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These are the user uploaded subtitles that are being translated: 1 00:00:11,866 --> 00:00:12,966 in this lesson 2 00:00:12,966 --> 00:00:14,399 we will begin integrating 3 00:00:14,400 --> 00:00:17,266 our 3D and live action elements together 4 00:00:17,266 --> 00:00:19,599 to create a final rendered scene 5 00:00:20,500 --> 00:00:22,066 so where we left off was 6 00:00:22,066 --> 00:00:24,933 we just put together our geometry 7 00:00:24,933 --> 00:00:26,166 our simple geometry 8 00:00:26,166 --> 00:00:28,266 that we were going to then determine 9 00:00:28,266 --> 00:00:31,066 if we need to create any other additional geometry 10 00:00:31,066 --> 00:00:32,266 for the building 11 00:00:32,533 --> 00:00:33,599 to go about doing that 12 00:00:33,600 --> 00:00:34,333 what we need to do 13 00:00:34,333 --> 00:00:36,199 is we need to do a quick slap comp 14 00:00:36,366 --> 00:00:39,399 a slap comp is basically taking the elements 15 00:00:39,400 --> 00:00:41,700 that you have created for your composite 16 00:00:41,766 --> 00:00:43,566 and slapping them together just a 17 00:00:43,566 --> 00:00:44,299 just a quick 18 00:00:44,300 --> 00:00:46,100 rough and dirty version 19 00:00:46,100 --> 00:00:49,133 so that you can be able to see some sort of an output 20 00:00:49,133 --> 00:00:52,699 to ensure that things such as tracking that would 21 00:00:52,700 --> 00:00:53,733 between the building 22 00:00:53,733 --> 00:00:55,666 and the actual live action background 23 00:00:55,666 --> 00:00:58,033 make sure the tracking is actually lining up 24 00:00:58,200 --> 00:01:01,733 as well as to determine if we do even need to create 25 00:01:01,733 --> 00:01:05,133 any more additional geometry for the building 26 00:01:05,133 --> 00:01:07,599 to ensure that the proper perspective 27 00:01:07,600 --> 00:01:09,733 based upon the live action camera move 28 00:01:09,733 --> 00:01:11,799 is actually being matched 29 00:01:11,800 --> 00:01:14,400 and if the subtle movements that you're seeing in there 30 00:01:14,400 --> 00:01:16,166 are suitable enough 31 00:01:16,166 --> 00:01:20,333 to be able to consider the 3D set up for the building 32 00:01:20,333 --> 00:01:22,799 as a finished piece in 33 00:01:22,800 --> 00:01:25,533 in relation to the actual geometry 34 00:01:25,533 --> 00:01:28,133 so let's just do a quick comp here 35 00:01:28,133 --> 00:01:30,466 what we're gonna do is just take a merge node 36 00:01:30,566 --> 00:01:32,366 and zoom in on this 37 00:01:32,366 --> 00:01:33,266 what we're wanting to do 38 00:01:33,266 --> 00:01:35,733 is put the building on top of the antenna 39 00:01:35,733 --> 00:01:38,099 remember the numbers that we have here for layer order 40 00:01:38,100 --> 00:01:40,066 so antenna was layer 1 41 00:01:40,166 --> 00:01:41,499 building was layer 2 42 00:01:41,966 --> 00:01:43,199 so a over B 43 00:01:43,200 --> 00:01:46,233 so building over antenna 44 00:01:46,266 --> 00:01:47,299 so there's that 45 00:01:47,300 --> 00:01:49,766 and then we have our mountain footage here 46 00:01:49,866 --> 00:01:52,333 so then we create another merge node 47 00:01:52,333 --> 00:01:55,033 