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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,591 In this video we're going to be changing the speed of a clip. 2 00:00:03,591 --> 00:00:05,591 We have this footage of two guys playing basketball. 3 00:00:05,591 --> 00:00:07,091 It was shot at a high frame rate, 4 00:00:07,091 --> 00:00:10,191 so it's slow motion when we play it back at 24 frames a second. 5 00:00:10,191 --> 00:00:13,591 We're going to look at ways that we can speed it up, 6 00:00:13,591 --> 00:00:15,591 so it plays back in real-time. 7 00:00:15,591 --> 00:00:17,948 I think the footage was shot at 96 frames a second, 8 00:00:17,948 --> 00:00:21,590 which is four times more than the usual 24 frames a second. 9 00:00:21,591 --> 00:00:25,019 This means that for every frame in our 24 frame a second 10 00:00:25,019 --> 00:00:27,091 project there are 4 frames from the footage, 11 00:00:27,091 --> 00:00:30,744 so we are going to need to speed it up by a factor of 4 12 00:00:30,744 --> 00:00:32,591 to get it to play back in real-time. 13 00:00:32,591 --> 00:00:34,437 If you remember back to the first class, 14 00:00:34,437 --> 00:00:37,590 I've already shown you one way to speed a clip up by 15 00:00:37,590 --> 00:00:40,514 using an expression in the Read node, so let's try that. 16 00:00:40,514 --> 00:00:41,898 Before we go any further, though, 17 00:00:41,898 --> 00:00:45,090 let's add a frame number burn-in with a Text node, 18 00:00:45,090 --> 00:00:47,590 so we can see what is happening. 19 00:00:47,591 --> 00:00:52,409 I'll add a Text node and type value frame in square brackets on one line and 20 00:00:52,409 --> 00:01:00,590 metadata input/frame in square brackets on the next line. 21 00:01:00,591 --> 00:01:03,667 The top number is based on the timeline in Nuke, 22 00:01:03,667 --> 00:01:05,757 whereas the bottom number is reading the metadata that is 23 00:01:05,757 --> 00:01:08,590 embedded in the actual frame being passed through the Read node 24 00:01:08,590 --> 00:01:10,590 after any expression has been applied. 25 00:01:10,591 --> 00:01:14,591 Before we enter the expression the two numbers will match. 26 00:01:14,591 --> 00:01:17,590 We can open the Read node and choose expression, 27 00:01:17,590 --> 00:01:19,744 and type frame multiplied by four. 28 00:01:19,744 --> 00:01:25,019 Now frame one on the timeline is going to show frame four of the footage. 29 00:01:25,019 --> 00:01:28,091 On frame two we will see frame eight of the footage. 30 00:01:28,091 --> 00:01:30,924 Notice how the top number in the Text node hasn't changed 31 00:01:30,924 --> 00:01:33,257 because it's based on the new timeline, 32 00:01:33,257 --> 00:01:36,257 and we are effectively applying the retime to the 33 00:01:36,257 --> 00:01:38,590 footage before it gets to our timeline. 34 00:01:38,591 --> 00:01:42,591 When we hit play you can see the clip is playing back real-time now. 35 00:01:42,591 --> 00:01:44,591 You'll also notice that the clip ends much sooner because we've 36 00:01:44,591 --> 00:01:48,591 effectively removed three-quarters of the frames. 37 00:01:48,591 --> 00:01:52,590 This works, in this case, because the footage starts at frame 0. 38 00:01:52,591 --> 00:01:54,898 If the frame numbering with the footage starts at 1001, 39 00:01:54,898 --> 00:01:58,590 like it often does in Visual Effects, this isn't going to work. 40 00:01:58,591 --> 00:02:00,898 If I load in this version of the same clip, 41 00:02:00,898 --> 00:02:05,898 which is identical, except that it does start on frame 1001, 42 00:02:05,898 --> 00:02:08,590 you can see the problem. 43 00:02:08,591 --> 00:02:11,162 One thousand and one multiplied by 4 is 4004, 44 00:02:11,162 --> 00:02:13,524 and this clip ends at frame 1337, 45 00:02:13,524 --> 00:02:19,591 so we are already way beyond our frame range on our first frame. 