 55 00:02:58,766 --> 00:03:01,099 will disconnect those and bring those down 56 00:03:01,100 --> 00:03:03,800 back to our script here 57 00:03:05,400 --> 00:03:06,533 so currently in this script 58 00:03:06,533 --> 00:03:09,999 we have the nodes holding out the ejection shells 59 00:03:10,000 --> 00:03:11,033 at the top here 60 00:03:11,800 --> 00:03:14,500 so we're gonna just name our mat here 61 00:03:14,533 --> 00:03:16,399 put it in a bounding box 62 00:03:24,066 --> 00:03:26,799 and we'll call it gun mat 63 00:03:35,500 --> 00:03:37,000 the next mat we're gonna wanna create 64 00:03:37,000 --> 00:03:41,100 is a mat for the actual guy himself um 65 00:03:42,166 --> 00:03:44,333 this is gonna be used for interactive lighting in his 66 00:03:44,333 --> 00:03:46,566 uh his his um 67 00:03:46,766 --> 00:03:48,099 highlight areas 68 00:03:48,600 --> 00:03:52,566 so I can just blow this away here 69 00:03:57,500 --> 00:03:58,300 and to do that 70 00:03:58,300 --> 00:03:59,200 what we're gonna wanna do is 71 00:03:59,200 --> 00:04:02,066 we're gonna wanna pull the key on him 72 00:04:02,333 --> 00:04:05,066 and use a rotor shape to hold that key in 73 00:04:05,066 --> 00:04:08,266 so first thing we'll do is we will pull the key 74 00:04:09,133 --> 00:04:10,433 using a key or node 75 00:04:16,533 --> 00:04:18,299 we'll just key that off the plate 76 00:04:19,200 --> 00:04:23,266 go to our kind of our reference frame is 38 39 77 00:04:30,600 --> 00:04:32,033 as you can see 78 00:04:33,100 --> 00:04:35,200 somehow he's in its daylight 79 00:04:35,200 --> 00:04:37,966 and he doesn't have a lot of highlight areas on him 80 00:04:37,966 --> 00:04:41,099 to key so we're kind of just getting a lot of his 81 00:04:41,766 --> 00:04:43,099 his suit which 82 00:04:43,100 --> 00:04:44,266 which is fine 83 00:04:45,100 --> 00:04:47,366 I'd say maybe something like this 84 00:04:53,366 --> 00:04:56,566 something like this is probably good enough for now 85 00:04:56,566 --> 00:04:57,999 we can refine that later 86 00:04:58,000 --> 00:05:01,800 so right now we'll also use a Roto paint node 87 00:05:01,800 --> 00:05:05,066 and draw a mat around him 88 00:05:09,333 --> 00:05:12,633 so gonna go this way here 89 00:05:14,900 --> 00:05:17,300 get some of his helmet as well 90 00:05:24,866 --> 00:05:26,099 again it can be rough 91 00:05:26,100 --> 00:05:28,800 we will refine it later if we need to 92 00:05:29,866 --> 00:05:30,899 no point doing roto 93 00:05:30,900 --> 00:05:32,066 that won't be needed 94 00:05:32,066 --> 00:05:35,699 so um again 95 00:05:35,800 --> 00:05:36,933 this is where you kind of need to 96 00:05:36,933 --> 00:05:38,666 look at the physics of the shot 97 00:05:38,666 --> 00:05:41,899 um we're gonna be doing a lot of our um 98 00:05:42,000 --> 00:05:44,100 muzzle flash lighting effects in this area 99 00:05:44,100 --> 00:05:47,600 so any interactive lighting probably won't be seen 100 00:05:47,600 --> 00:05:49,200 towards his backpack 101 00:05:49,533 --> 00:05:52,166 so we really want to focus more on his friends 102 00:05:52,166 --> 00:05:53,799 and fade it off towards the back 103 00:05:53,800 --> 00:05:58,266 so our mat can just end around here 104 00:06:03,366 --> 00:06:05,699 and we'll grab a bit of his arm here as well 105 00:06:22,133 --> 00:06:23,333 alright you get the gist 106 00:06:23,333 --> 00:06:25,466 I will refine this a bit more later 107 00:06:26,100 --> 00:06:27,966 so if we go to our key 108 00:06:32,400 --> 00:06:33,933 here we can see that's what we got 109 00:06:33,933 --> 00:06:36,499 so we wanna put the key into the mat so 110 00:06:38,133 --> 00:06:40,566 we can do something like this or we do 111 00:06:46,566 --> 00:06:52,166 kind of our mat inside our key inside of our mat here 112 00:06:52,300 --> 00:06:56,466 and this is what we get so we have this there 113 00:07:03,566 --> 00:07:05,699 so you guys don't need to roto 114 00:07:06,000 --> 00:07:08,466 see me roto for the direction the frame 115 00:07:08,466 --> 00:07:10,166 I'll do that while the uh 116 00:07:10,166 --> 00:07:11,399 the class is over 117 00:07:11,400 --> 00:07:14,966 and then the next class we will continue on um 118 00:07:15,800 --> 00:07:18,000 creating our lighting effects 119 00:07:18,000 --> 00:07:20,700 muzzle flashes at the beginning of the gun 120 00:07:21,000 --> 00:07:23,066 so thanks for joining us in this lesson 121 00:07:23,066 --> 00:07:25,399 and I will see you in our next lesson thanks 8505

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