and we're going to have the building and antenna 48 00:01:55,066 --> 00:01:56,766 over the mountain 49 00:01:57,000 --> 00:01:58,400 so now at this point 50 00:01:58,400 --> 00:02:00,233 we can just view right here 51 00:02:00,300 --> 00:02:03,233 and we'll be able to get an idea of what's going on 52 00:02:03,666 --> 00:02:04,566 so hit that 53 00:02:04,566 --> 00:02:05,799 that viewer 54 00:02:06,000 --> 00:02:09,533 and then let's full screen our actual viewer section 55 00:02:09,533 --> 00:02:10,266 and you can see 56 00:02:10,266 --> 00:02:14,266 the building is in the location that we were hoping 57 00:02:14,466 --> 00:02:17,066 now if I start to scrub through in the timeline 58 00:02:17,066 --> 00:02:18,199 so based on frame 100 59 00:02:18,200 --> 00:02:20,000 we were actually at frame one 39 there 60 00:02:20,000 --> 00:02:21,266 but at frame 100 61 00:02:21,266 --> 00:02:23,866 that visibly looks like it should match 62 00:02:23,866 --> 00:02:25,733 now just to confirm 63 00:02:25,733 --> 00:02:27,866 let's grab our reference frame 64 00:02:28,000 --> 00:02:29,733 and let's view that 65 00:02:29,733 --> 00:02:31,766 so we look at that 66 00:02:31,766 --> 00:02:32,766 you can see 67 00:02:32,900 --> 00:02:34,400 this is our slap comp 68 00:02:34,400 --> 00:02:36,400 that is our reference frame 69 00:02:36,400 --> 00:02:37,566 the only thing that's changed 70 00:02:37,566 --> 00:02:39,166 is the location of the antenna 71 00:02:39,166 --> 00:02:41,299 having been slid down just a little bit 72 00:02:41,300 --> 00:02:42,100 just in case 73 00:02:42,100 --> 00:02:43,833 we were worried about a little gap there 74 00:02:44,100 --> 00:02:44,533 the other reason 75 00:02:44,533 --> 00:02:45,766 I think it's 76 00:02:45,800 --> 00:02:46,600 now that I'm looking at it 77 00:02:46,600 --> 00:02:47,866 from aesthetic point of view 78 00:02:47,866 --> 00:02:49,733 I think moving the antenna down just a little bit 79 00:02:49,733 --> 00:02:50,299 is a little better 80 00:02:50,300 --> 00:02:51,066 cause it gets a little 81 00:02:51,066 --> 00:02:53,399 way further away from the top of frame 82 00:02:53,766 --> 00:02:55,666 but that's obviously wasn't 83 00:02:55,666 --> 00:02:56,533 the reason we were 84 00:02:56,533 --> 00:02:57,666 we were doing that 85 00:02:57,666 --> 00:02:59,499 so now if we look between the two 86 00:02:59,500 --> 00:03:00,600 you can see that the building 87 00:03:00,600 --> 00:03:01,800 and the background line up 88 00:03:01,800 --> 00:03:02,366 but obviously 89 00:03:02,366 --> 00:03:04,266 that's because it's on our Frame 90 00:03:04,266 --> 00:03:05,799 100 reference 91 00:03:05,933 --> 00:03:08,633 so now if I start to drag through the timeline 92 00:03:09,533 --> 00:03:11,066 are we seeing it 93 00:03:11,066 --> 00:03:14,499 tracking with the movement of the background plate 94 00:03:14,866 --> 00:03:15,733 and you know what 95 00:03:15,733 --> 00:03:17,333 I think our answer is 96 00:03:17,333 --> 00:03:18,299 actually yes 97 00:03:18,300 --> 00:03:21,266 it is now something to keep in mind this was 98 00:03:21,266 --> 00:03:22,299 this is for us 99 00:03:22,300 --> 00:03:24,233 was a bit of a happy