46 00:02:19,591 --> 00:02:22,924 We could fix the expression by subtracting 1000 from the 47 00:02:22,924 --> 00:02:25,409 frame number before we do the multiplication, 48 00:02:25,409 --> 00:02:27,591 then adding it back on afterwards. 49 00:02:27,591 --> 00:02:32,590 That expression would look like this, frame-1000 in brackets, 50 00:02:32,591 --> 00:02:36,591 multiply by 4, add 1000, but like before, 51 00:02:36,591 --> 00:02:40,206 there are dedicated nodes that give us more options than just 52 00:02:40,206 --> 00:02:42,191 trying to do everything in the Read node. 53 00:02:42,191 --> 00:02:44,591 Let's remove the expression from the Read node, 54 00:02:44,591 --> 00:02:46,591 and delete the second line from the Text node. 55 00:02:46,591 --> 00:02:53,591 From now on our retimes will be based on the numbers in the Nuke timeline. 56 00:02:53,591 --> 00:02:56,257 The simplest way to apply a constant speed change to 57 00:02:56,257 --> 00:03:00,591 a clip is to use the Retime node, which we looked at in the previous video. 58 00:03:00,591 --> 00:03:03,591 Let's bring that in and set the speed to four. 59 00:03:03,591 --> 00:03:05,948 I'm also going to set the filter to nearest for now, 60 00:03:05,948 --> 00:03:08,091 and we'll come back to this later. 61 00:03:08,091 --> 00:03:12,591 Now you can see that the clip plays back at real speed. 62 00:03:12,591 --> 00:03:18,590 Notice that the output end frame now shows 1085. 63 00:03:18,591 --> 00:03:21,591 Using the speed slider is a very logical way of working, 64 00:03:21,591 --> 00:03:24,591 and other nodes that we'll cover later also have the same option, 65 00:03:24,591 --> 00:03:29,591 but it is often more practical to deal with frame numbers rather than speed. 66 00:03:29,591 --> 00:03:32,591 Working with frame numbers instead of speed makes it easier to use 67 00:03:32,591 --> 00:03:36,591 expressions to apply these changes in time to other nodes or to pass 68 00:03:36,591 --> 00:03:39,590 the retime data on to other applications. 69 00:03:39,591 --> 00:03:42,591 This is why the time TimeWarp node is probably the most used node in 70 00:03:42,591 --> 00:03:45,591 Visual Effects when it comes to setting up retimes. 71 00:03:45,591 --> 00:03:46,744 It's an incredibly simple node, 72 00:03:46,744 --> 00:03:49,283 and we don't often use it to render the final result, 73 00:03:49,283 --> 00:03:51,590 but we usually use it to set up the retimes, 74 00:03:51,591 --> 00:03:55,591 and then link the output to other nodes. 75 00:03:55,591 --> 00:03:57,437 In the TimeWarp node we simply define which frame of the source 76 00:03:57,437 --> 00:04:00,591 we want to view at each frame of the timeline. 77 00:04:00,591 --> 00:04:01,191 By default, 78 00:04:01,191 --> 00:04:03,291 you'll notice that Nuke automatically creates two 79 00:04:03,291 --> 00:04:05,019 key frames on the input property, 80 00:04:05,019 --> 00:04:09,129 one for the first frame and one for the last frame of our timeline. 81 00:04:09,129 --> 00:04:12,190 The value of these key frames matches the frame numbers of 82 00:04:12,190 --> 00:04:13,990 the first and the last frames of the clip, 83 00:04:13,990 --> 00:04:17,091 and if you look in the Curve Editor you can see that the 84 00:04:17,091 --> 00:04:19,129 interpolation between the key frames is linear, 85 00:04:19,129 --> 00:04:21,841 so currently the input frame of the clip matches 86 00:04:21,841 --> 00:04:24,591 the output frame of the timeline, a one to one relationship, 87 00:04:24,591 --> 00:04:27,590 so there is no speed change on the clip. 88 00:04:27,591 --> 00:04:31,206 As we scrub through it you'll see that the input value matches the output value. 89 00:04:31,206 --> 00:04:34,591 The slope of this graph represents the speed of the clip. 90 00:04:34,591 --> 00:04:37,162 The x-axis of the graph is the output frame, 91 00:04:37,162 --> 00:04:39,924 and the y-axis of the graph is the input frame. 