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Hey, everybody.
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My name is Casey Ferris.
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I make videos on DaVinci
Resolve here on YouTube.
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Make sure to subscribe for more of that.
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Today we're going to look at the Fusion
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page of DaVinci Resolve and take you
through all of the very basics.
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So at the end of this video,
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you should know what fusion is
and basically how to use it.
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We're going to keep things simple,
but we are going to move pretty quick.
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By the way,
if you like my style of teaching,
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I actually have a masterclass
on DaVinci Resolve.
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You can click that right here.
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There's also a link in the description.
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First, a little note on how Fusion kind of
talks to the other parts of resolve.
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Fusion is a page
because resolve is broken up into pages.
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These are just different parts
of the program.
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They're like different specialties.
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So we have the edit page,
we have the color correction page,
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we have Fairlight for audio and Fusion is
all about basically all the fancy stuff.
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It's about visual effects, it's
about compositing about titles.
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Think of everything that you would
normally use after Effects four.
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That's pretty much what happens in fusion.
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The advantage of it is that it's
integrated with the timeline of results.
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So if you want to do something fancy
to one of your shots in your timeline,
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you don't have to roundtrip
to another program.
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All you have to do is just be over it
in the timeline
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and click on the fusion page
and it will open up the clip in fusion.
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And then once you do stuff to an infusion,
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all you have to do
is switch back to the edit page
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and your changes
will be there in your timeline.
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The other way that you can kind of work
with things in fusion is if you go up to
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the media pool in the upper left
hand corner,
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you can right click anywhere in the media
pool and select new fusion composition.
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And that just creates a blank composition
for fusion.
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And I'll hit create.
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And then if you double click on that,
it'll open up
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that composition here in the fusion page
and you can make something from scratch.
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So you can either open stuff
from the timeline
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or you can make it from scratch.
We're going to be doing both of those.
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So what kind of things does Fusion do?
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Your imagination is basically the limit,
but the three categories
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I like to think about are graphics,
like creating text and all kinds of fancy
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little pop up things, visual effects,
which are things like, you know, smoke
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and fire and explosions and light sabers
and all of that kind of stuff.
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And then compositing,
which is kind of similar, but
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it's more about combining different things
together to make a changed image.
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That's stuff like sky replacements, screen
replacements, touch ups,
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set extensions, things like that.
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So let's start with
something really basic.
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I'm just over one of the shots
here in my edit page,
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and I'm going to go and click
on the fusion button right there.
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Now this switches everything
over to our fusion interface.
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Let's talk about that for a second.
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Yours also might look like this.
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There's a couple different parts up here.
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We have the buttons that open up
our panels,
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like the media pool,
the effects library, stuff like that.
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We have similar things over here
in the upper right hand corner,
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which we will get into in a minute.
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Basically, this is how you open
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menus and panels and stuff,
and that's common throughout resolve.
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Actually below that we have our viewers.
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These look like the source and timeline
viewers from the edit page, which,
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you know,
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we have one on the left, one on the right,
but they don't quite act the same way.
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This viewer on the left in the edit
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page is all about looking at your source
footage.
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Right?
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It's like previewing stuff
before you put it into the timeline.
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This right hand viewer is all about
what's happening in the timeline.
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What the person who watches your movie
will actually see in the fusion page.
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It doesn't really work like that.
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These are just two different copies
of the same kind of viewer.
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You can really view
any part of your composition in either
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the right hand viewer
or the left hand viewer,
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and we'll get into that in a second.
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Another important part is this inspector.
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This is pretty much where you adjust
all the properties to anything
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that you have selected.
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And again, this is something that's true
throughout resolve.
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But if you have something selected
that you want to adjust,
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you're going to adjust it in the inspector
below the viewers, We have our toolbar
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and these are just the most common tools
that you would use inside of fusion.
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These are the exact same thing
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as going to the effects
library and twirling things down here.
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You just have a lot more options here.
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Again, we'll get into that in a second.
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But these are tools
that are available to you
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and they're just
a little bit more convenient.
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Now let's talk about the node graph.
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This is the part that's a little bit
intimidating for some people
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when you talk about doing something
in Photoshop or After Effects or,
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you know, a lot of different programs
and you want to, let's say,
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put some text over a background,
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you think about having your background
layer
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and then having a text layer on top of it.
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The thing is that fusion
doesn't really use layers, it uses nodes.
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And the difference is rather
than stacking up a bunch of layers, you're
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kind of building instructions
for fusion to build whatever you like.
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So this node graph here is just a place
where all the nodes live
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and each little box here is called a node,
and each node is an instruction
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telling fusion to do something right now
by default,
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when you open a clip from the timeline,
you have two instructions there.
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The first one is media in media in is
just, hey, grab a clip from the timeline.
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This is some kind of media,
grab it and work with it.
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And then this is connected with this
little arrow all the way to media out.
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Media out is okay. Now render it.
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All right.
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So we have a really simple instruction
here.
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Grab a piece of media and render it.
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And we're not really doing anything to it.
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We're kind of
just picking it up and setting it down.
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Now because we're building instructions
here.
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We have to tell Fusion
to actually do something with it.
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The easiest way to probably think about
this is with a blur.
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So I'm going to go up to the toolbar here
and there's a little drop here.
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I'll grab that and just drag that into
the node graph and that makes a blur node.
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And now that we have this node,
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well notice in the viewer,
nothing's really happening.
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That's
because we haven't connected this node.
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Everything has to be connected
in order for it to actually matter.
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It can't just be down here in the window.
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So how do we connect this in?
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Anytime you have a connection here,
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if you hover near the end of the arrow,
it turns blue.
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Click on that
and that will get rid of the connection.
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Then you can grab this little gray square,
which is the output of the node,
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and you can drag that
and connect it to other things.
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If you just drop it on a node,
it will just decide
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what you probably want to connect it
to, which is usually right.
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But if you mouse over these little
input arrows, it will tell you what it is.
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This is just what you're going to blur
or blur one input.
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There's also a little blue arrows.
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These are masks which we'll get into
in a little bit anyway.
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So we've connected this.
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Now we're going to take the output of our
blur and connect it to our media out.
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And now.
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INTERVIEWER We see something happening,
but it's not very blurry.
