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hi everyone
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welcome back to our 7th class
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in our course on creating high tech uh
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weaponry and nuke
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um last class
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we focused on creating
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um plate uh
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distortion effects
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and in this class
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we will focus on creating interactive lighting
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from the muzzle flash and projectile on our weapon
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as well as our soldier
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so in our earlier classes
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we created um some mats
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created a gun mat
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and we also created
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um a body mat
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so we will be using both of those in this lesson
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so I'm just gonna grab those right now
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and bring those down
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that's these right here
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and so we'll start with our
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the gun portion
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so if we go to where our muzzle flashes are
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so let's frame
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43 44 that's where we'll create these
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so what we're gonna wanna do is we've created
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our gun mat here
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we're gonna want to
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also pull a key
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on the plate
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to get some of the highlight areas of the gun as well
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so we did that for the body mat here
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where we were able to get some of the highlights
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not so many
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but just a few
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and we'll do the same for the gun
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so if you grab a key or node
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and we can just share off of this stream here
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we're gonna key this until we get
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some of the brighter areas
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kind of limited into the key so kinda
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something like that it's probably good
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so I'll name these this is gonna be our body key
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this is gonna be your gun key okay
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now this plate distortion we did last class
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is affecting the placement of a gun
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so we might add this
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before the distortion on the plate happens so here
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so we're gonna grab a grade note
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we're gonna attach it to our mat
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put that into the stream
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and we will also take our gun mat
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and multiply that with
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are gun key so if we multiply these two
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we get the gun by itself
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within the gun mat
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so if we go to our grade node
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in our plate here
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and we start gaining up
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you'll see that we're getting our gun here
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so we're gonna do this two fold
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we're going to use
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the gun mat on its own
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and we're also gonna use gun mat within the key so
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we're gonna be color correcting two portions of the gun
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so this first portion here will be our
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entire gun that we're going to color correct
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so we're gonna want to animate this again
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with the muzzle flash
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where the muzzle flash is smaller
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will have a smaller value for our interactive lighting
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where the muzzle flash is larger
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will have more
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so Frame 43 will say something like
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maybe something like that and we'll set a keyframe
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then the next frame will go even more again
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these are it's daytime
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it's a very powerful
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we'll assume it's a very powerful futuristic gun
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so we can again push these effects a bit more
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so we'll do something like that
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and we'll animate that
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and then next frame
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because there is still a projectile
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will keep the lighting on
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but a little bit less
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we'll bring it down
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then our next frame
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we can turn that completely off
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all right then for the second portion
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we'll go back to our first frame
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and we will gain this up as well
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it's also the key frame
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for where the muzzle
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fascist larger
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will go a bit more as well
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with this set
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our key frame
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and then a little less
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once the projectile exits the gun
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and then completely off once again
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once it's exited the screen
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so there we go
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we will also do the same thing for the soldier's body
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so for his body mat we will grab a grade node
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looks like we only did roto shapes for
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the frames before the muzzle flash
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so we'll do a few more
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again this can be pretty rough doesn't need to be exact
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it's a frame 43
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see we're gaining them up here
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so we'll maybe do something like this
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for the first frame of the muzzle flash
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next frame a bit more
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next frame little less and the frame after back to one
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so if we view what we've done
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we should see some
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lining effects happening on the gun end the body
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now normally
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what I would like to do
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it I'd like to kind of go in and like
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make the lighting effect a bit stronger and the nozzle
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have it fade off
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but um you know
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these are all things you can do later on
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I don't need to show you how to do that
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just want to give it basic overview of
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just kind of how the lighting effect works
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um so we've done that and um
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we're done for this class
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and I will see you next class
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