accident 100 00:03:24,366 --> 00:03:25,866 but something to keep in mind 101 00:03:25,866 --> 00:03:28,299 when you're setting up your 3D geometry 102 00:03:28,300 --> 00:03:29,566 you have to keep in mind 103 00:03:29,566 --> 00:03:30,866 that the distance 104 00:03:30,866 --> 00:03:32,866 wherever your 3D geometry is going 105 00:03:32,866 --> 00:03:33,966 needs to be 106 00:03:34,133 --> 00:03:35,066 properly placed 107 00:03:35,066 --> 00:03:37,299 in the distance from the camera 108 00:03:37,600 --> 00:03:38,533 the the actual match 109 00:03:38,533 --> 00:03:39,533 move camera 110 00:03:39,533 --> 00:03:41,399 to wherever that point is 111 00:03:41,400 --> 00:03:42,800 in the scene that you're putting it in 112 00:03:42,800 --> 00:03:45,100 so in relation to where our live action camera is 113 00:03:45,100 --> 00:03:46,000 in relation to this 114 00:03:46,000 --> 00:03:47,466 this mountain ridge 115 00:03:47,533 --> 00:03:49,933 you know this could be the span of several miles 116 00:03:49,933 --> 00:03:50,899 potentially 117 00:03:50,900 --> 00:03:53,166 actually probably quite a few miles 118 00:03:53,200 --> 00:03:55,000 but the the thing about it is 119 00:03:55,000 --> 00:03:55,900 you have to keep it in 120 00:03:55,900 --> 00:03:57,533 in relation to the actual 121 00:03:57,533 --> 00:03:59,399 spatial distance 122 00:03:59,400 --> 00:04:02,733 so while we have our geometry 123 00:04:02,733 --> 00:04:05,599 if we go back to our 3D space here 124 00:04:05,800 --> 00:04:08,866 you'll see that the distance between the building 125 00:04:08,966 --> 00:04:10,266 and the cameras 126 00:04:10,266 --> 00:04:11,399 is a certain distance 127 00:04:11,400 --> 00:04:13,366 if we select our 128 00:04:14,000 --> 00:04:14,866 point cloud 129 00:04:14,866 --> 00:04:16,099 you're gonna see 130 00:04:16,300 --> 00:04:16,733 kind of that 131 00:04:16,733 --> 00:04:17,666 it's sort of 132 00:04:17,666 --> 00:04:18,866 in the middle 133 00:04:18,900 --> 00:04:21,000 and I think that's probably a reasonable 134 00:04:21,000 --> 00:04:22,200 it was a reasonable Assumption 135 00:04:22,200 --> 00:04:23,700 when we originally laid this out 136 00:04:23,700 --> 00:04:25,066 that it might be somewhere in there 137 00:04:25,066 --> 00:04:25,499 but we have 138 00:04:25,500 --> 00:04:26,933 really no basis 139 00:04:26,933 --> 00:04:28,899 it could be somewhere up here 140 00:04:29,000 --> 00:04:30,066 you know in front 141 00:04:30,133 --> 00:04:31,333 or it could be somewhere back there 142 00:04:31,333 --> 00:04:32,899 but the thing is when you 143 00:04:32,900 --> 00:04:33,800 when you have your point cloud 144 00:04:33,800 --> 00:04:35,000 it's sort of a way of 145 00:04:35,000 --> 00:04:36,466 to help you determine 146 00:04:36,466 --> 00:04:39,199 where to locate your geometry 147 00:04:39,300 --> 00:04:40,800 so always keep that in mind 148 00:04:40,800 --> 00:04:41,966 when you're building your scene 149 00:04:41,966 --> 00:04:43,166 that you want to make sure 150 00:04:43,166 --> 00:04:44,166 that your geometry 151 00:04:44,166 --> 00:04:45,533 that you're creating a nuke 152 00:04:45,533 --> 00:04:46,599 is lining up 153 00:04:46,600 --> 00:04:47,533 into the proper 154 00:04:47,533 --> 00:04:48,399 spatial depth 155 00:04:48,400 --> 00:04:50,100 of the live action 156 00:04:50,566 --> 00:04:52,133 element that you're matching it to 157 00:04:52,133 --> 00:04:53,166 in this case 158 00:04:53,166 --> 00:04:55,166 where we set it up I'm 159 00:04:55,166 --> 00:04:56,266 I'm fairly certain 160 00:04:56,266 --> 00:04:57,899 it looks like it tracks pretty well 161 00:04:57,900 --> 00:04:58,866 if you if you 162 00:04:59,400 --> 00:05:00,866 you know if we zoom in here 163 00:05:00,866 --> 00:05:01,299 and kind of 164 00:05:01,300 --> 00:05:02,733 just look around the edge 165 00:05:02,733 --> 00:05:05,066 you're going to see that 166 00:05:05,400 --> 00:05:06,100 it you know 167 00:05:06,100 --> 00:05:06,666 you could basically 168 00:05:06,666 --> 00:05:08,166 pick some identifying markers 169 00:05:08,166 --> 00:05:08,999 you know where maybe 170 00:05:09,000 --> 00:05:09,700 like this little 171 00:05:09,700 --> 00:05:11,133 dark section right here 172 00:05:11,133 --> 00:05:11,899 on the rock face 173 00:05:11,900 --> 00:05:12,533 or whatever 174 00:05:12,533 --> 00:05:13,666 you want to work with 175 00:05:13,800 --> 00:05:14,866 you kind of 176 00:05:14,866 --> 00:05:16,466 see that it is 177 00:05:16,500 --> 00:05:17,300 tracking and 178 00:05:17,300 --> 00:05:19,500 moving with it quite well 179 00:05:19,733 --> 00:05:20,933 and the perspective shift 180 00:05:20,933 --> 00:05:21,699 on the building 181 00:05:21,700 --> 00:05:23,333 is actually working quite well 182 00:05:23,333 --> 00:05:25,766 as as as well 183 00:05:25,966 --> 00:05:27,066 the cool thing about this 184 00:05:27,066 --> 00:05:28,399 is you know 185 00:05:28,400 --> 00:05:30,700 the camera isn't panning a 3 60 186 00:05:30,700 --> 00:05:31,933 or you know 187 00:05:31,933 --> 00:05:33,366 doing some crazy 188 00:05:33,900 --> 00:05:34,666 like matrix 189 00:05:34,666 --> 00:05:36,733 style fly around 190 00:05:36,733 --> 00:05:37,099 the building 191 00:05:37,100 --> 00:05:37,766 or anything like that 192 00:05:37,766 --> 00:05:39,399 so it's not something that we have to worry about 193 00:05:39,400 --> 00:05:40,266 but you do want to 194 00:05:40,266 --> 00:05:41,433 ensure that 195 00:05:41,600 --> 00:05:43,300 your camera does 196 00:05:43,700 --> 00:05:45,266 match the movement 197 00:05:45,300 --> 00:05:46,600 of the live action 198 00:05:46,600 --> 00:05:47,533 that it was shot in 199 00:05:47,533 --> 00:05:48,299 in this case 200 00:05:48,300 --> 00:05:49,900 it seems to actually see well 201 00:05:49,900 --> 00:05:50,600 and doesn't look like 202 00:05:50,600 --> 00:05:51,066 the building 203 00:05:51,066 --> 00:05:51,699 is floating 204 00:05:51,700 --> 00:05:53,400 off of the actual 205 00:05:53,466 --> 00:05:54,466 mountain ridge 206 00:05:54,466 --> 00:05:56,066 so that's a very good 207 00:05:56,300 --> 00:05:57,100 indicator that 208 00:05:57,100 --> 00:05:57,933 we are in a 209 00:05:57,933 --> 00:05:59,166 good place to be 210 00:05:59,666 --> 00:06:00,666 alright so let's continue 211 00:06:00,666 --> 00:06:01,266 let's actually 212 00:06:01,266 --> 00:06:02,333 start