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These are the user uploaded subtitles that are being translated: 1 00:00:06,000 --> 00:00:06,700 hey everybody 2 00:00:06,700 --> 00:00:11,266 and welcome to class 5 of Nuke 2:14 here on FX PhD 3 00:00:11,400 --> 00:00:13,766 in class 5 which is part one 4 00:00:13,933 --> 00:00:15,900 of creating a still life in motion 5 00:00:15,900 --> 00:00:17,166 we're gonna be taking uh 6 00:00:17,166 --> 00:00:19,033 this photo that that I've taken 7 00:00:19,300 --> 00:00:21,800 and turning it into kind of a 8 00:00:22,333 --> 00:00:24,300 little motion piece 9 00:00:24,500 --> 00:00:25,600 a short shot 10 00:00:25,866 --> 00:00:27,700 with a moving camera and 11 00:00:28,100 --> 00:00:29,666 we're going to be accomplishing that 12 00:00:29,666 --> 00:00:32,766 by using a lot of the skills that we 13 00:00:32,866 --> 00:00:35,233 picked up in the previous classes 14 00:00:35,333 --> 00:00:36,866 we're going to be using projections 15 00:00:36,866 --> 00:00:38,600 clean plate techniques 16 00:00:38,600 --> 00:00:41,700 and we're going to be adding the skill of 17 00:00:41,733 --> 00:00:43,166 projecting onto 18 00:00:43,400 --> 00:00:45,933 complex or irregular geometry uh 19 00:00:45,933 --> 00:00:48,900 so we're not gonna be using many primitive um 20 00:00:48,900 --> 00:00:50,666 geometric objects in this class 21 00:00:50,666 --> 00:00:53,600 um like the ones that generally come with nuke 22 00:00:53,666 --> 00:00:56,500 instead we're going to be using a 3D application 23 00:00:56,500 --> 00:00:58,900 to create geometry that we can project onto 24 00:00:58,900 --> 00:00:59,966 to create some 25 00:01:00,100 --> 00:01:01,500 some parallax 26 00:01:01,500 --> 00:01:03,966 and so we can extract some other information 27 00:01:04,100 --> 00:01:05,466 uh out of the scene 28 00:01:05,500 --> 00:01:06,266 we're gonna be 29 00:01:06,266 --> 00:01:07,766 ending up with something that looks a little 30 00:01:07,766 --> 00:01:08,700 bit like this 31 00:01:08,900 --> 00:01:12,133 um I chose this photo just because it's a uh 32 00:01:12,133 --> 00:01:12,600 I don't know 33 00:01:12,600 --> 00:01:13,600 it's a it's a nice photo 34 00:01:13,600 --> 00:01:15,200 I think I think it's pretty 35 00:01:15,200 --> 00:01:17,066 um I took it a long time ago 36 00:01:17,200 --> 00:01:18,066 kind of always 37 00:01:18,066 --> 00:01:20,733 had the intention of doing something like this with it 38 00:01:20,733 --> 00:01:23,766 so I'm going to be sharing this photo with you 39 00:01:23,766 --> 00:01:25,966 and also some of the techniques that uh 40 00:01:25,966 --> 00:01:27,300 that I used to create it 41 00:01:27,300 --> 00:01:32,100 uh so class 1 is gonna be focused primarily on um 42 00:01:32,200 --> 00:01:34,933 on doing the prep work necessary to 43 00:01:34,933 --> 00:01:36,000 uh bring the 44 00:01:36,466 --> 00:01:37,600 bring it into nuke 45 00:01:37,600 --> 00:01:39,700 I'm going to be using Maya um 46 00:01:39,700 --> 00:01:41,266 but I wanna stress that you can 47 00:01:41,266 --> 00:01:43,366 really use any 3D application 48 00:01:43,366 --> 00:01:45,266 um on the market um 49 00:01:45,266 --> 00:01:47,900 to generate this geometry uh 50 00:01:47,900 --> 00:01:49,733 so if you're more comfortable in another one 51 00:01:49,733 --> 00:01:50,400 by all means 52 00:01:50,400 --> 00:01:53,133 please go ahead and use that one um 53 00:01:53,133 --> 00:01:54,700 but I'm most comfortable in Maya 54 00:01:54,700 --> 00:01:56,266 so I'm gonna be using that 55 00:01:56,400 --> 00:01:59,466 all that really matters is the technique um 56 00:01:59,466 --> 00:02:01,733 that you use to create the geometry 57 00:02:01,733 --> 00:02:04,200 so I'll be focusing heavily on 58 00:02:04,200 --> 00:02:05,800 uh you know 59 00:02:05,800 --> 00:02:07,366 