Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
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in this lesson
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we will continue working on
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our final element integration
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we left off that we were just about to start testing
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just a little bit
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to see if the grid warp would do some usefulness
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in terms of just making a slight change
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to our overall shape of the mushroom cloud
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so what we're gonna do is
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we're gonna work on using the Grid Warp tool
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first off I'm just looking at this image
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and I think
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you know while
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while we're doing these final tweaks
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the first step that I just wanna really quickly do
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is go back and revisit
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our color correct that we had going on right here
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the overall color correct
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when I look at this
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I feel like there should be
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just a little bit more of a blue hue going on in there
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just to kind of match the overall sky color
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that's happening around there at the moment
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it's just a tiny bit too
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too warm I think
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so I'm gonna do is
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I'm gonna just try dropping
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I just working with the game
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and try dropping that red
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and amping up the green and the blue
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so I'm just gonna drop that to point nine
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for the moment
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and then uh
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set this to
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actually first off
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you know what
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let's back that up
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and what we're going to do is
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we're just gonna take a quick pause of that view
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add a third input right there
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that way we
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can AB between the two and just see our change
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alright so let's put that point nine
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let's bring that up to one uh
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point o five
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I don't want
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I don't want a ton of green
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but I do want to add more green so
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or blue sorry
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so adding just a little bit more green
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but adding a decent more amount of blue
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now that starts to see just a little bit better
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if we jump between these two inputs
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you can see the before
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when you compare it to the buildings in the
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in the sky you can see how
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now what we've done is
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we've just added a little bit more cooler tones to it
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adding it kind of making it seat a little more properly
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into the background
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where it feels like it's
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a little more properly integrated
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I think what's that
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what's that's doing also
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is it's kind of going along the idea
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there is a haze in the atmosphere
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at a distance
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so by adding that
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it just kind of
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puts that a little bit more behind the haze
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now of course
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this is a little more to taste
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because like I mentioned before
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you are the art director in this
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with the shot
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so if you feel that