to integrate now 213 00:06:02,333 --> 00:06:03,733 so we're at frame 100 214 00:06:03,733 --> 00:06:04,733 frame 100 is 215 00:06:04,733 --> 00:06:05,499 our reference frame 216 00:06:05,500 --> 00:06:05,933 so that's a 217 00:06:05,933 --> 00:06:07,266 that's a good spot to be 218 00:06:07,266 --> 00:06:08,499 because we're able 219 00:06:08,600 --> 00:06:09,533 to then a be 220 00:06:09,533 --> 00:06:10,666 between that 221 00:06:10,666 --> 00:06:12,133 and our live our 222 00:06:12,133 --> 00:06:12,999 our our map 223 00:06:13,000 --> 00:06:14,200 painting reference 224 00:06:14,333 --> 00:06:15,499 so what I want to do 225 00:06:15,500 --> 00:06:16,600 first off is 226 00:06:16,600 --> 00:06:18,800 I think I'm going to we 227 00:06:18,800 --> 00:06:19,733 we not think 228 00:06:19,733 --> 00:06:21,666 I know we need to 229 00:06:21,933 --> 00:06:23,533 establish a 230 00:06:23,533 --> 00:06:24,666 few layers here so 231 00:06:24,666 --> 00:06:26,466 so what we had in 232 00:06:26,800 --> 00:06:27,933 in Photoshop 233 00:06:27,933 --> 00:06:28,533 we had these 234 00:06:28,533 --> 00:06:28,999 couple layers 235 00:06:29,000 --> 00:06:30,166 so we have that warm 236 00:06:30,166 --> 00:06:31,133 layer right here 237 00:06:31,133 --> 00:06:32,599 so if I just view that 238 00:06:32,600 --> 00:06:33,100 you can see 239 00:06:33,100 --> 00:06:33,666 it's sort of 240 00:06:33,666 --> 00:06:35,599 a brown gradation 241 00:06:35,766 --> 00:06:36,299 layer that's 242 00:06:36,300 --> 00:06:37,500 just hasn't 243 00:06:37,500 --> 00:06:38,500 has a nice fall off 244 00:06:38,500 --> 00:06:39,366 going on there 245 00:06:39,600 --> 00:06:41,400 so for kicks 246 00:06:41,400 --> 00:06:43,966 let's just copy that and I'm 247 00:06:43,966 --> 00:06:44,933 I'm just gonna try it 248 00:06:44,933 --> 00:06:46,266 I'm not gonna guarantee 249 00:06:46,266 --> 00:06:47,299 that this will work 250 00:06:47,600 --> 00:06:48,700 but let's just try it 251 00:06:48,700 --> 00:06:49,800 so if we if we 252 00:06:49,800 --> 00:06:50,600 lay that on 253 00:06:50,600 --> 00:06:52,066 top of our scene 254 00:06:52,300 --> 00:06:54,266 now the thing about this 255 00:06:54,266 --> 00:06:55,066 is the reason 256 00:06:55,066 --> 00:06:55,799 that this would 257 00:06:55,800 --> 00:06:56,700 necess wouldn't 258 00:06:56,700 --> 00:06:58,033 necessarily work 259 00:06:58,566 --> 00:06:59,533 is potentially 260 00:06:59,533 --> 00:07:00,399 because the 261 00:07:00,400 --> 00:07:02,066 movement is there 262 00:07:02,066 --> 00:07:02,933 there's a camera move 263 00:07:02,933 --> 00:07:04,099 right so so 264 00:07:04,100 --> 00:07:04,933 the camera would be 265 00:07:04,933 --> 00:07:05,999 moving and that 266 00:07:06,000 --> 00:07:07,000 that gradation 267 00:07:07,000 --> 00:07:07,966 wouldn't be 268 00:07:08,500 --> 00:07:10,666 following the move of 269 00:07:10,666 --> 00:07:11,733 the camera so you 270 00:07:11,733 --> 00:07:12,366 you wouldn't be 271 00:07:12,366 --> 00:07:12,966 ensuring that 272 00:07:12,966 --> 00:07:13,966 it follows sort of 273 00:07:13,966 --> 00:07:14,899 that foreground 274 00:07:14,900 --> 00:07:16,800 shape of the 275 00:07:16,800 --> 00:07:18,000 of the actual 276 00:07:18,266 --> 00:07:19,399 foreground mountain 277 00:07:19,400 --> 00:07:20,600 versus the background mountains 278 00:07:20,600 --> 00:07:21,266 you can kind of 279 00:07:21,266 --> 00:07:21,933 see right here 280 00:07:21,933 --> 00:07:23,099 where it's actually 281 00:07:23,366 --> 00:07:24,566 more greener 282 00:07:24,566 --> 00:07:26,166 greener hue above 283 00:07:26,200 --> 00:07:27,400 and a warmer hue 284 00:07:27,400 --> 00:07:28,366 redder hue below 285 00:07:28,366 --> 00:07:28,999 so so there 286 00:07:29,000 --> 00:07:29,366 right there 287 00:07:29,366 --> 00:07:29,799 is actually 288 00:07:29,800 --> 00:07:31,700 a perfect example 289 00:07:31,933 --> 00:07:32,999 of why that 290 00:07:33,000 --> 00:07:34,766 probably wouldn't work 291 00:07:35,300 --> 00:07:37,066 so what we're going to do is 292 00:07:37,066 --> 00:07:37,933 we need to create 293 00:07:37,933 --> 00:07:39,233 a roto shape 294 00:07:39,400 --> 00:07:40,366 that we can 295 00:07:40,366 --> 00:07:42,666 either a track in 296 00:07:42,966 --> 00:07:43,799 utilizing our 297 00:07:43,800 --> 00:07:44,533 tracking data 298 00:07:44,533 --> 00:07:45,699 or we can just 299 00:07:45,700 --> 00:07:47,000 animate our 300 00:07:47,000 --> 00:07:47,866 roto shape to 301 00:07:47,866 --> 00:07:48,899 follow that move 302 00:07:48,900 --> 00:07:49,900 in this case 303 00:07:50,566 --> 00:07:51,866 either one would work 304 00:07:52,166 --> 00:07:53,266 if if this were a com 305 00:07:53,266 --> 00:07:54,199 a really complex 306 00:07:54,200 --> 00:07:54,700 camera move 307 00:07:54,700 --> 00:07:56,000 I would go with use 308 00:07:56,000 --> 00:07:56,866 utilizing our camera 309 00:07:56,866 --> 00:07:57,833 tracking data 310 00:07:57,866 --> 00:07:58,266 to be able to 311 00:07:58,266 --> 00:07:59,299 extract some 312 00:07:59,300 --> 00:08:00,100 some of that data 313 00:08:00,100 --> 00:08:01,133 to be able to utilize 314 00:08:01,133 --> 00:08:02,266 2 just match 315 00:08:02,266 --> 00:08:03,599 move the rotor shapes 316 00:08:03,600 --> 00:08:05,033 to to follow 317 00:08:05,200 --> 00:08:05,900 the move of the camera 318 00:08:05,900 --> 00:08:06,933 it's a very simple 319 00:08:06,933 --> 00:08:07,733 procedure but 320 00:08:07,733 --> 00:08:08,566 in this case 321 00:08:08,566 --> 00:08:09,133 I think what 322 00:08:09,133 --> 00:08:09,866 we're going to do is 323 00:08:09,866 --> 00:08:10,499 we're actually 324 00:08:10,500 --> 00:08:11,600 just gonna animate 325 00:08:11,600 --> 00:08:12,700 because the cam 326 00:08:12,766 --> 00:08:13,933 cameras isn't 327 00:08:13,933 --> 00:08:15,766 moving in a crazy 328 00:08:15,766 --> 00:08:16,933 3 60 pattern 329 00:08:16,933 --> 00:08:17,599 or anything 330 00:08:17,600 --> 00:08:18,600 or one 80 or 331 00:08:18,600 --> 00:08:19,300 anything like that 332 00:08:19,300 --> 00:08:20,700 so we can probably 333 00:08:20,933 --> 00:08:21,799 get away with 334 00:08:21,800 --> 00:08:22,400 just starting 335 00:08:22,400 --> 00:08:23,566 at frame zero 336 00:08:24,366 --> 00:08:26,199 and we just create 337 00:08:26,200 --> 00:08:27,566 a roto shape 338 00:08:28,133 --> 