on best practices for 60 00:02:07,366 --> 00:02:08,800 for generating uh 61 00:02:08,800 --> 00:02:09,966 geometry for 62 00:02:09,966 --> 00:02:11,800 for this kind of application 63 00:02:13,300 --> 00:02:16,066 some other more practical applications of 64 00:02:16,066 --> 00:02:17,666 of this technique um 65 00:02:17,666 --> 00:02:19,566 are things like product photography 66 00:02:19,566 --> 00:02:22,800 so I've just taken a quick detour onto um 67 00:02:22,800 --> 00:02:24,600 Zero's website um 68 00:02:24,600 --> 00:02:27,266 and you can check this out on a real um 69 00:02:27,266 --> 00:02:29,066 that we've done some um 70 00:02:29,066 --> 00:02:32,866 you know like replacing existing objects um 71 00:02:33,133 --> 00:02:34,333 with with other objects 72 00:02:34,333 --> 00:02:37,600 so in this example we model the cucumbers um 73 00:02:37,600 --> 00:02:38,800 in this example we 74 00:02:38,800 --> 00:02:40,566 uh we used um 75 00:02:40,566 --> 00:02:43,266 some animating geometry to uh 76 00:02:43,266 --> 00:02:44,333 to replace the 77 00:02:44,333 --> 00:02:45,933 the dialogue that this uh 78 00:02:45,933 --> 00:02:49,133 the that this guy was saying and 79 00:02:49,133 --> 00:02:52,500 and also some replacing some labels 80 00:02:52,600 --> 00:02:53,600 label placement 81 00:02:53,600 --> 00:02:55,300 label replacement is a 82 00:02:55,300 --> 00:02:57,400 is a huge part of 83 00:02:57,700 --> 00:02:59,566 of the work that we do at zero 84 00:02:59,566 --> 00:03:02,600 on all the commercial work that we do um 85 00:03:02,600 --> 00:03:04,900 so you can use these techniques that will 86 00:03:04,900 --> 00:03:07,000 be picking up in this class to 87 00:03:07,900 --> 00:03:09,666 to hone those skills and 88 00:03:09,666 --> 00:03:12,200 hopefully use it in your everyday work 89 00:03:12,366 --> 00:03:13,533 so with that um 90 00:03:13,533 --> 00:03:15,566 let's just jump right in and 91 00:03:15,600 --> 00:03:16,566 and get started 92 00:03:19,000 --> 00:03:20,366 so before we get started 93 00:03:20,366 --> 00:03:21,100 um modeling 94 00:03:21,100 --> 00:03:24,466 we need some information about about our image 95 00:03:24,466 --> 00:03:26,400 so um first 96 00:03:26,400 --> 00:03:27,500 first things first 97 00:03:27,733 --> 00:03:31,166 we need to grab the resolution of our source image 98 00:03:31,166 --> 00:03:32,200 in this case 99 00:03:32,366 --> 00:03:36,900 my camera took it at 3,088 by 2,056 100 00:03:37,000 --> 00:03:40,066 so go ahead and make a note of that in fact 101 00:03:40,066 --> 00:03:42,000 I'll just use it a sticky note 102 00:03:42,100 --> 00:03:46,033 to keep track of that stuff so um 103 00:03:47,200 --> 00:03:55,400 resolution is 3,088 by 2,056 and um 104 00:03:57,900 --> 00:03:58,933 the other piece of uh 105 00:03:58,933 --> 00:04:01,866 very important information that we need is um 106 00:04:02,000 --> 00:04:04,666 is the focal length of the uh 107 00:04:04,900 --> 00:04:06,400 of the lens that took the image 108 00:04:06,400 --> 00:04:08,200 um so if um 109 00:04:08,366 --> 00:04:11,866 so most cameras keep track of things like that 110 00:04:12,100 --> 00:04:14,466 like f stop and everything like that 111 00:04:14,466 --> 00:04:17,366 so if we use the view metadata node 112 00:04:18,700 --> 00:04:20,166 hopefully your 113 00:04:20,966 --> 00:04:23,666 your images will have uh information like this 114 00:04:23,666 --> 00:04:26,066 uh so it just has all kinds of information 115 00:04:26,166 --> 00:04:28,600 um in a little table uh 116 00:04:29,066 --> 00:04:32,166 you know things like exposure time um 117 00:04:32,600 --> 00:04:33,733 you know the file size 118 00:04:33,733 --> 00:04:36,700 and this is the one that we're really interested in 119 00:04:36,866 --> 00:04:37,566 the focal length 120 00:04:37,566 --> 00:04:40,300 