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you wanna go a little bit more of a different direction
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by all means
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have have at it
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have some fun with it
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that's what this is all about
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okay so getting back to that grid warp
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let's see here
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so what we're going to do
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we just full screen
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our nograph few
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here we have
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we'd had that grid warp that we created earlier
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and that's perfect
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that's exactly what we needed
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and what we're going to do is
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we're gonna actually connect that in
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right after the time offset
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but before the transform or
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yes yes before the transform
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because we wanna work with it
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before we've scaled it down
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this is where we
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we had done that
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60% reduction
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or set it to 40% of its original size
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so we just drag that grid warp
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and drop it right in there
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now if we view right here
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at the time offset
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so I'm going to jump over there
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full screen
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you can see
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obviously we are working at 4K
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and by the way as
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as you notice
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we are working at a 4K level here
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for our compositing
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the reason I've done
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I'm doing this
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in this lesson
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and I've done it in the past few courses here
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uh with digital tutors is the it
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it is kind of beneficial in
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in two fold
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one it starts to make you acutely aware
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of the fact
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that you are working at a higher resolution
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than just regular HD
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uh the the important aspect of that
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is the fact that
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a lot of feature films
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now these days
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are starting to utilize 4K plates
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it's it's as well
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as a simple fact that
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then you're gonna start getting effects
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elements that are also at 4K
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your final output might still be at HD
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that's quite possible
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or your final output might still also be at 4K
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which in this case
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the original plate
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if you look over here
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is 38 40 by 21 60
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so that's what we're
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we're going under Assumption
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that this current show size
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is 38 40 by 21 60
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but in terms of overall
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just keeping that in the back of your mind
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4K is is where a lot of the
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visual effects shots are going
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so it's always good to be aware that
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if you're working in a 4K environment
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keep in mind
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that your detail
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is going to need to be a little bit of a higher level
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just because
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you're doubling
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so to speak