00:08:28,999 something along 339 00:08:29,000 --> 00:08:30,300 these lines here 340 00:08:30,300 --> 00:08:31,133 and I'm just 341 00:08:31,133 --> 00:08:32,299 theorizing that 342 00:08:32,300 --> 00:08:32,866 sort of the 343 00:08:32,866 --> 00:08:34,833 shape of what's 344 00:08:35,100 --> 00:08:36,266 off camera and 345 00:08:36,266 --> 00:08:36,799 that's fine 346 00:08:36,800 --> 00:08:38,233 cause we can adjust 347 00:08:38,700 --> 00:08:39,766 and then let's just 348 00:08:39,766 --> 00:08:40,333 go to frame 349 00:08:40,333 --> 00:08:44,133 100 180 okay 350 00:08:44,133 --> 00:08:45,366 so if we go 351 00:08:45,366 --> 00:08:46,299 back to zero 352 00:08:46,300 --> 00:08:46,733 I'm just gonna 353 00:08:46,733 --> 00:08:47,799 full screen this 354 00:08:48,100 --> 00:08:50,133 let's set it 355 00:08:50,133 --> 00:08:53,633 right about there and 356 00:08:55,566 --> 00:08:57,333 just rounding a few things here 357 00:08:57,333 --> 00:08:57,699 there we go 358 00:08:57,700 --> 00:09:00,233 okay so now we want to set some fall off 359 00:09:00,866 --> 00:09:02,733 so you can select those points 360 00:09:02,733 --> 00:09:04,199 and you can either hit the e key 361 00:09:04,200 --> 00:09:05,800 and you can see the fall off occurring 362 00:09:05,800 --> 00:09:08,500 or you can increase feather right there 363 00:09:08,500 --> 00:09:09,766 if you wanna reset feather 364 00:09:09,766 --> 00:09:12,633 feather so you can see what I'm doing 365 00:09:12,766 --> 00:09:14,799 you can right click on those points 366 00:09:14,800 --> 00:09:16,233 and increase feather 367 00:09:17,100 --> 00:09:17,600 in this case 368 00:09:17,600 --> 00:09:19,133 I'm just gonna hold it down and it 369 00:09:19,133 --> 00:09:20,466 and it increases 370 00:09:20,500 --> 00:09:22,900 and then I'm just gonna drag the points out to the 371 00:09:22,900 --> 00:09:24,166 to sort of the 372 00:09:24,466 --> 00:09:27,366 the distance that I think it would do 373 00:09:27,366 --> 00:09:29,299 well let's just do this 374 00:09:29,300 --> 00:09:31,166 I don't think we need this point either 375 00:09:31,166 --> 00:09:33,399 but let's just do it anyway 376 00:09:33,400 --> 00:09:34,333 just in case 377 00:09:34,333 --> 00:09:37,333 okay so now let's 378 00:09:37,333 --> 00:09:38,666 I'm gonna turn that off actually 379 00:09:38,666 --> 00:09:40,266 so we don't see that red at the moment 380 00:09:40,266 --> 00:09:41,499 it's a little distracting 381 00:09:41,566 --> 00:09:44,066 now let's say that's frame one 382 00:09:44,066 --> 00:09:46,699 I want to bring it to frame one 80 383 00:09:46,700 --> 00:09:47,700 so let's go back to frame one 384 00:09:47,700 --> 00:09:48,533 just reference 385 00:09:48,533 --> 00:09:49,733 so this point right here 386 00:09:49,733 --> 00:09:51,499 is sort of the left of the building 387 00:09:51,900 --> 00:09:57,266 so let's go back over here and drag that over 388 00:09:57,733 --> 00:10:00,166 I'm gonna say it's somewhere right about there 389 00:10:00,166 --> 00:10:00,866 now obviously 390 00:10:00,866 --> 00:10:03,066 these points completely are incorrect 391 00:10:03,066 --> 00:10:04,666 so I'm gonna bring it down 392 00:10:04,666 --> 00:10:06,599 and I'm gonna bring that in 393 00:10:07,100 --> 00:10:09,466 and we're just gonna adjust a little bit here 394 00:10:10,300 --> 00:10:11,700 in fact to the point that 395 00:10:11,700 --> 00:10:15,300 now that I know kind of what I want 396 00:10:15,300 --> 00:10:17,966 I might actually just delete that first keyframe 397 00:10:17,966 --> 00:10:19,499 so let's go to the first keyframe 398 00:10:19,500 --> 00:10:22,500 and I'm gonna delete keyframe 399 00:10:22,700 --> 00:10:23,700 so now you can see 400 00:10:23,700 --> 00:10:25,733 the only keyframe is the final keyframe 401 00:10:25,733 --> 00:10:27,299 now I'm gonna go to frame zero 402 00:10:27,866 --> 00:10:29,566 and we're just gonna take everything 403 00:10:29,566 --> 00:10:31,499 and slide it back over 404 00:10:32,366 --> 00:10:35,299 just like we were assuming it was going to do 405 00:10:35,300 --> 00:10:37,200 and you can see then 406 00:10:37,800 --> 00:10:40,100 that's very close 407 00:10:41,166 --> 00:10:42,299 right about there 408 00:10:42,333 --> 00:10:43,733 now the reason I'm not too worried about this 409 00:10:43,733 --> 00:10:47,166 is because this is 410 00:10:48,100 --> 00:10:49,466 probably gonna be fine 411 00:10:49,466 --> 00:10:50,466 it's we're gonna do a 412 00:10:50,466 --> 00:10:51,866 we're gonna do a very nice 413 00:10:51,866 --> 00:10:53,466 soft fall off 414 00:10:53,700 --> 00:10:54,866 and it should 415 00:10:55,100 --> 00:10:56,966 should get away with a lot of 416 00:10:56,966 --> 00:10:58,666 what otherwise you wouldn't see 417 00:10:58,666 --> 00:10:59,333 now you can see 418 00:10:59,333 --> 00:10:59,766 for instance 419 00:10:59,766 --> 00:11:01,066 this point right here 420 00:11:01,100 --> 00:11:02,400 it is sliding off a little bit 421 00:11:02,400 --> 00:11:03,900 so just bring that back up 422 00:11:04,800 --> 00:11:07,366 and we're just roughing it in 423 00:11:07,366 --> 00:11:08,399 I'm not like 424 00:11:08,400 --> 00:11:09,200 again like I said 425 00:11:09,200 --> 00:11:12,066 I'm not too concerned with how 426 00:11:12,800 --> 00:11:14,300 pixel accurate this is gonna be 427 00:11:14,300 --> 00:11:14,966 because there's 428 00:11:14,966 --> 00:11:15,866 we're gonna blur this 429 00:11:15,866 --> 00:11:17,566 and it's gonna be quite a bit of fall off 430 00:11:17,566 --> 00:11:18,999 by the time it said done okay 431 00:11:19,000 --> 00:11:21,566 so let's go back to our reference frame of frame 100 432 00:11:22,366 --> 00:11:25,999 and I want to basically 433 00:11:26,166 --> 00:11:29,799 create a color shape that will go with that 434 00:11:29,800 --> 00:11:30,400 but right now 435 00:11:30,400 --> 00:11:31,733 let's take a quick break 436 00:11:31,733 --> 00:11:32,966 and then we'll come back 437 00:11:32,966 --> 00:11:35,499 to recap we've begun integrating 438 00:11:35,500 --> 00:11:38,033 our 3D and live action elements together 439 00:11:38,100 --> 00:11:40,300 to create the final rendered scene 440 00:11:40,666 --> 00:11:41,733 and we will continue 441 00:11:41,733 --> 00:11:44,433 and pick up where we're leaving off in our next lesson 27527

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