so I'll go ahead and Mark that down 121 00:04:40,900 --> 00:04:45,300 focal length is 55 millimeters 122 00:04:47,533 --> 00:04:51,100 so um just make note of of all this information 123 00:04:51,100 --> 00:04:54,000 and we're going to use that as soon as we get into Maya 124 00:04:55,466 --> 00:04:58,200 so I've gone ahead and opened up Maya 125 00:04:58,366 --> 00:05:03,966 so first let's just let's make a plane that we're going 126 00:05:03,966 --> 00:05:06,633 going to model to now 127 00:05:08,933 --> 00:05:10,766 the best way to go about doing this is 128 00:05:10,766 --> 00:05:13,566 you know just make a plane and 129 00:05:19,933 --> 00:05:21,266 and now to um 130 00:05:21,266 --> 00:05:23,766 we want the uh the ratio if it's uh 131 00:05:23,933 --> 00:05:26,800 if it's a known ratio aspect ratio 132 00:05:26,800 --> 00:05:29,333 then that's great but if not you can just uh 133 00:05:29,333 --> 00:05:33,600 divide the um X resolution by the y whoops 134 00:05:34,366 --> 00:05:38,166 by the uh y resolution and you'll get 1.5 135 00:05:38,166 --> 00:05:38,966 that makes sense 136 00:05:38,966 --> 00:05:43,166 so I'm going to actually change this to um 137 00:05:43,700 --> 00:05:46,400 1.5 1 and one 138 00:05:47,666 --> 00:05:49,800 so now we have a uh 139 00:05:50,000 --> 00:05:53,400 a plane that is going to be the right aspect ratio 140 00:05:53,400 --> 00:05:55,433 for the image that we're gonna be putting on it 141 00:06:05,400 --> 00:06:06,766 so I'm doing some 142 00:06:06,766 --> 00:06:09,300 you know Maya things if you're not familiar with Maya 143 00:06:09,366 --> 00:06:12,200 don't worry about it too much um 144 00:06:13,500 --> 00:06:15,333 you know use whatever 3D application 145 00:06:15,333 --> 00:06:16,700 you're most comfortable with 146 00:06:16,800 --> 00:06:18,200 um and you'll do 147 00:06:18,200 --> 00:06:19,766 you'll do fine um 148 00:06:19,766 --> 00:06:22,466 so basically what I'm doing is I'm just making a shader 149 00:06:22,766 --> 00:06:25,166 that's a surface shader 150 00:06:25,166 --> 00:06:28,166 so it's just plugging in pixel values one for one 151 00:06:28,366 --> 00:06:30,700 and I'm going to tell it to use a file 152 00:06:31,700 --> 00:06:35,833 and that file lives in our image directory 153 00:06:37,133 --> 00:06:38,566 in our plates folder 154 00:06:39,700 --> 00:06:41,833 and it's flower dot E x r 155 00:06:42,200 --> 00:06:45,800 and actually um I wrote out a JPEG 156 00:06:45,900 --> 00:06:50,100 um which might be a better choice for working in Myers 157 00:06:50,100 --> 00:06:53,266 cause we don't really need the bit depth for uh 158 00:06:53,566 --> 00:06:57,400 um for modeling the modeling the flower 159 00:06:57,566 --> 00:06:59,100 so there's my plane 160 00:06:59,100 --> 00:07:00,066 but that looks pretty blurry 161 00:07:00,066 --> 00:07:03,366 so I just need to oops 162 00:07:03,366 --> 00:07:05,600 I closed the out here it is 163 00:07:06,333 --> 00:07:07,733 just going to the surface shader 164 00:07:07,733 --> 00:07:10,266 and change the hardware texturing options 165 00:07:11,700 --> 00:07:12,333 there we go 166 00:07:12,333 --> 00:07:13,833 until it to use the color 167 00:07:15,166 --> 00:07:17,566 and the highest resolution possible 168 00:07:18,766 --> 00:07:19,566 there we go 169 00:07:19,566 --> 00:07:23,966 still a little hazy but you know welcome to Maya um 170 00:07:25,666 --> 00:07:28,000 you know and if you are familiar with Maya 171 00:07:28,000 --> 00:07:28,833 you know there's 172 00:07:28,933 --> 00:07:31,300 hundreds of different ways you could do what I just did 173 00:07:31,533 --> 00:07:35,266 again just do what do it feels best to you 174 00:07:35,266 --> 00:07:36,700 so I'm just gonna scale that up 175 00:07:36,700 --> 00:07:39,300 so it's the size of our grid and 176 00:07:39,500 --> 00:07:42,200 and move it back by what is that like 177 00:07:42,200 --> 00:07:43,666 twelve oops 178 00:07:43,666 --> 00:07:44,866 negative twelve 179 00:07:47,400 --> 00:07:51,866 and now we uh can go ahead and create our camera 180 00:07:52,666 --> 00:07:55,100 so here's uh where we can plug in oh 181 00:07:55,100 --> 00:07:56,600 before I do that um 182 00:07:56,600 --> 00:08:00,200 I'm sorry I want to change our 183 00:08:01,733 --> 00:08:07,966 resolution to 3,088 by 2056 184 00:08:10,500 --> 00:08:14,466 and panels camera 1 185 00:08:15,866 --> 00:08:18,266 and turn on our resolution gate 186 00:08:20,566 --> 00:08:21,666 and um 187 00:08:23,666 --> 00:08:24,466 nope 188 00:08:25,866 --> 00:08:26,666 nope 189 00:08:27,800 --> 00:08:29,900 and just line it up um 190 00:08:29,900 --> 00:08:34,100 you don't have to be pixel perfect accurate on this um 191 00:08:34,100 --> 00:08:35,100 this is not 192 00:08:35,100 --> 00:08:37,000 this is going to be just used for projection 193 00:08:37,000 --> 00:08:38,200 so uh you know 194 00:08:38,200 --> 00:08:39,533 don't worry about it if uh 195 00:08:39,533 --> 00:08:42,800 if you're off by by a slight amount um 196 00:08:42,800 --> 00:08:45,166 just make sure that it fits um 197 00:08:45,166 --> 00:08:46,166 and then we'll 198 00:08:46,566 --> 00:08:47,666 we'll go from here 199 00:08:47,766 --> 00:08:49,466 so I'm just also gonna lock 200 00:08:49,466 --> 00:08:52,466 this so I don't move the camera by accident and lose my 201 00:08:52,466 --> 00:08:53,600 lose my position 202 00:08:54,866 --> 00:08:58,833 so to start out with what we want to do is just kind of 203 00:08:59,333 --> 00:09:00,966 get something in there to block 204 00:09:01,800 --> 00:09:04,366 to block in what we're doing so we can get an 205 00:09:04,366 --> 00:09:05,066 get an idea of 206 00:09:05,066 --> 00:09:06,900 how much detail we really need to go into 207 00:09:06,900 --> 00:09:09,600 so this looks like a 208 00:09:10,400 --> 00:09:11,666 looks like a sphere 209 00:09:12,466 --> 00:09:15,200 so I'm gonna go ahead and make a sphere 210 00:09:15,200 --> 00:09:17,800 also I'm going to make a render layer 211 00:09:21,400 --> 00:09:22,766 so that I can 212 00:09:24,733 --> 00:09:25,666 do that 213 00:09:34,600 --> 00:09:36,966 and you can use um 214 00:09:37,533 --> 00:09:40,933 the x ray function if you like um 215 00:09:40,933 --> 00:09:44,466 I usually prefer to just go the simple route and 216 00:09:45,366 --> 00:09:47,966 and change the surface shader to be semi transparent 217 00:09:47,966 --> 00:09:49,933 I'll just keep that window minimized 218 00:09:49,933 --> 00:09:51,600 so I can go back to it if I want to 219 00:09:51,600 --> 00:09:54,966 but um X ray is a great way to uh 220 00:09:55,266 --> 00:09:56,300 is a great way 221 00:09:56,733 --> 00:09:59,633 you know to see kind of behind the object that you're 222 00:09:59,766 --> 00:10:01,466 that you're working on at the moment 223 00:10:01,533 --> 00:10:06,500 um so at so for this sphere that's pretty good for 224 00:10:06,666 --> 00:10:08,400 the shape of the snow 225 00:10:08,400 --> 00:10:10,866 I'm gonna rotate it so that um 226 00:10:11,166 --> 00:10:14,066 so that this plane is uh 227 00:10:14,966 --> 00:10:17,533 so that this edge loop here is kind of in line with 228 00:10:17,533 --> 00:10:20,600 the rough border of of where I want the snow to be 229 00:10:20,800 --> 00:10:23,166 so I'm just gonna rotate that a little bit more 230 00:10:26,066 --> 00:10:29,366 and um I'm gonna delete the bottom half 231 00:10:29,366 --> 00:10:31,400 cause I'm gonna do the flowers separately 232 00:10:51,733 --> 00:10:52,600 cake 233 00:11:03,200 --> 00:11:06,566 good so you may be asking yourself well 234 00:11:06,566 --> 00:11:10,033 that isn't very detailed what's going on um 235 