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your overall
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screen space
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and that's that's
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that's ending up
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obviously creating a
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more of a challenge
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in that you need to ensure that the
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quality level is even higher
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okay so let's get back to it
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we have our
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we're at our time offset
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we have our grid warp
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right here and now
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here's the thing
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I dropped that grid warp
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and you see how the
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actual shape is not matching
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now why is that
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well it's because we created a grid warp
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off the side
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and we dragged it
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and dropped it in
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so if I delete this
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but select the Time Off set
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now you can manually input those
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the different grid
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but to make things easier
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just select your Time Off
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set hit tab
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and start to
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type in Grid Warp
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and bring that up
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and now when it
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when it's automatically
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connects in
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it will automatically
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set the grid
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to match the resolution
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in the shape of your
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input object
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so that just
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something to be aware of
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okay so now
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we have that grid
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and I'm just wondering if maybe
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it might be worth
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trying to just
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possibly just
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we're gonna tweak it
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just a little bit
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but first before you do
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any tweaking
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I recommend taking a
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just a quick look
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as at an overall
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of that timeline
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and just see
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where things lie
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so if we go to frame 100
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and we go you know
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somewhere around 50 range
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somewhere closer to
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frame one okay
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so basically
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are the neck
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or the funnel
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or whatever
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you wanna call it
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the bottom half
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the stem of
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the mushroom cloud
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if you will
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is somewhere
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right about
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here basically
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and as it continue
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starts to grow
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it starts to
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blossom out
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in that second
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set of grid
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right there
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that second row
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if you will
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and then obviously
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goes into the third row
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and then at the end
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it continues growing
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but the stem
