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hi welcome to our course
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on creating high tech projectile weaponry in nuke
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in this class
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I wanna show you guys
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how to create some alternate looks for our projectiles
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I just want to show you guys some different ways
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of creating different looks for these type of effects
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so for this new look that we're gonna do
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we're gonna create a look that is more of a
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more of a bean coming out of the
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the weapon as opposed to a
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a shell or a pulse
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or a singular shot
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we're gonna create a look that's more of
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like a bean type effect
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so in order to create the look
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what we're gonna do is
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we're gonna basically replace
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our distortion blast with the new element
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so I've gone ahead and just
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disable the nodes that create the distortion blast
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and I just created some space in between that
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and the rest of the script to
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for us to create our new nodes
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so one of the first things we're gonna do is
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we're gonna create the beam itself
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so for that
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I'm gonna bring in a roto node
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and I'm going to create my first frame of the node
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right after the muzzle flash
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so I'm gonna scrub through
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and find out where the muzzle flash is
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so it ends on frame 45
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so that's where we're gonna create our beam
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using our roto shape
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so all we're gonna do is just create
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a long rectangular line
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like this
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and we're gonna just feather it out
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so something like this
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we're gonna plus it over
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just so we can see how it's looking
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I want a bit of a stronger center
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and a bit of a weaker fall off
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so I'm gonna
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reduce the size of the center of this a bit
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something like that okay
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next I'm going to track this to the tip of the gun
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so I'm gonna bring in a tracker note
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and we'll begin the track on the last frame of the
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muzzle flash
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so we can set the frame to frame 44
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we'll do a match move
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if there's any motion blur we'll turn that on
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and we'll add our tracker point
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and what I'm gonna use to track is
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I'm gonna use this little divot here to track
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so I'm gonna place my
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tracker point here
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actually what I'm going to do is I'm going to
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track this I'm gonna hand track this
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so I'm gonna have to track this off of the plate
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so we'll just go up to the top of the script
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and just track it off of the plate here
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I like to add a grade node when I'm doing a hand track
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I find that it works better
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when you're not viewing the actual tracker node
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you kind of need to view above it
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to do your hand tracking
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so that's kind of why we're doing it this way
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so if I view my grade note
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and I start scrubbing forward
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I can manually move this
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and it'll track as a hand track
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so I'm gonna do this for about
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you always wanna have
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more tracking information than last
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so I'm gonna track this for about
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maybe 10 to 15 frames or so
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so we started from 44
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alright that ought to do
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it's enough key frames for our tracker
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so I can delete this grade and disable that
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and bring this back down
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so if we go to our first frame of our beam
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frame 45 only attach our tracker and we place this over
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there we go
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we'll just move this over a little bit
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alright so we'll throw a little blur on that
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um something like this is probably good
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we can always adjust this as we go
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I'm also gonna add a little tint to our beam here
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to our but I'm gonna add it to the roto paint node
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so we can just do that within the color
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um again I'm gonna go something within the blues
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slash purples so
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yeah we could do something like that that
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that that works for me we'll leave it like that for now
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so now if we scrub through
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and we can see that our beam is tracked to the nozzle
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which is what we want
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perfect
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next we're gonna add a grade node
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to the main part of our script
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main part of the tree
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right under the
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where the beam goes over the rest of the script
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and with this grade note
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we're gonna use this to gain up our beam
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so it's really bright
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quite bright as you can see we're gaining everything
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so I'm gonna mask it off with this
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there we go
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so now when we gain it's just affecting the beam
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so maybe something like that works pretty good
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then I'm gonna wanna glow this
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so I'm gonna throw a glow node under the grade
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I'm also gonna mask that off as well
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I like to add a filter road in a blurred
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just before it goes into the glow
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just so I can control the size and
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density of this being here
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I may not use them
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but I like to have them there
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just in case they do want them
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coming into the glow
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no this is where we kind of again
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push and pull until something cool that we like happens
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the brightness is brightening it up too much
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so I'll leave that alone
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I will increase the blur here
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maybe I'll go back into our grade here and
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reduce that a bit
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as well as this glow here
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something like that it's probably okay
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again what I'm trying to do is I'm trying to get a nice
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hot center with a nice fall off between
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so something like this with a nice hot White Center
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with a nice blue cool fall off
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so that's what I'm trying to create here
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I don't want it like that and I don't want it like that
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so somewhere in the middle
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it's pretty good
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yeah something like that it's good
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so I'm gonna just animate this on and off
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just so that we have some
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working points to work with
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the first frame this is on is on frame 45
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so that's where I'm going to use this
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and what I'm gonna use to animate on is
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I'm not gonna animate the over
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I'm just gonna animate the actual road of paint
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note itself
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cause that's the base of everything
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so if I go to the opacity and I set a keyframe
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have one go back
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turn that off
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and then again
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this is something we can adjust
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I'm gonna allow this to stay on
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for about 10 to 12 frames and then turn it off
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I can adjust that to make it longer
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shorter as we go throughout the shot so one
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we'll see here
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it's probably good for now so I'll set a key frame of 1
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go forward and key frame of zero
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there we go
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so now if I play this if we view this
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this is what we have
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alright which is what we want
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alright so we've created the
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first part of our beam effect
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uh next class
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I'm gonna show you guys
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how to create some particles to add to this
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to kind of boost the look and feel of the uh effect
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so join us next class
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see you next time bye
12855
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