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And the reason for that is
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because if I select our blur node
and go over to our inspector, we'll see.
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Our blur size is only one.
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So let's
grab that and pump it up a little bit.
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And now we can see that
really getting blurry.
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So now we have a pretty simple instruction
Grab a piece of media, blur it
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and render it.
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So if that was all that
we were going to do in fusion,
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for some reason
we could just go to the edit page
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and look at it in our timeline.
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And here we have it in our timeline,
all blurry.
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So if that concept makes sense,
the rest of this isn't going to be too
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hard.
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It's really just building on that concept
that you can take something
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from the timeline, open it up in fusion
and link together some instructions,
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and whatever is connected to the media,
out node will be rendered to the timeline.
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So this is great. Let's say that
we want to put some text over it.
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Remember, we don't have layers,
so how the heck does that work?
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Well, first let's make some text.
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I'll go up to our toolbar
and I'll grab this tee.
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This is a text plus node and I'll just
grab that, drag it down into our node
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graph and I can decide to connect this
however I want and where I connect,
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this is going to matter a whole lot
because things kind of flow in order.
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They flow along these arrows.
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So what I really want to happen is to put
some text over this blurry background.
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But how the heck do you do that
without layers?
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Like I can't drop it on here or anything.
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There's no layers panel
to figure out where things go.
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We just have to tell Fusion
what to do with this text layer,
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because right now
it's just made a blank text layer.
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The instruction
we're going to use to tell it
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to actually do something is called
a merge node up here in our toolbar.
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Next to this second separator,
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there's a tool called Merge
and grab that and drag that down as well.
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And now we can link that up and tell
Fusion what to do with this text node.
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This is going to seem really complicated,
but I promise it gets simpler.
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I'm going to undo our Blur one node
and connect it to our merge one
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and connect
the output of merge one to our media out.
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You'll notice we have two inputs on this.
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Merge this yellow one is the background,
the green one is the foreground.
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So I'll grab the output of our text
and connect that to the foreground.
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And now we're going to have our text merge
over our blurry background.
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But hey, nothing's happening.
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That's because we haven't actually typed
any text in our text node.
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So if we go over here to the inspector,
I can type some text
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and now we see
the text is over our blurry background
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and we can adjust all of the properties
of our text here.
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And the inspector,
maybe I'll make a little bigger,
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change the font and you can go crazy
like you normally would with a text title.
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You can adjust its layout,
its color, all kinds of stuff.
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But for now, we'll leave it like that.
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And this is what our composite looks like.
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Again, if I were to go to the edit page,
we'll see that's there in our timeline.
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So this is cool, but not really something
that you would need to use fusion
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for, right?
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You could totally blur a clip here
and then put just a basic
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title over it
and get a really similar result.
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Right?
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But where fusion comes in
is when you want to do something
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a little bit fancier,
when you want to animate things
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or mask things
or have them pop onto screen.
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So let's do a little bit of that.
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I click back into the Fusion page.
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Now let's do something fun.
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Let's put a little box behind this.
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I always think that looks classy.
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So there are a bunch of different ways
to do that, but this time I'm
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just going to add a background node
behind this text in my tools here.
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The far left one is called
the background node.
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I'll grab that and just drag that in.
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Now I'll select my nodes
and kind of move them over here.
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And what I'm going to do
is put my background after my blur
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because really I want my blurry video
to be behind this background
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and then the background
to be behind the text.
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And it's not really important
where the nodes are.
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You can have them
go right to left if you want to.
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It's all
about how they're connected, right?
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But this just makes a ton of sense to me
to have our nodes sort of flow
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from left to right,
and that's what we'll do.
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So now to put
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our background over our blurry video,
we would have to make a merge node.
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But a faster way to do that is just
to grab the output of our background.
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And I'm just going to drag that over
the output square of our blur one
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just like this.
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And that will automatically make
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a merge node and merge our background
over our blurry video.
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That's a huge time saving thing.
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You don't have to make another node
and then connect everything every time.
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It's really just about as simple
as it would be to drag a layer
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on top of another layer.
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You just do that, right?
230
00:10:15,948 --> 00:10:17,583
So now we have our background
231
00:10:17,583 --> 00:10:21,420
over our blurry video,
but we don't even see the blurry video.
232
00:10:21,454 --> 00:10:22,622
It's just black dots
233
00:10:22,622 --> 00:10:26,492
because we have a black background
that's full screen and it's full opacity.
234
00:10:26,492 --> 00:10:28,227
So we can do a few things with that.
235
00:10:28,227 --> 00:10:29,662
We could go over to our inspector
236
00:10:29,662 --> 00:10:32,698
with our background node selected
and we can change the color.
237
00:10:32,698 --> 00:10:37,703
If this background is completely black,
we can take this alpha and turn that down
238
00:10:37,770 --> 00:10:39,338
so we can see that video behind it.
239
00:10:39,338 --> 00:10:41,707
But what I'm going to do is mask this,
240
00:10:41,707 --> 00:10:45,378
and what that means is just drawing
a shape that's going to control
241
00:10:45,378 --> 00:10:48,914
pretty much where this node shows up here
in our toolbar,
242
00:10:48,948 --> 00:10:50,316
we have a few different shapes here.
243
00:10:50,316 --> 00:10:53,753
I'm going to use this rectangle mask
and I could just grab this and drag it in
244
00:10:53,753 --> 00:10:57,556
and then connect it like this,
drag it over to our background node,
245
00:10:57,556 --> 00:11:00,926
which I'm going to mask, take the output
and drag it onto our background
246
00:11:00,926 --> 00:11:03,663
and that will add a mask,
but a little shortcut.
247
00:11:03,663 --> 00:11:06,132
If you have a node selected
and you want to add a mask to it,
248
00:11:06,132 --> 00:11:09,135
just have it selected
and go and click this button
249
00:11:09,235 --> 00:11:10,703
and that will do the same thing.
250
00:11:10,703 --> 00:11:15,408
So now we have this rectangle mask
masking our black background and again
251
00:11:15,408 --> 00:11:18,911
with the node selected,
I can go up to the inspector and adjust
252
00:11:18,911 --> 00:11:23,282
all kinds of things about
the mask, how wide it is,
253
00:11:23,349 --> 00:11:26,619
the height, width, corner radius,
all of that stuff.