92 00:04:39,924 --> 00:04:40,724 As it is, 93 00:04:40,724 --> 00:04:45,590 an increase of one on the x-axis results in an increase of one on the y-axis. 94 00:04:45,591 --> 00:04:47,898 This means that the gradient of the graph is one, 95 00:04:47,898 --> 00:04:50,590 and therefore the speed of the clip is one. 96 00:04:50,590 --> 00:04:54,341 The gradient of a graph for any point is called the derivative. 97 00:04:54,341 --> 00:04:55,841 Nuke will calculate this for us, 98 00:04:55,841 --> 00:04:59,532 and we can display it in a Text node in a similar way 99 00:04:59,532 --> 00:05:01,591 to how we display the frame numbers. 100 00:05:01,591 --> 00:05:04,590 Let's create a new Text node, below the TimeWarp this time, 101 00:05:04,591 --> 00:05:07,257 and enter value TimeWarp1. 102 00:05:07,257 --> 00:05:07,924 lookup. 103 00:05:07,924 --> 00:05:10,591 derivative in square brackets. 104 00:05:10,591 --> 00:05:12,898 The word lookup is actually the name of the input 105 00:05:12,898 --> 00:05:14,590 frame variable in the TimeWarp node, 106 00:05:14,590 --> 00:05:18,591 so this expression is telling the Text node to display the 107 00:05:18,591 --> 00:05:23,591 derivative of the input frame value on the current frame. 108 00:05:23,591 --> 00:05:24,924 We need to move this text down a little bit, 109 00:05:24,924 --> 00:05:26,514 so it's not covering up the frame numbers. 110 00:05:26,514 --> 00:05:30,448 We want to apply a constant speed change of four to the clip, 111 00:05:30,448 --> 00:05:33,590 so we want the gradient of our graph to be four. 112 00:05:33,591 --> 00:05:37,591 We do this by changing the relationship between the input and the output. 113 00:05:37,591 --> 00:05:38,233 If you remember, 114 00:05:38,233 --> 00:05:41,649 the Retime node told us that when we sped the clip up by a 115 00:05:41,649 --> 00:05:44,826 factor of four our clip ended on frame 1085, 116 00:05:44,826 --> 00:05:53,590 so we need to map frame 1337 of the input to frame 1085 on our timeline. 117 00:05:53,591 --> 00:05:54,990 We can do this in multiple ways. 118 00:05:54,990 --> 00:05:58,129 The first way is to use the controls in the node directly. 119 00:05:58,129 --> 00:06:03,590 We can move to frame 1085 in the timeline, and type 1337 into the dialog box. 120 00:06:03,590 --> 00:06:07,045 If you hit play now you'll see that the footage plays 121 00:06:07,045 --> 00:06:09,591 back faster until 1085 and then freezes, 122 00:06:09,591 --> 00:06:10,876 which is what we would expect, 123 00:06:10,876 --> 00:06:14,091 but if you look at the frame number burn-in you'll see that the frames 124 00:06:14,091 --> 00:06:16,390 aren't always increasing by 4 whole frame numbers, 125 00:06:16,390 --> 00:06:19,590 and the gradient is changing on every frame, 126 00:06:19,591 --> 00:06:22,052 and after 1085 it isn't frozen at all. 127 00:06:22,052 --> 00:06:25,437 It's reading in frames beyond the end of our clip and around 1190 128 00:06:25,437 --> 00:06:27,448 the frame numbers are actually going backwards, 129 00:06:27,448 --> 00:06:29,591 so what's going on here? 130 00:06:29,591 --> 00:06:31,841 If we look at the Curve Editor we can see that the 131 00:06:31,841 --> 00:06:33,448 graph is no longer a straight line. 132 00:06:33,448 --> 00:06:36,590 When we added a third key frame Nuke created a nice, 133 00:06:36,591 --> 00:06:40,591 smooth curve between it and the other key frames. 134 00:06:40,591 --> 00:06:42,591 This curved line means that the retime isn't linear. 135 00:06:42,591 --> 00:06:44,590 It's going to vary on every frame. 136 00:06:44,590 --> 00:06:47,136 It will be faster where the graph is steeper, 137 00:06:47,136 --> 00:06:48,227 slower where it's flatter, 138 00:06:48,227 --> 00:06:53,590 and it will actually run backwards when the graph starts sloping downwards. 