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stays in that
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kind of range
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in the bottom one
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fourth or so
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of the quadrant
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which is good
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now what we can do
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you can either
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modify this grid
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so we can go over here
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you can see
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these different controls
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so you have
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insert mode
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delete mode
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draw boundaries
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split X split y
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and split x y
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so what these are
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is you can either
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remove select
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if I select this
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I can actually remove
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one of these
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uh controls
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I can add uh
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so I could add a boundary
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see where the
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red line is
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as I run my mouse over
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or horizontal
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here we can
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add columns or rows or
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you know as I said
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you can remove
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you can also draw
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the boundary so you can
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you can say
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okay I want
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the entire grid
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work to only cover
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let's say well
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here we just
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go right here
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you could actually say
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I only wanted to
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cover this area
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right here and then
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check that out
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so that's that's
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what happens
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is it just resets the grid
298
00:07:34,500 --> 00:07:35,700
and then this is
299
00:07:35,700 --> 00:07:36,466
splitting x
300
00:07:36,466 --> 00:07:37,466
so you can split
301
00:07:37,466 --> 00:07:39,533
between x uh
302
00:07:39,533 --> 00:07:40,099
you can also
303
00:07:40,100 --> 00:07:41,600
split between y
304
00:07:42,133 --> 00:07:42,766
and you can
305
00:07:42,766 --> 00:07:43,533
split between x
306
00:07:43,533 --> 00:07:44,566
and y anyway
307
00:07:44,566 --> 00:07:45,099
so you have
308
00:07:45,100 --> 00:07:46,166
you have options
309
00:07:46,300 --> 00:07:47,266
now what we're gonna do is
310
00:07:47,266 --> 00:07:47,899
I think we're gonna
311
00:07:47,900 --> 00:07:48,566
just stick with
312
00:07:48,566 --> 00:07:49,166
the default
313
00:07:49,166 --> 00:07:49,666
for the moment
314
00:07:49,666 --> 00:07:50,266
and just see
315
00:07:50,266 --> 00:07:51,899
where things go
316
00:07:51,900 --> 00:07:52,766
so what I'm going to do is
317
00:07:52,766 --> 00:07:53,399
I'm gonna take
318
00:07:53,400 --> 00:07:54,066
some of these points
319
00:07:54,066 --> 00:07:54,566
so if we go to
320
00:07:54,566 --> 00:07:55,166
the beginning
321
00:07:55,166 --> 00:07:56,066
just for kicks
322
00:07:56,066 --> 00:07:57,433
to see where things are at
323
00:07:57,500 --> 00:07:59,500
I'm going to take
324
00:07:59,566 --> 00:08:00,166
some of these
325
00:08:00,166 --> 00:08:01,766
lower quadrant
326
00:08:02,200 --> 00:08:03,066
grid points
327
00:08:03,066 --> 00:08:03,733
and we're going to
328
00:08:03,733 --> 00:08:04,666
constrict them in
329
00:08:04,666 --> 00:08:05,366
towards each other
330
00:08:05,366 --> 00:08:05,899
just to kind of
331
00:08:05,900 --> 00:08:07,833
start to shrink
332
00:08:07,966 --> 00:08:09,466
part of that stem
333
00:08:09,866 --> 00:08:12,899
so what we'll do is
334
00:08:13,300 --> 00:08:14,566
if I select and here's
335
00:08:14,566 --> 00:08:15,066
here's a nice
336
00:08:15,066 --> 00:08:15,999
little trick
337
00:08:16,133 --> 00:08:17,366
if you wanna do it in
338
00:08:17,366 --> 00:08:18,333
equal amounts
339
00:08:18,333 --> 00:08:19,666
on either side of it
340
00:08:19,666 --> 00:08:20,699
what you can do is
341
00:08:20,700 --> 00:08:22,066
you can just highlight
342
00:08:22,366 --> 00:08:22,999
and then that way
343
00:08:23,000 --> 00:08:23,366
you have the
344
00:08:23,366 --> 00:08:24,999
control shape box
345
00:08:25,000 --> 00:08:25,700
and you can just
346
00:08:25,700 --> 00:08:26,333
kind of start to
347
00:08:26,333 --> 00:08:27,133
pull things in
348
00:08:27,133 --> 00:08:27,933
just a little
349
00:08:27,933 --> 00:08:28,799
bit and then
350
00:08:28,800 --> 00:08:29,333
what I'm gonna do
351
00:08:29,333 --> 00:08:29,599