254
00:11:26,619 --> 00:11:29,221
Anything that you want to change
about the mask happens in the inspector.
255
00:11:29,221 --> 00:11:32,391
With the mask selected, I can soften it.
256
00:11:32,491 --> 00:11:34,493
Sky's the limit for some tools.
257
00:11:34,493 --> 00:11:37,496
You'll even have a little widget
that pops up here on the viewer
258
00:11:37,697 --> 00:11:39,932
and you can move things around that way.
259
00:11:39,932 --> 00:11:43,836
So what I'm going to do
is just set my width and my height
260
00:11:43,903 --> 00:11:46,072
to be just a little bit
bigger than our text.
261
00:11:46,072 --> 00:11:47,273
Keep it classy like that.
262
00:11:47,273 --> 00:11:49,709
And now we have our neat
little graphic here.
263
00:11:49,709 --> 00:11:51,077
And the cool thing about using nodes is
264
00:11:51,077 --> 00:11:54,080
we can see exactly what's happening
down here in our graph,
265
00:11:54,180 --> 00:11:56,982
grabbing some media, blurring it
and putting it background
266
00:11:56,982 --> 00:12:00,553
with the mask over it and then putting
text over that and then rendering it.
267
00:12:00,553 --> 00:12:02,688
So right now
we're still kind of at a point of,
268
00:12:02,688 --> 00:12:05,925
you know, you probably could build this
in the edit page.
269
00:12:05,925 --> 00:12:07,093
Now let's do something that you would
270
00:12:07,093 --> 00:12:10,663
definitely want to do in fusion,
and that is making some animation here.
271
00:12:10,696 --> 00:12:13,899
So let's say we want this to animate
on kind of out of nowhere
272
00:12:13,899 --> 00:12:15,968
and just kind of go Shoop
and we'll do that by keep
273
00:12:15,968 --> 00:12:17,937
framing this rectangle mask.
274
00:12:17,937 --> 00:12:20,473
So I'll select it
here and over in our inspector
275
00:12:20,473 --> 00:12:23,309
to the right of all of our controls,
there's a little diamond here.
276
00:12:23,309 --> 00:12:24,744
This controls your keyframes.
277
00:12:24,744 --> 00:12:29,348
So if you click this diamond at any point
in time, that will set this value
278
00:12:29,348 --> 00:12:32,785
to be that value at that time,
which is called a keyframe.
279
00:12:32,818 --> 00:12:35,621
So what we're going to do is animate
this on.
280
00:12:35,621 --> 00:12:39,692
And after about probably a second,
I want this to look exactly like this.
281
00:12:39,692 --> 00:12:43,229
So I'm going to move my play head
over to 30 frames,
282
00:12:43,229 --> 00:12:46,365
which depending on your frame rate,
might be around one second
283
00:12:46,365 --> 00:12:49,368
and I'll go over to the inspector
and here where it says width,
284
00:12:49,368 --> 00:12:52,438
I'm going to click on that keyframe
diamond that's going to set at 30 frames.
285
00:12:52,438 --> 00:12:53,806
This to be point 45.
286
00:12:53,806 --> 00:12:54,840
Now let's move
287
00:12:54,840 --> 00:12:58,611
this play head all the way to zero,
and now I'm going to change this value.
288
00:12:58,611 --> 00:12:59,745
I don't have to click the keyframe time
289
00:12:59,745 --> 00:13:03,482
and again, and I take this width
and push it all the way down to now,
290
00:13:03,649 --> 00:13:06,285
if I click out of the inspector
and then press spacebar,
291
00:13:06,285 --> 00:13:09,922
we can see that animating in pretty nifty.
292
00:13:10,022 --> 00:13:13,159
But let's say we don't really like the way
this animates it.
293
00:13:13,159 --> 00:13:16,262
Kind of jerks to a stop a little bit
too fast.
294
00:13:16,262 --> 00:13:18,898
It's just not very smooth,
295
00:13:18,964 --> 00:13:19,365
right?
296
00:13:19,365 --> 00:13:20,900
Maybe we want to adjust that.
297
00:13:20,900 --> 00:13:22,201
That kind of adjustment happens
298
00:13:22,201 --> 00:13:25,204
in the spline panel in the upper right
hand corner, click on Spline.
299
00:13:25,404 --> 00:13:29,074
And down here in the lower right hand
part of the screen, it opens up
300
00:13:29,074 --> 00:13:29,942
this little graph.
301
00:13:29,942 --> 00:13:33,145
This is just a graph of the animation
in your project.
302
00:13:33,245 --> 00:13:37,183
So whatever you have selected right here
and I'll show you a graph
303
00:13:37,249 --> 00:13:39,285
by default,
it doesn't really make any sense.
304
00:13:39,285 --> 00:13:41,720
You have to click this button
right here, zoom to fit.
305
00:13:41,720 --> 00:13:44,657
And now we have a little graph
of our stuff.
306
00:13:44,657 --> 00:13:47,193
So this is how this value changes
over time.
307
00:13:47,193 --> 00:13:50,196
And what we want to do is not have this
jerk to a stop right here.
308
00:13:50,262 --> 00:13:51,697
We want it to ease in.
309
00:13:51,697 --> 00:13:55,301
So if I select this keyframe,
I can grab a little handle here
310
00:13:55,367 --> 00:13:58,571
and move it around
and adjust the way that this animates.
311
00:13:58,637 --> 00:14:02,341
I can also just hit F on the keyboard
to flatten that out,
312
00:14:02,408 --> 00:14:03,676
which is actually what we want.
313
00:14:03,676 --> 00:14:07,413
When something comes to a stop, it
kind of comes to a nice curve right here.
314
00:14:07,446 --> 00:14:11,083
So let's take a look at our
animation. Now. I'll back up
315
00:14:11,183 --> 00:14:14,520
and now it just kind of eases to a stop.
316
00:14:14,587 --> 00:14:15,287
That's nice.
317
00:14:15,287 --> 00:14:17,556
So you can draw stuff like that
in the spine panel.
318
00:14:17,556 --> 00:14:18,958
When you're done, you can just close it.
319
00:14:18,958 --> 00:14:20,226
So this is really cool.