139 00:06:53,591 --> 00:06:55,591 Luckily, there's an easy way to fix this. 140 00:06:55,591 --> 00:06:58,162 We can select all of the key frames and set the interpolation 141 00:06:58,162 --> 00:07:01,091 of the graph to linear by right-clicking on one of the key 142 00:07:01,091 --> 00:07:02,954 frames and choosing Interpolation, Linear. 143 00:07:02,954 --> 00:07:08,045 We could also just hit L with all our key frames selected. 144 00:07:08,045 --> 00:07:10,821 I like typing numbers into the node directly, 145 00:07:10,821 --> 00:07:13,590 as it's' easy to be very specific, but as you can see, 146 00:07:13,591 --> 00:07:15,206 it can lead to some unexpected results, 147 00:07:15,206 --> 00:07:19,360 so let's look at the other ways we could change the value. 148 00:07:19,360 --> 00:07:22,590 Let's start with a fresh TimeWarp node. 149 00:07:22,591 --> 00:07:26,590 We could change the key frame values directly in the Curve Editor. 150 00:07:26,591 --> 00:07:29,591 We can drag the key frames around or we can click on 151 00:07:29,591 --> 00:07:31,424 them and type in specific values. 152 00:07:31,424 --> 00:07:37,409 This is great, but sometimes I find working in the Curve Editor too fiddly, 153 00:07:37,409 --> 00:07:40,590 especially when I'm using a Wacom tablet, 154 00:07:40,591 --> 00:07:44,591 so instead we could also use the Dope Sheet. 155 00:07:44,591 --> 00:07:47,591 If we make sure that the key frames for the lookup values are visible, 156 00:07:47,591 --> 00:07:50,390 we can drag them along the timeline. 157 00:07:50,390 --> 00:07:55,129 So now we have our clip sped up by a factor of four, 158 00:07:55,129 --> 00:07:57,591 so it's playing back at the read speed. 159 00:07:57,591 --> 00:08:02,052 We can change the length of our project to match the new length of this clip, 160 00:08:02,052 --> 00:08:05,744 1001 to 1085. 161 00:08:05,744 --> 00:08:15,590 Let's do that in our Project Settings panel. 162 00:08:15,591 --> 00:08:19,591 So let's summarize what we've covered in this module. 163 00:08:19,591 --> 00:08:21,162 You want to have nailed down the exact footage you want 164 00:08:21,162 --> 00:08:22,591 to work with before getting to Nuke. 165 00:08:22,591 --> 00:08:26,514 It's much easier to go through large chunks of footage in an edit 166 00:08:26,514 --> 00:08:29,590 application than it is in a compositing tool. 167 00:08:29,591 --> 00:08:30,821 Like most things that we'll do in Nuke, 168 00:08:30,821 --> 00:08:32,662 there are many different ways to achieve the same result, 169 00:08:32,662 --> 00:08:36,019 but even if the result is the same each option will 170 00:08:36,019 --> 00:08:39,590 have its advantages over others. 171 00:08:39,591 --> 00:08:42,590 Always try to make your Nuke script as clear and concise as you can, 172 00:08:42,591 --> 00:08:46,591 and that doesn't always mean just using as few nodes as possible. 173 00:08:46,591 --> 00:08:51,591 It's good practice to separate major operations into individual nodes. 174 00:08:51,591 --> 00:08:53,162 You can use expressions and Text nodes to help you keep 175 00:08:53,162 --> 00:08:56,318 track of your retimes and troubleshoot anything that isn't 176 00:08:56,318 --> 00:08:58,591 working the way you expected. 177 00:08:58,591 --> 00:09:02,590 Where possible, try not to trim off extra frames in a permanent operation. 178 00:09:02,591 --> 00:09:04,090 Also, try to set up your scripts, 179 00:09:04,090 --> 00:09:07,305 so that you can extend the frame range easily if necessary. 180 00:09:07,305 --> 00:09:09,448 If you have the option, 181 00:09:09,448 --> 00:09:14,591 try to set up your retimes using frame numbers rather than speed values. 182 00:09:14,591 --> 00:09:26,591 It will allow you to be much more flexible with your project. 16246

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