is I'm gonna
352
00:08:29,600 --> 00:08:30,900
pull the bottom
353
00:08:31,333 --> 00:08:32,733
or zoom in here
354
00:08:32,733 --> 00:08:33,766
see if we can
355
00:08:34,066 --> 00:08:34,933
grab that and
356
00:08:34,933 --> 00:08:35,466
just kind of
357
00:08:35,466 --> 00:08:35,899
bring it in
358
00:08:35,900 --> 00:08:36,733
a little bit more
359
00:08:36,733 --> 00:08:37,633
there we go
360
00:08:38,300 --> 00:08:40,366
and just to
361
00:08:40,500 --> 00:08:41,900
give these points
362
00:08:41,900 --> 00:08:42,733
make them round
363
00:08:42,733 --> 00:08:43,766
out a little bit
364
00:08:44,166 --> 00:08:45,066
you can go cusp
365
00:08:45,066 --> 00:08:45,699
you can go smooth
366
00:08:45,700 --> 00:08:46,600
so I hit smooth
367
00:08:46,600 --> 00:08:47,300
and it just kind of
368
00:08:47,300 --> 00:08:48,300
resets them
369
00:08:48,300 --> 00:08:49,300
to match where
370
00:08:49,300 --> 00:08:50,100
the location is
371
00:08:50,100 --> 00:08:51,533
now we can do that
372
00:08:51,533 --> 00:08:52,333
above as well
373
00:08:52,333 --> 00:08:52,933
but I'm gonna hold
374
00:08:52,933 --> 00:08:53,666
off on that
375
00:08:53,666 --> 00:08:54,266
for the moment
376
00:08:54,266 --> 00:08:54,866
now we've now
377
00:08:54,866 --> 00:08:55,366
we've pulled
378
00:08:55,366 --> 00:08:56,133
we pinched it in
379
00:08:56,133 --> 00:08:57,199
just a little bit
380
00:08:57,733 --> 00:08:59,266
now we go up here
381
00:09:00,100 --> 00:09:00,700
and kind of
382
00:09:00,700 --> 00:09:02,666
see how things are
383
00:09:02,800 --> 00:09:04,766
seating and now
384
00:09:04,766 --> 00:09:05,699
what I'm going to do
385
00:09:05,700 --> 00:09:06,900
on the top half
386
00:09:06,900 --> 00:09:08,100
I'm gonna actually
387
00:09:08,166 --> 00:09:09,899
go opposite direction
388
00:09:10,300 --> 00:09:11,200
and I'm gonna just
389
00:09:11,200 --> 00:09:13,533
pull this out
390
00:09:13,533 --> 00:09:15,066
just a little bit more
391
00:09:15,400 --> 00:09:16,833
and then this point
392
00:09:16,866 --> 00:09:18,066
and top points
393
00:09:18,066 --> 00:09:18,566
I'm gonna go
394
00:09:18,566 --> 00:09:19,366
just a bit more
395
00:09:19,366 --> 00:09:19,966
so basically
396
00:09:19,966 --> 00:09:20,999
I'm just wanting it to
397
00:09:21,000 --> 00:09:23,533
widen as it goes
398
00:09:23,533 --> 00:09:25,166
as it blossoms upward
399
00:09:25,200 --> 00:09:26,600
now the obviously
400
00:09:26,800 --> 00:09:27,600
you don't have to do this
401
00:09:27,600 --> 00:09:28,333
I'm just showing
402
00:09:28,333 --> 00:09:28,799
you another
403
00:09:28,800 --> 00:09:29,800
technique where
404
00:09:29,800 --> 00:09:30,966
it's kind of exciting
405
00:09:30,966 --> 00:09:32,066
when you get
406
00:09:32,766 --> 00:09:33,399
visual effects
407
00:09:33,400 --> 00:09:33,966
elements because
408
00:09:33,966 --> 00:09:34,566
sometimes the
409
00:09:34,566 --> 00:09:35,566
art director says hey
410
00:09:35,566 --> 00:09:36,899
I want it to
411
00:09:36,900 --> 00:09:38,433
look a certain way
412
00:09:38,566 --> 00:09:39,799
and there's no time
413
00:09:39,800 --> 00:09:41,400
to be able to go in
414
00:09:41,500 --> 00:09:42,966
and re render out
415
00:09:42,966 --> 00:09:44,299
the original effect
416
00:09:44,300 --> 00:09:44,933
so sometimes
417
00:09:44,933 --> 00:09:45,766
as the compositor
418
00:09:45,766 --> 00:09:46,366
you're going to be
419
00:09:46,366 --> 00:09:46,866
taking that
420
00:09:46,866 --> 00:09:47,333
and you're gonna be
421
00:09:47,333 --> 00:09:48,666
augmenting things
422
00:09:48,900 --> 00:09:49,900
just a bit more
423
00:09:49,900 --> 00:09:50,700
on your own
424
00:09:50,700 --> 00:09:51,200
alright so we
425
00:09:51,200 --> 00:09:51,766
right click
426
00:09:51,766 --> 00:09:52,566
and we're gonna smooth
427
00:09:52,566 --> 00:09:53,066
you can also
428
00:09:53,066 --> 00:09:53,799
hit that Z key
429
00:09:53,800 --> 00:09:54,466
on the keyboard
430
00:09:54,466 --> 00:09:55,299
if you want
431
00:09:55,466 --> 00:09:56,466
there you go
432
00:09:56,500 --> 00:09:57,366
now we've just kind of
433
00:09:57,366 --> 00:09:57,866
rounded that
434
00:09:57,866 --> 00:09:58,866
out so just
435
00:09:58,933 --> 00:09:59,399
interpolates
436
00:09:59,400 --> 00:09:59,800
just a little
437
00:09:59,800 --> 00:10:00,600
bit better think
438
00:10:00,600 --> 00:10:01,666
I'm gonna take that
439
00:10:01,666 --> 00:10:02,499
point right here
440
00:10:02,500 --> 00:10:02,900
and we're gonna
441
00:10:02,900 --> 00:10:03,600
stretch that out
442
00:10:03,600 --> 00:10:05,100
just a little bit more
443
00:10:05,333 --> 00:10:06,466
there we go
444
00:10:06,800 --> 00:10:07,533
and I think
445
00:10:07,533 --> 00:10:08,166
at that point
446
00:10:08,166 --> 00:10:08,799
we're in good
447
00:10:08,800 --> 00:10:10,433
shape I might
448
00:10:10,566 --> 00:10:11,199
looking at it
449
00:10:11,200 --> 00:10:12,000
I think I maybe
450
00:10:12,000 --> 00:10:12,900
wanna just pinch
451
00:10:12,900 --> 00:10:13,600
this one in
452
00:10:13,600 --> 00:10:14,900
just a little bit
453
00:10:14,900 --> 00:10:15,700
there we go
454
00:10:16,200 --> 00:10:16,866
and again you can
455
00:10:16,866 --> 00:10:17,866
hit that Z key
456
00:10:18,166 --> 00:10:19,466
and that'll
457
00:10:19,466 --> 00:10:20,399
smooth out your
458
00:10:20,400 --> 00:10:21,666
control points
459
00:10:22,600 --> 00:10:23,333
without having to
460
00:10:23,333 --> 00:10:24,199
right click
461
00:10:24,600 --> 00:10:25,333
I'm a big fan
462
00:10:25,333 --> 00:10:25,866
of shortcuts
463
00:10:25,866 --> 00:10:26,499
like I've mentioned
464
00:10:26,500 --> 00:10:27,900
so you have those
465
00:10:27,900 --> 00:10:29,100
have those options
466
00:10:29,200 --> 00:10:29,766
now now that
467
00:10:29,766 --> 00:10:30,533
we have that grid
468
00:10:30,533 --> 00:10:31,299
let's just kind of
469
00:10:31,300 --> 00:10:32,100
frame through
470
00:10:32,100 --> 00:10:33,100
and take a look
471
00:10:33,666 --> 00:10:34,099
you know I'm
472
00:10:34,100 --> 00:10:34,900
liking that look
473
00:10:34,900 --> 00:10:35,466
I like how it
474
00:10:35,466 --> 00:10:36,066
kind of is a
475
00:10:36,066 --> 00:10:36,766
little thinner
476
00:10:36,766 --> 00:10:37,333
at the bottom
477
00:10:37,333 --> 00:10:37,766
and a little
478