320
00:14:20,226 --> 00:14:25,030
But at this point we could probably do
everything that we've done with layers
321
00:14:25,030 --> 00:14:26,232
in a different app.
322
00:14:26,232 --> 00:14:28,901
But let me show you
something really cool about nodes.
323
00:14:28,901 --> 00:14:32,671
A node doesn't really have to be
at a specific place
324
00:14:32,671 --> 00:14:36,575
in the graph, whereas a layer
has a certain place in the layer stack.
325
00:14:36,675 --> 00:14:40,012
The nodes can really do anything
and they can actually do multiple things.
326
00:14:40,246 --> 00:14:42,281
So I can actually take this mask
327
00:14:42,281 --> 00:14:45,851
and I can mask not only my background,
but I can also mask the text.
328
00:14:45,851 --> 00:14:50,689
I can just grab this output again
and connect it to the text also.
329
00:14:50,789 --> 00:14:54,326
And so I'm masking two different nodes
with the same mask,
330
00:14:54,326 --> 00:14:55,895
which remember is animated.
331
00:14:55,895 --> 00:14:59,865
And now if we take a look at our animation
here,
332
00:14:59,965 --> 00:15:04,570
it actually masks
both the text and the background
333
00:15:04,670 --> 00:15:05,537
so you can get some really
334
00:15:05,537 --> 00:15:09,441
fancy things going on and control it all
just with a single mask.
335
00:15:09,441 --> 00:15:10,709
Pretty cool.
336
00:15:10,709 --> 00:15:13,279
So here's our basic graphic.
Let's say we like that.
337
00:15:13,279 --> 00:15:16,749
I'll just go back to the edit page
and here's the graphic in the edit page.
338
00:15:16,982 --> 00:15:19,285
So that's how you build things.
For the most part.
339
00:15:19,285 --> 00:15:23,122
Everything is built with nodes and you can
really just think through logically.
340
00:15:23,122 --> 00:15:28,060
If you were going to ask a program to do
something for you, how would you ask it?
341
00:15:28,127 --> 00:15:30,829
And then you just build
the instructions in the notes.
342
00:15:30,829 --> 00:15:34,400
So let's switch to another shot,
which I could go back to the edit page
343
00:15:34,400 --> 00:15:34,800
and do it
344
00:15:34,800 --> 00:15:36,502
that way.
I'll just go back to the edit page
345
00:15:36,502 --> 00:15:38,904
and this time
let's talk about a visual effect.
346
00:15:38,904 --> 00:15:39,805
We've been doing graphics,
347
00:15:39,805 --> 00:15:43,709
but visual effects are really fun
that stuff like fire, smoke, explosions,
348
00:15:43,776 --> 00:15:46,111
things like that,
we're not going to get quite that crazy,
349
00:15:46,111 --> 00:15:48,013
but it's going to be
the same kind of workflow.
350
00:15:48,013 --> 00:15:51,817
I'm really just the still of a coffee cup
and I'll click on fusion
351
00:15:51,817 --> 00:15:52,685
just like before.
352
00:15:52,685 --> 00:15:57,723
We have simple instructions open
this still and render it to the timeline.
353
00:15:57,723 --> 00:16:01,560
Let's say we want to add some steam coming
off of this coffee cup because really
354
00:16:01,560 --> 00:16:05,497
this is just a still and maybe we want it
to look more like video, right?
355
00:16:05,497 --> 00:16:07,766
Like there's some nice little steam
coming off.
356
00:16:07,766 --> 00:16:10,502
Yeah, well, there's about a million ways
that you can do this.
357
00:16:10,502 --> 00:16:13,739
An easy way to do something like steam
or fog
358
00:16:13,739 --> 00:16:16,942
or smoke inside of fusion
is to use a node called fast noise.
359
00:16:17,042 --> 00:16:19,178
So I'll go to our tools to the left
hand side.
360
00:16:19,178 --> 00:16:21,647
And the second icon is called fast noise.
361
00:16:21,647 --> 00:16:25,584
I'll grab it and drag it down into
the node graph and I'll take the output
362
00:16:25,584 --> 00:16:28,921
and drag it over the output of our media
and that'll make a merge node.
363
00:16:29,054 --> 00:16:32,024
So let's take a second and talk
about these two viewers, because remember,
364
00:16:32,024 --> 00:16:33,325
these are basically duplicates
365
00:16:33,325 --> 00:16:37,963
of the same type of viewer,
but you can choose to view any node
366
00:16:37,963 --> 00:16:41,867
in either of these viewers, right now
by default, we have the media out
367
00:16:42,067 --> 00:16:45,604
one node showing up in a right hand
viewer, which makes a lot of sense
368
00:16:45,604 --> 00:16:49,108
because that's what the people who watch
our movie are actually going to see.
369
00:16:49,108 --> 00:16:51,643
I think we're all used to having this
right hand viewer be
370
00:16:51,643 --> 00:16:53,912
what the final thing is,
and that's usually how I have it.
371
00:16:53,912 --> 00:16:57,182
But you can view any node by itself
just by selecting it and hitting
372
00:16:57,182 --> 00:16:58,517
one or two on the keyboard.
373
00:16:58,517 --> 00:17:01,420
If you hit one, that will load it
up in the left hand viewer.
374
00:17:01,420 --> 00:17:03,722
If you hit two,
it'll be in the right hand viewer.
375
00:17:03,722 --> 00:17:07,559
And so you can look at any part of your
composition just by hitting one or two.
376
00:17:07,559 --> 00:17:10,596
I'm going to switch back to media out,
hit two on the keyboard,
377
00:17:10,596 --> 00:17:14,666
and I use this kind of in a similar way,
like if I just want to look at part of
378
00:17:14,666 --> 00:17:15,234
our comp,
379
00:17:15,234 --> 00:17:18,604
usually do that in the first viewer
and then keep media out
380
00:17:18,604 --> 00:17:20,506
in our second viewer,
but you can use it however you want.
381
00:17:20,506 --> 00:17:22,908
You'll also notice
there's a little dot thing.
382
00:17:22,908 --> 00:17:25,210
If you have something
loaded in the viewer, it has a white dot.
383
00:17:25,210 --> 00:17:28,180
So this is in the right hand viewer,
a little white dot, little white dot.
