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in this lesson
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we will begin integrating
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our 3D and live action elements together
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to create a final rendered scene
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so where we left off was
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we just put together our geometry
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our simple geometry
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that we were going to then determine
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if we need to create any other additional geometry
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for the building
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to go about doing that
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what we need to do
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is we need to do a quick slap comp
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a slap comp is basically taking the elements
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that you have created for your composite
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and slapping them together just a
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just a quick
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rough and dirty version
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so that you can be able to see some sort of an output
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to ensure that things such as tracking that would
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between the building
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and the actual live action background
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make sure the tracking is actually lining up
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as well as to determine if we do even need to create
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any more additional geometry for the building
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to ensure that the proper perspective
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based upon the live action camera move
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is actually being matched
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and if the subtle movements that you're seeing in there
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are suitable enough
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to be able to consider the 3D set up for the building
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as a finished piece in
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in relation to the actual geometry
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so let's just do a quick comp here
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what we're gonna do is just take a merge node
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and zoom in on this
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what we're wanting to do
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is put the building on top of the antenna
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remember the numbers that we have here for layer order
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so antenna was layer 1
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building was layer 2
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so a over B
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so building over antenna
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so there's that
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and then we have our mountain footage here
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so then we create another merge node
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and we're going to have the building and antenna
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over the mountain
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so now at this point
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we can just view right here
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and we'll be able to get an idea of what's going on
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so hit that
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that viewer
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and then let's full screen our actual viewer section
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and you can see
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the building is in the location that we were hoping
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now if I start to scrub through in the timeline
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so based on frame 100
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we were actually at frame one 39 there
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but at frame 100
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that visibly looks like it should match
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now just to confirm
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let's grab our reference frame
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and let's view that
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so we look at that
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you can see
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this is our slap comp
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that is our reference frame
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the only thing that's changed
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is the location of the antenna
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having been slid down just a little bit
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just in case
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we were worried about a little gap there
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the other reason
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I think it's
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now that I'm looking at it
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from aesthetic point of view
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I think moving the antenna down just a little bit
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is a little better
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cause it gets a little
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way further away from the top of frame
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but that's obviously wasn't
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the reason we were
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we were doing that
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so now if we look between the two
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you can see that the building
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and the background line up
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but obviously
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that's because it's on our Frame
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100 reference
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so now if I start to drag through the timeline
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are we seeing it
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tracking with the movement of the background plate
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and you know what
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I think our answer is
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actually yes
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it is now something to keep in mind this was
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this is for us
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was a bit of a happy accident
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but something to keep in mind
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when you're setting up your 3D geometry
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you have to keep in mind
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that the distance
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wherever your 3D geometry is going
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needs to be
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properly placed
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in the distance from the camera
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the the actual match
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move camera
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to wherever that point is
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in the scene that you're putting it in
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so in relation to where our live action camera is
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in relation to this
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this mountain ridge
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you know this could be the span of several miles
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potentially
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actually probably quite a few miles
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but the the thing about it is
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you have to keep it in
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in relation to the actual
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spatial distance
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so while we have our geometry
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if we go back to our 3D space here
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you'll see that the distance between the building
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and the cameras
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is a certain distance
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if we select our
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point cloud
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you're gonna see
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kind of that
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it's sort of
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in the middle
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and I think that's probably a reasonable
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it was a reasonable Assumption
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when we originally laid this out
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that it might be somewhere in there
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but we have
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really no basis
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it could be somewhere up here
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you know in front
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or it could be somewhere back there
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but the thing is when you
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when you have your point cloud
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it's sort of a way of
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to help you determine
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where to locate your geometry
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so always keep that in mind
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when you're building your scene
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that you want to make sure
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that your geometry
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that you're creating a nuke
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is lining up
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into the proper
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spatial depth
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of the live action
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element that you're matching it to
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in this case
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where we set it up I'm
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I'm fairly certain
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it looks like it tracks pretty well
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if you if you
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you know if we zoom in here
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and kind of
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just look around the edge
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you're going to see that
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it you know
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you could basically
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pick some identifying markers
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you know where maybe
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like this little
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dark section right here
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on the rock face
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or whatever
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you want to work with
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you kind of
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see that it is
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tracking and
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moving with it quite well
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and the perspective shift
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on the building
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is actually working quite well
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as as as well
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the cool thing about this
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is you know
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the camera isn't panning a 3 60
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or you know
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doing some crazy
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like matrix
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style fly around
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the building
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or anything like that
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so it's not something that we have to worry about
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but you do want to
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ensure that
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your camera does
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match the movement
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of the live action
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that it was shot in
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in this case
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it seems to actually see well
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and doesn't look like
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the building
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is floating
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off of the actual
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mountain ridge
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so that's a very good
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indicator that
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we are in a
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good place to be
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alright so let's continue
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let's actually
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start to integrate now
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so we're at frame 100
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frame 100 is
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our reference frame
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so that's a
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that's a good spot to be
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because we're able
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to then a be
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between that
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and our live our
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our our map
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painting reference
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so what I want to do
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first off is
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I think I'm going to we
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we not think
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I know we need to
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establish a
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few layers here so
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so what we had in
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in Photoshop
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we had these
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couple layers
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so we have that warm
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layer right here
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so if I just view that
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you can see
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it's sort of
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a brown gradation
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layer that's
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just hasn't
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has a nice fall off
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going on there
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so for kicks
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let's just copy that and I'm
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I'm just gonna try it
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I'm not gonna guarantee
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that this will work
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but let's just try it
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so if we if we
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lay that on
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top of our scene
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now the thing about this
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is the reason
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that this would
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necess wouldn't
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necessarily work
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is potentially
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because the
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movement is there
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there's a camera move
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right so so
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the camera would be
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moving and that
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that gradation
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wouldn't be
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following the move of
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the camera so you
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you wouldn't be
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ensuring that
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it follows sort of
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that foreground
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shape of the
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of the actual
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foreground mountain
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versus the background mountains
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you can kind of
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see right here
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where it's actually
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more greener
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greener hue above
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and a warmer hue
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redder hue below
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so so there
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right there
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is actually
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a perfect example
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of why that
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probably wouldn't work
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so what we're going to do is
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we need to create
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a roto shape
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that we can
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either a track in
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utilizing our
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tracking data
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or we can just
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animate our
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roto shape to
301
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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
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00:07:56,866 --> 00:07:57,833
tracking data
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to be able to
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extract some
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some of that data
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to be able to utilize
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2 just match
315
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move the rotor shapes
316
00:08:03,600 --> 00:08:05,033
to to follow
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the move of the camera
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00:08:05,900 --> 00:08:06,933
it's a very simple
319
00:08:06,933 --> 00:08:07,733
procedure but
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in this case
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I think what
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we're going to do is
323
00:08:09,866 --> 00:08:10,499
we're actually
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just gonna animate
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because the cam
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cameras isn't
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00:08:13,933 --> 00:08:15,766
moving in a crazy
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3 60 pattern
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or anything
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or one 80 or
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00:08:18,600 --> 00:08:19,300
anything like that
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so we can probably
333
00:08:20,933 --> 00:08:21,799
get away with
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just starting
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at frame zero
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and we just create
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a roto shape
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something along
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these lines here
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and I'm just
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00:08:31,133 --> 00:08:32,299
theorizing that
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sort of the
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shape of what's
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off camera and
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that's fine
346
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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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