00:10:37,766 --> 00:10:38,999
wider at the top
479
00:10:39,100 --> 00:10:39,733
you could go
480
00:10:39,733 --> 00:10:40,699
really extreme
481
00:10:40,700 --> 00:10:41,866
if you wanted
482
00:10:42,000 --> 00:10:43,466
and pull it
483
00:10:43,466 --> 00:10:44,666
out even more
484
00:10:44,666 --> 00:10:46,299
if you desired
485
00:10:46,500 --> 00:10:47,366
but I think that's
486
00:10:47,366 --> 00:10:48,099
that's gonna work
487
00:10:48,100 --> 00:10:51,100
just fine um
488
00:10:51,100 --> 00:10:52,266
yeah I think
489
00:10:52,266 --> 00:10:52,899
we're I think
490
00:10:52,900 --> 00:10:53,466
we're in good
491
00:10:53,466 --> 00:10:54,933
shape now here's
492
00:10:54,933 --> 00:10:56,033
here's a catch
493
00:10:56,133 --> 00:10:57,199
we have different
494
00:10:57,200 --> 00:10:57,733
keyframes that
495
00:10:57,733 --> 00:10:58,533
it's actually
496
00:10:58,533 --> 00:10:59,366
uh keyframes
497
00:10:59,366 --> 00:11:01,066
so what you
498
00:11:01,066 --> 00:11:01,599
can do is you
499
00:11:01,600 --> 00:11:02,066
go over here
500
00:11:02,066 --> 00:11:02,933
to destination grid
501
00:11:02,933 --> 00:11:03,299
you see that
502
00:11:03,300 --> 00:11:03,766
we actually
503
00:11:03,766 --> 00:11:04,166
had actually
504
00:11:04,166 --> 00:11:05,099
auto keyframes
505
00:11:05,100 --> 00:11:05,733
so I'm going to
506
00:11:05,733 --> 00:11:07,299
remove this
507
00:11:07,300 --> 00:11:08,466
first key frame
508
00:11:08,466 --> 00:11:09,066
so just hit
509
00:11:09,066 --> 00:11:09,933
that minus key
510
00:11:09,933 --> 00:11:10,666
and then jump to
511
00:11:10,666 --> 00:11:11,866
the last frame
512
00:11:12,100 --> 00:11:12,766
and hit the
513
00:11:12,766 --> 00:11:13,766
minus key as well
514
00:11:13,766 --> 00:11:14,266
it's just gonna
515
00:11:14,266 --> 00:11:14,933
remove any key
516
00:11:14,933 --> 00:11:15,333
frames that
517
00:11:15,333 --> 00:11:15,699
are in there
518
00:11:15,700 --> 00:11:16,966
but it'll maintain that shape
519
00:11:16,966 --> 00:11:17,733
that we have it
520
00:11:17,733 --> 00:11:19,499
at frame 4:55
521
00:11:19,700 --> 00:11:20,000
now that I'm
522
00:11:20,000 --> 00:11:20,533
looking at it
523
00:11:20,533 --> 00:11:20,866
you know what
524
00:11:20,866 --> 00:11:21,366
I think I'm
525
00:11:21,366 --> 00:11:21,999
gonna actually
526
00:11:22,000 --> 00:11:22,600
let's just let's
527
00:11:22,600 --> 00:11:22,933
go a little
528
00:11:22,933 --> 00:11:23,533
more extreme
529
00:11:23,533 --> 00:11:24,466
why not right
530
00:11:25,100 --> 00:11:25,533
you obviously
531
00:11:25,533 --> 00:11:26,099
have to be careful
532
00:11:26,100 --> 00:11:26,333
because you
533
00:11:26,333 --> 00:11:27,533
don't want to introduce
534
00:11:27,533 --> 00:11:28,066
a little too
535
00:11:28,066 --> 00:11:28,966
much stretching
536
00:11:28,966 --> 00:11:29,566
you don't want it to
537
00:11:29,566 --> 00:11:30,699
start to look
538
00:11:31,133 --> 00:11:33,199
a little too fake
539
00:11:33,333 --> 00:11:35,166
but I think
540
00:11:35,166 --> 00:11:35,966
for something like this
541
00:11:35,966 --> 00:11:36,666
I think we should be
542
00:11:36,666 --> 00:11:38,399
fine obviously
543
00:11:38,400 --> 00:11:38,933
you wouldn't
544
00:11:38,933 --> 00:11:39,933
know for sure
545
00:11:39,933 --> 00:11:41,066
until you actually
546
00:11:41,066 --> 00:11:42,533
go in and comp
547
00:11:42,533 --> 00:11:43,266
or not comp
548
00:11:43,266 --> 00:11:44,333
but render out your shot
549
00:11:44,333 --> 00:11:44,733
but I think
550
00:11:44,733 --> 00:11:45,799
I like that
551
00:11:45,866 --> 00:11:46,899
that shape it looks
552
00:11:46,900 --> 00:11:47,466
really nice
553
00:11:47,466 --> 00:11:48,466
now we just
554
00:11:48,466 --> 00:11:49,666
go back to the
555
00:11:49,666 --> 00:11:51,233
original view here
556
00:11:51,900 --> 00:11:52,666
we have this
557
00:11:52,666 --> 00:11:53,966
one pause so
558
00:11:53,966 --> 00:11:55,366
we might be able to
559
00:11:55,366 --> 00:11:56,533
just do a quick
560
00:11:56,533 --> 00:11:57,799
reference out
561
00:11:57,800 --> 00:11:58,266
we are at a
562
00:11:58,266 --> 00:11:58,933
different frame
563
00:11:58,933 --> 00:12:00,033
so that's fine
564
00:12:00,100 --> 00:12:02,466
but you'll get the idea
565
00:12:02,466 --> 00:12:03,566
we'll be able to
566
00:12:03,866 --> 00:12:04,899
you could reference back
567
00:12:04,900 --> 00:12:05,400
if you like
568
00:12:05,400 --> 00:12:06,400
that's fine
569
00:12:06,466 --> 00:12:07,466
I'm just gonna
570
00:12:07,466 --> 00:12:08,666
cycle back a little bit
571
00:12:08,666 --> 00:12:09,566
just to see
572
00:12:09,566 --> 00:12:10,499
how it looks
573
00:12:11,700 --> 00:12:12,533
there you go
574
00:12:12,533 --> 00:12:13,099
and now you've
575
00:12:13,100 --> 00:12:13,800
just done a
576
00:12:13,800 --> 00:12:14,266
little bit of
577
00:12:14,266 --> 00:12:15,299
augmenting on
578
00:12:15,300 --> 00:12:16,566
your mushroom cloud
579
00:12:16,933 --> 00:12:17,666
and just kind of
580
00:12:17,666 --> 00:12:18,199
touched it up
581
00:12:18,200 --> 00:12:19,333
made it a little more
582
00:12:19,333 --> 00:12:20,199
interesting
583
00:12:20,366 --> 00:12:20,799
at this point
584
00:12:20,800 --> 00:12:21,166
we're gonna take
585
00:12:21,166 --> 00:12:22,133
a quick break
586
00:12:22,133 --> 00:12:22,466
and then we're
587
00:12:22,466 --> 00:12:23,299
gonna come back
588
00:12:23,300 --> 00:12:24,500
and we are going to
589
00:12:24,500 --> 00:12:25,666
begin working on
590
00:12:25,666 --> 00:12:26,499
our background
591
00:12:26,500 --> 00:12:27,400
plate paint out
592
00:12:27,400 --> 00:12:28,366
that I mentioned
593
00:12:28,500 --> 00:12:29,866
and we'll continue from there
594
00:12:29,866 --> 00:12:31,166
to do a quick recap
595
00:12:31,166 --> 00:12:31,766
we worked on
596
00:12:31,766 --> 00:12:32,399
Grid Warp in
597
00:12:32,400 --> 00:12:33,300
this lesson
598
00:12:33,366 --> 00:12:35,166
just augmenting the
599
00:12:35,200 --> 00:12:35,900
mushroom cloud
600
00:12:35,900 --> 00:12:36,500
making it look
601
00:12:36,500 --> 00:12:36,933
a little bit
602
00:12:36,933 --> 00:12:37,866
more appealing
603
00:12:38,000 --> 00:12:39,200
and thank you
604
00:12:39,200 --> 00:12:40,000
for listening
35188
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