384
00:17:28,180 --> 00:17:29,081
So this is really nice
385
00:17:29,081 --> 00:17:32,818
because you can view things by themselves
before they're merged on to other things.
386
00:17:32,818 --> 00:17:34,953
And it can be really convenient
to see what's going on.
387
00:17:34,953 --> 00:17:39,992
So this fast noise, this is basically just
a effect that generates kind of a cloud.
388
00:17:39,992 --> 00:17:43,629
And so I'll select my fast noise
and go over to my inspector.
389
00:17:43,629 --> 00:17:46,799
I have all kinds of things
to adjust in the inspector,
390
00:17:46,799 --> 00:17:48,767
but I'm going to push the scale up
a little bit.
391
00:17:48,767 --> 00:17:51,703
That'll change the way these clouds look
and how big they are.
392
00:17:51,703 --> 00:17:53,105
Also, mess with the detail.
393
00:17:53,105 --> 00:17:54,873
I can push that up
and that just makes them
394
00:17:54,873 --> 00:17:56,642
a little bit more defined and less blurry.
395
00:17:56,642 --> 00:17:58,710
And there's a ton of other stuff
that you can mess with. For now.
396
00:17:58,710 --> 00:18:01,113
We'll leave it like this
and we're pretty much just going to use
397
00:18:01,113 --> 00:18:04,750
these clouds that were generated
as our steam for the coffee cup.
398
00:18:04,750 --> 00:18:05,517
The first thing that should
399
00:18:05,517 --> 00:18:09,721
probably happen is we should mask this
because we don't want just fog everywhere.
400
00:18:09,721 --> 00:18:12,624
We want just the steam to happen
above the coffee cup.
401
00:18:12,624 --> 00:18:16,829
So we're going to do that almost the exact
same way as we did with that background.
402
00:18:16,829 --> 00:18:20,265
We're just going to add a mask
to our noise, so I'm going to select that.
403
00:18:20,432 --> 00:18:23,402
But this time,
instead of grabbing the rectangle mask,
404
00:18:23,402 --> 00:18:25,537
I'm gonna grab this polygon
mask and click on that.
405
00:18:25,537 --> 00:18:29,675
Once that's going to add a polygon
mask node to our node graph.
406
00:18:29,741 --> 00:18:32,811
And then here in the viewer,
I can actually just draw what I want
407
00:18:32,845 --> 00:18:33,879
my mask to look like.
408
00:18:33,879 --> 00:18:37,583
I can hold down my middle mouse button
to grab this and pan it, but
409
00:18:37,583 --> 00:18:42,454
I'm just going to start here at the side
of the coffee cup and just draw kind of a
410
00:18:42,521 --> 00:18:45,491
blobby shape around our coffee cup.
411
00:18:45,491 --> 00:18:49,228
And now it's going to limit that noise
to be just inside of that shape.
412
00:18:49,228 --> 00:18:54,233
And in the inspector with my polygon
mask selected, I can grab my soft edge
413
00:18:54,333 --> 00:18:57,536
and push that up a little bit
to just soften the edges of this.
414
00:18:57,536 --> 00:19:00,973
And I can just click to another node
to get rid of that outline
415
00:19:01,039 --> 00:19:02,941
and we can see
it already looks pretty good.
416
00:19:02,941 --> 00:19:05,577
The problem is
that it doesn't really move or anything.
417
00:19:05,577 --> 00:19:09,114
And if this is going to be a video,
it should probably move.
418
00:19:09,314 --> 00:19:11,049
So remember how to keyframe things.
419
00:19:11,049 --> 00:19:15,821
What we can do is just animate this noise
to move like Steam does.
420
00:19:15,821 --> 00:19:18,857
Probably the easiest way to do
that is just to keyframe this center,
421
00:19:18,857 --> 00:19:20,325
which happens to be this widget to you.
422
00:19:20,325 --> 00:19:23,328
If I move this around,
we can see it moves that steam.
423
00:19:23,328 --> 00:19:26,598
And so what I'll probably do
is just start it down here and I'll go
424
00:19:26,598 --> 00:19:30,302
all the way to the beginning of our comp,
go to the inspector and click this
425
00:19:30,335 --> 00:19:33,605
Keyframe Diamond for Center
and I'll move down to the end of the comp
426
00:19:33,772 --> 00:19:36,775
and I'll grab that little
widget and just move it up.
427
00:19:36,842 --> 00:19:39,878
I'll move it up quite a
bit because I want it to rise quite a bit,
428
00:19:39,945 --> 00:19:44,016
rewind and hit spacebar to play it back
and it'll play it kind of slow
429
00:19:44,082 --> 00:19:45,384
because it's thinking about things.
430
00:19:45,384 --> 00:19:47,553
But once we have a green bar
throughout this,
431
00:19:47,553 --> 00:19:51,056
we can kind of get an idea
of how fast this steam is moving.
432
00:19:51,056 --> 00:19:52,791
Probably a little bit slower right now.
433
00:19:52,791 --> 00:19:56,562
So I'll go to the end of our comp
and I'll just grab this number
434
00:19:56,562 --> 00:19:59,865
in the inspector and just roll it up
a lot more up to like three or something.
435
00:19:59,865 --> 00:20:03,101
So it's just a little bit faster
and we'll just play this back,
436
00:20:03,202 --> 00:20:04,803
see how fast it goes.
437
00:20:04,803 --> 00:20:06,071
That looks pretty good.
438
00:20:06,071 --> 00:20:07,239
So that's cool.
439
00:20:07,239 --> 00:20:08,774
Probably could be more realistic.
440
00:20:08,774 --> 00:20:10,309
So let's grab the fast noise.
441
00:20:10,309 --> 00:20:13,545
I'll go over to the inspector
and I'm going to adjust something called
442
00:20:13,545 --> 00:20:17,316
see the rate, see three is
just how this kind of changes over time.
443
00:20:17,316 --> 00:20:20,619
You know, like the clouds change
and you can kind of preview this
444
00:20:20,686 --> 00:20:23,522
by just grabbing seeds
and moving it back and forth.
445
00:20:23,522 --> 00:20:26,558
And you can see kind of the clouds
just kind of animate.
446
00:20:26,692 --> 00:20:28,060
Right. We'll see the rate.
447
00:20:28,060 --> 00:20:32,064
We'll just change this over time and I'll
just animate it as the animation goes.
448
00:20:32,064 --> 00:20:33,232
And so we'll just start with
449
00:20:33,232 --> 00:20:37,069
something small like that
and we'll just see how fast this changes.
450
00:20:37,169 --> 00:20:43,175
And if we have it, see the little more,
then it won't look quite as robotic.
451
00:20:43,242 --> 00:20:46,144
It'll move just like fog or steam
usually does.
452
00:20:46,144 --> 00:20:49,781
So something like that, that looks good.
453
00:20:49,848 --> 00:20:52,484
Now we have our steaming cup of coffee.
454
00:20:52,484 --> 00:20:54,753
Of course
we want to tweak this to be tasteful,
455
00:20:54,753 --> 00:20:56,521
but I think I'll do is grab the scale
456
00:20:56,521 --> 00:20:59,691
and bring that down a little bit
just so it's not quite as defined.
457
00:20:59,691 --> 00:21:02,694
And I'm also just going
to turn the strength of this down.
458
00:21:02,694 --> 00:21:04,963
The best way to do
that is in the merge node.
459
00:21:04,963 --> 00:21:09,935
Merge pretty much controls everything
about how one node goes over another.
460
00:21:10,168 --> 00:21:14,906
That's including its transparency,
its angle, its size, its position.
461
00:21:14,906 --> 00:21:18,810
Things kind of live by themselves
and the merge node tells them
462
00:21:18,810 --> 00:21:20,078
how to interact with each other.
463
00:21:20,078 --> 00:21:22,981
So in this merge node,
there's a control called blend.
464
00:21:22,981 --> 00:21:26,985
Blend
is just how opaque your foreground is.
465
00:21:27,085 --> 00:21:29,621
So I grab this blend
and just bring it down.
466
00:21:29,621 --> 00:21:31,590
I just want to bring this down
to like a tasteful level.
467
00:21:31,590 --> 00:21:34,593
So like 0.4, something like that.
468
00:21:34,593 --> 00:21:36,194
So now we have that just
469
00:21:36,194 --> 00:21:37,529
steam in a little bit
470
00:21:37,529 --> 00:21:39,197
and you can tweak that
as much as you want,
471
00:21:39,197 --> 00:21:40,565
but that's basically how you would do it.
472
00:21:40,565 --> 00:21:43,101
Now, again,
since our visual effect is done,
473
00:21:43,101 --> 00:21:46,405
I can go over to the edit page
and here it is in our timeline.
474
00:21:46,438 --> 00:21:48,640
All right, Now let's do one more thing.
475
00:21:48,640 --> 00:21:50,042
Let's do a composite.
476
00:21:50,042 --> 00:21:52,778
Now, a composite is a really general
term, but
477
00:21:52,778 --> 00:21:55,847
really, it's like combining
two different images together.
478
00:21:55,914 --> 00:21:56,882
So what we're going to do
479
00:21:56,882 --> 00:22:00,786
is replace the sky
with a little bit more interesting sky.
480
00:22:00,819 --> 00:22:03,188
Right now, we just don't have many clouds
or anything.
481
00:22:03,188 --> 00:22:04,856
We could put some fluffy clouds in here.
482
00:22:04,856 --> 00:22:09,861
So again, I'm just over this clip
in the timeline and I'll click on Fusion
483
00:22:09,961 --> 00:22:11,096
and we have our instructions.
484
00:22:11,096 --> 00:22:13,165
Grab this clip and render it.
485
00:22:13,165 --> 00:22:17,002
So one thing that we're definitely going
to need is a fluffy cloud sky.
486
00:22:17,102 --> 00:22:21,306
We could certainly make our own sky
with a fast noise.
487
00:22:21,306 --> 00:22:23,041
It's not going to look super realistic,
488
00:22:23,041 --> 00:22:25,043
but you probably could do something
like that.
489
00:22:25,043 --> 00:22:27,112
But what's going to look
better is to use an actual photo.
490
00:22:27,112 --> 00:22:28,647
So let's import a photo.
491
00:22:28,647 --> 00:22:30,282
We can do that a bunch of different ways.
492
00:22:30,282 --> 00:22:33,785
The easiest way, the one that I always use
is just go to your explorer
493
00:22:33,785 --> 00:22:37,756
or finder window, grab your image
and just drag it into your node graph.
494
00:22:37,756 --> 00:22:40,025
That's going to make a media in to node.
495
00:22:40,025 --> 00:22:42,994
If I hit one on the keyboard,
we can see what this is.
496
00:22:42,994 --> 00:22:44,830
And really we have a couple of jobs here.
497
00:22:44,830 --> 00:22:47,065
We need to put this sky over our shot.
498
00:22:47,065 --> 00:22:50,268
We need to make sure that it looks like
it's behind the mountains
499
00:22:50,268 --> 00:22:52,571
and we need to make sure that it moves
along with the shot.
500
00:22:52,571 --> 00:22:54,673
So let's take a look
at what we're working with here.
501
00:22:54,673 --> 00:22:56,808
So we have the two pedalboard ladies.
502
00:22:56,808 --> 00:22:59,511
If we look really far away at these hills,
503
00:22:59,511 --> 00:23:01,179
they're just moving a little bit
to the side.
504
00:23:01,179 --> 00:23:05,350
So again, there's a bunch of different
ways that you could go about this.
505
00:23:05,417 --> 00:23:09,087
You could select the blue of the sky
and delete that color
506
00:23:09,087 --> 00:23:10,255
and put the sky under it.
507
00:23:10,255 --> 00:23:13,158
But what we'll probably do
today is just keep it really simple
508
00:23:13,158 --> 00:23:16,661
and just draw a really soft mask
and put the sky over this
509
00:23:16,661 --> 00:23:19,231
because it's kind of hazy.
I think that will work just fine.
510
00:23:19,231 --> 00:23:24,136
So what I'll do is grab this media into
I'm going to actually rename this
511
00:23:24,136 --> 00:23:27,139
just by hitting F2 with the node selected
and I'll call the sky
512
00:23:27,205 --> 00:23:30,409
and grab my sky
and merge it over my media in one.
513
00:23:30,409 --> 00:23:34,513
And let's
adjust the size in the inspector here
514
00:23:34,613 --> 00:23:36,348
just to make it fill up the frame.
515
00:23:36,348 --> 00:23:37,816
And actually I'm gonna
to make it a little bit bigger
516
00:23:37,816 --> 00:23:40,819
because I know that this shot is moving
back and forth
517
00:23:40,986 --> 00:23:43,989
and I want to be able to have
a little bit of room to move it around.
518
00:23:44,089 --> 00:23:45,957
So let's try
something like that to start with.
519
00:23:45,957 --> 00:23:49,895
And now down in my nodes, I'm
just going to select media in one and hit
520
00:23:49,895 --> 00:23:50,896
two on the keyboard.
521
00:23:50,896 --> 00:23:55,066
That's going to let me look at this shot
before we put the sky on,
522
00:23:55,100 --> 00:23:56,768
even though the sky is already on.
523
00:23:56,768 --> 00:23:59,971
So I'll select the sky node
and I'm going to select a polygon
524
00:23:59,971 --> 00:24:02,941
mask because I'm just going to draw
a shape where I want the sky to be.
525
00:24:03,108 --> 00:24:06,912
So I'll click that mask and that will add
a polygon mask to our sky.
526
00:24:06,978 --> 00:24:10,449
Now I can draw on this viewer,
even though I'm not looking at the sky
527
00:24:10,449 --> 00:24:13,852
layer, I can draw my mask
and this is a really nice way to do it.
528
00:24:13,852 --> 00:24:16,221
So I'll start over here
529
00:24:16,321 --> 00:24:18,623
and I'm just going to draw a
530
00:24:18,623 --> 00:24:22,561
really rough shape around these mountains,
something like that.
531
00:24:22,627 --> 00:24:24,529
And I'll drag
532
00:24:24,529 --> 00:24:27,332
and I'll make it a lot
bigger than the screen
533
00:24:27,332 --> 00:24:28,867
just because we want to soften that.
534
00:24:28,867 --> 00:24:31,236
And I don't want to run into any problems.
535
00:24:31,236 --> 00:24:34,406
So now we can see in our left hand view
where we have the sky masked,
536
00:24:34,473 --> 00:24:38,810
which I can go back to our media out to
and hit two on the keyboard and we'll see.
537
00:24:38,810 --> 00:24:40,479
We have that masked over everything.
538
00:24:40,479 --> 00:24:43,081
Now, the problem is that
our mask is kind of scaling different
539
00:24:43,081 --> 00:24:45,584
than our background footage,
and that happens sometimes.
540
00:24:45,584 --> 00:24:46,051
That's okay.
541
00:24:46,051 --> 00:24:46,785
I can adjust this.
542
00:24:46,785 --> 00:24:50,255
I'll click on Polygon one
and in the inspector where it says Size,
543
00:24:50,255 --> 00:24:54,626
I'll just size that and move it back
to where it makes some sense.
544
00:24:54,659 --> 00:24:55,393
Not a big deal.
545
00:24:55,393 --> 00:24:58,997
Now I'm going to adjust this soft edge
and I'm just softening this out
546
00:24:58,997 --> 00:25:03,602
and moving the mask to where it starts
to look like it belongs there.
547
00:25:03,602 --> 00:25:06,037
And we're pretty much wanting
this just as soft as we can get it
548
00:25:06,037 --> 00:25:09,040
soft as we can get away with without it
looking weird.
549
00:25:09,140 --> 00:25:10,041
And it's amazing
550
00:25:10,041 --> 00:25:14,079
how bad of a job that you can do
and have it still look pretty good.
551
00:25:14,145 --> 00:25:16,815
That works and isn't overly strange.
552
00:25:16,815 --> 00:25:19,217
If we want to make this
a little bit more believable,
553
00:25:19,217 --> 00:25:22,821
we can grab this, merge node
and adjust our blend and push that down
554
00:25:22,821 --> 00:25:27,492
a little bit and fade the sky in,
you know, and make it 60 or 70% strength.
555
00:25:27,559 --> 00:25:29,261
But now we have a huge problem.
556
00:25:29,261 --> 00:25:34,266
This looks nice right now,
but when we play it back,
557
00:25:34,332 --> 00:25:37,068
the sky doesn't move along with the video.
558
00:25:37,068 --> 00:25:38,270
What do we do?
559
00:25:38,270 --> 00:25:40,138
Well,
when you're going to do a sky replacement
560
00:25:40,138 --> 00:25:44,242
or you want anything to look like
it's stuck to something in a video,
561
00:25:44,342 --> 00:25:46,278
you pretty much have to use tracking.
562
00:25:46,278 --> 00:25:50,482
So what I'll do is grab our media in one
and now we're going to use an effect
563
00:25:50,482 --> 00:25:52,117
that isn't in our toolbar
564
00:25:52,117 --> 00:25:55,921
and it's called a planar tracker
up in my effects library.
565
00:25:55,987 --> 00:25:57,055
Click on that.
566
00:25:57,055 --> 00:26:00,225
Under tools,
we have something called planar tracker.
567
00:26:00,325 --> 00:26:02,794
I can grab that
and drag that down into my nodes
568
00:26:02,794 --> 00:26:04,863
and if I know where I'm going to put it,
I can just actually
569
00:26:04,863 --> 00:26:08,967
drag it on top of this line
and once it turns blue, I can let go
570
00:26:09,034 --> 00:26:09,968
and that'll be connected.
571
00:26:09,968 --> 00:26:13,905
Now the planar tracker is going to track
whatever is put into this yellow
572
00:26:13,905 --> 00:26:17,642
input, let's say two on the keyboard
to bring this up in our right hand viewer.
573
00:26:17,642 --> 00:26:22,080
And now what we're going to do
is select an area that moves the exact
574
00:26:22,080 --> 00:26:25,250
same way as our sky, and that tracker
is going to track its motion.
575
00:26:25,250 --> 00:26:26,551
So I'll zoom in a little bit.
576
00:26:26,551 --> 00:26:30,221
I'll just select these hills
and you usually want to just do
577
00:26:30,221 --> 00:26:33,491
the smallest area you can,
But I think something like this will work.
578
00:26:33,592 --> 00:26:35,927
Now, over here in our inspector,
on our operation mode,
579
00:26:35,927 --> 00:26:38,229
we have track tracker,
we have point motion type.
580
00:26:38,229 --> 00:26:39,331
These are all different things
581
00:26:39,331 --> 00:26:42,434
that you can adjust
to track this in a different way.
582
00:26:42,434 --> 00:26:45,003
We aren't going to in perspective,
we're just going to do
583
00:26:45,003 --> 00:26:49,140
translation and rotation this time
because I know that this shot
584
00:26:49,140 --> 00:26:52,644
is really just moving back and forth
and it might be rotating a little bit.
585
00:26:52,644 --> 00:26:55,880
So we'll call that good and I'm
going to go and click on this button
586
00:26:55,914 --> 00:26:58,817
right here that looks like a play button
with a line to the right
587
00:26:58,817 --> 00:27:00,418
that's going to track this
all the way to the end.
588
00:27:00,418 --> 00:27:02,687
And once I have this stuff selected, I'm
going to go up here
589
00:27:02,687 --> 00:27:05,490
to where it says reference time and click
set. That's just telling it.
590
00:27:05,490 --> 00:27:08,593
Hey, I want to start at frame 26,
which is where we happen to be,
591
00:27:08,593 --> 00:27:11,596
and I'll hit this button right here
track to end.
592
00:27:11,830 --> 00:27:14,866
So I'll click on that
and we'll see what happens.
593
00:27:14,966 --> 00:27:17,435
It's just going to track the motion
of those mountains.
594
00:27:17,435 --> 00:27:20,472
And because we started in the middle,
I'll just hit I'll just click on Go
595
00:27:20,705 --> 00:27:24,576
Now I'll go back to frame 26
and I'll track this backwards.
596
00:27:24,576 --> 00:27:26,911
And now we track the whole shot
and whatever.
597
00:27:26,911 --> 00:27:29,914
We use this tracking information
for is going to look like it's
598
00:27:29,914 --> 00:27:31,282
stuck to the background.
599
00:27:31,282 --> 00:27:35,286
Okay, so now we have this all tracked,
but how do we control where the clouds
600
00:27:35,286 --> 00:27:36,855
appear with the tracking stuff?
601
00:27:36,855 --> 00:27:38,356
What I like to do with the planner
602
00:27:38,356 --> 00:27:42,127
tracker is use a planner transform,
which is over in the inspector.
603
00:27:42,360 --> 00:27:46,698
If you scroll all the way down, there is
a button called Create Planner Transform.
604
00:27:46,798 --> 00:27:47,966
Now click this. Once.
605
00:27:47,966 --> 00:27:51,636
What that does is create
a node that pretty much moves everything
606
00:27:51,636 --> 00:27:52,904
along with that track.
607
00:27:52,904 --> 00:27:56,741
And so I'm just going to run our sky node
through our planner Transform before it
608
00:27:56,741 --> 00:27:59,411
gets merged and we'll see it
609
00:27:59,477 --> 00:28:01,413
moves along with the mountains.
610
00:28:01,413 --> 00:28:02,847
Now we do have a problem.
611
00:28:02,847 --> 00:28:04,716
It's actually slipping a little bit.
612
00:28:04,716 --> 00:28:07,318
What that means is that part of
this is moving a little bit differently.
613
00:28:07,318 --> 00:28:09,587
You can kind of see that especially here.
614
00:28:09,587 --> 00:28:12,057
The clouds are moving
faster than the mountains.
615
00:28:12,057 --> 00:28:14,426
The reason for that
is because in our merge node,
616
00:28:14,426 --> 00:28:18,363
we're adjusting the size and center
and stuff here in the inspector
617
00:28:18,363 --> 00:28:19,764
and it's messing stuff up.
618
00:28:19,764 --> 00:28:23,368
So if you're going to do it this way,
make sure to you reset your merge node
619
00:28:23,468 --> 00:28:24,903
and everything will act nicely.
620
00:28:24,903 --> 00:28:28,506
The problem is that our sky node needs
to be sized and everything differently
621
00:28:28,506 --> 00:28:32,811
so we can use a transform node
to make that work, which is down here
622
00:28:32,911 --> 00:28:33,912
kind of towards the middle.
623
00:28:33,912 --> 00:28:36,815
And I can drag that in between our sky
and our plane to transform
624
00:28:36,815 --> 00:28:41,252
because I want to adjust where it is
before we apply the tracking data.
625
00:28:41,319 --> 00:28:45,724
So with our transform node selected,
I'll go over here to our viewer
626
00:28:45,724 --> 00:28:49,127
and we can move this around and scale it.
627
00:28:49,227 --> 00:28:51,963
I'll move that around until it looks good,
628
00:28:51,963 --> 00:28:57,368
and now we'll have our track working great
629
00:28:57,435 --> 00:29:01,573
that now we have a beautiful sky.
630
00:29:01,639 --> 00:29:03,441
It's freaking awesome, right?
631
00:29:03,441 --> 00:29:05,543
Look at all the magic things we can do.
632
00:29:05,543 --> 00:29:09,280
So here's before and here's after.
633
00:29:09,380 --> 00:29:10,181
Pretty cool.
634
00:29:10,181 --> 00:29:10,815
So there you go.
635
00:29:10,815 --> 00:29:12,217
There are some examples of the main things
636
00:29:12,217 --> 00:29:14,552
that you could do in fusion
and how to make that work.
637
00:29:14,552 --> 00:29:16,054
I hope that's inspiring for you.
638
00:29:16,054 --> 00:29:18,923
If you want to learn more about nodes
and how those work,
639
00:29:18,923 --> 00:29:21,826
if that's still a little bit fuzzy,
check out this video right here.
640
00:29:21,826 --> 00:29:25,630
I'll go over the basics and also talk
about peanut butter and jelly, which is,
641
00:29:25,697 --> 00:29:28,533
I think, really nice.
642
00:29:28,533 --> 00:29:30,368
Nice. Yeah.
643
00:29:30,368 --> 00:29:33,004
Sweet. Awesome.
644
00:29:33,004 --> 00:29:33,638
It's important.
59423
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