00:11:12,300 --> 00:11:13,600 since we're projecting onto this 236 00:11:13,600 --> 00:11:16,533 we can have a lot of control over uh 237 00:11:16,533 --> 00:11:19,133 over the alpha channel and what gets projected onto it 238 00:11:19,133 --> 00:11:20,366 so um and again 239 00:11:20,366 --> 00:11:22,333 you know this isn't the first step of 240 00:11:22,333 --> 00:11:25,800 of probably many iteration so uh 241 00:11:25,800 --> 00:11:27,966 we're gonna go back to this a number of times before we 242 00:11:27,966 --> 00:11:29,300 end up with uh 243 00:11:29,300 --> 00:11:31,100 with the final um 244 00:11:31,200 --> 00:11:33,700 with the final geometry so 245 00:11:33,700 --> 00:11:35,800 we're just trying to get the shape of it at this point 246 00:11:35,800 --> 00:11:38,000 just to start working so we can get something going 247 00:11:38,000 --> 00:11:39,066 because just like 248 00:11:39,066 --> 00:11:39,900 you know everything else 249 00:11:39,900 --> 00:11:42,000 just like roto and other things 250 00:11:42,000 --> 00:11:43,066 someone might 251 00:11:43,800 --> 00:11:46,100 someone might be expecting to get started on 252 00:11:46,100 --> 00:11:47,100 the next task 253 00:11:47,200 --> 00:11:48,800 the actual compositing thing 254 00:11:49,800 --> 00:11:51,700 so you want to be able to to work 255 00:11:53,133 --> 00:11:55,800 um you wanna be able to work iteratively 256 00:11:55,800 --> 00:12:00,000 so that you can deliver something at any point in time 257 00:12:00,300 --> 00:12:03,500 so next I'm gonna make one that is the 258 00:12:03,700 --> 00:12:06,100 that we're gonna use to project the flowers onto 259 00:12:07,700 --> 00:12:11,000 so something like that looks pretty good 260 00:12:15,000 --> 00:12:19,833 I'm just gonna rotate it similarly and oops 261 00:12:24,366 --> 00:12:25,200 cake 262 00:12:37,366 --> 00:12:39,400 and now we need the stem 263 00:12:43,866 --> 00:12:48,966 and um just from experience I know that in my anyway um 264 00:12:49,933 --> 00:12:52,233 take a look at the UVs and these are 265 00:12:52,400 --> 00:12:54,166 you know not terribly useful 266 00:12:54,300 --> 00:12:57,100 so uh I also know that I don't need the caps 267 00:12:57,100 --> 00:12:58,933 of this thing at all so I'm gonna go 268 00:12:58,933 --> 00:13:00,233 ahead and get rid of those 269 00:13:00,566 --> 00:13:04,633 and um actually before I move it oops 270 00:13:16,700 --> 00:13:17,900 before I move it 271 00:13:17,900 --> 00:13:21,533 I'm gonna lay out uh some new UVs really quickly 272 00:13:21,533 --> 00:13:25,066 so create UVs on a cylinder 273 00:13:30,700 --> 00:13:33,200 and there we go good 274 00:13:33,200 --> 00:13:35,633 that just puts them all um 275 00:13:35,800 --> 00:13:38,233 makes nice clean UVs that uh 276 00:13:38,500 --> 00:13:39,733 you know I don't know if we'll 277 00:13:39,733 --> 00:13:41,066 if we'll need to uh 278 00:13:41,066 --> 00:13:42,000 paint on this later 279 00:13:42,000 --> 00:13:44,366 but it's just good to do now before you 280 00:13:44,400 --> 00:13:46,133 create some complex piece of geometry 281 00:13:46,133 --> 00:13:49,866 that you'd have to go back and layout uvs the hard way 282 00:13:49,866 --> 00:13:53,366 so just things like that take care of early um 283 00:13:53,366 --> 00:13:55,966 even if you don't think you'll need to use the UVs 284 00:13:55,966 --> 00:13:57,900 just do it anyway cause it's always 285 00:13:58,000 --> 00:13:59,100 always a good idea 286 00:14:03,700 --> 00:14:06,633 so before I make it you know super tiny 287 00:14:06,766 --> 00:14:09,533 um I'm going to oh 288 00:14:09,533 --> 00:14:10,300 you know what I can do 289 00:14:10,300 --> 00:14:13,200 I can turn on this fancy high quality rendering 290 00:14:13,200 --> 00:14:13,966 there we go 291 00:14:13,966 --> 00:14:16,266 now I have a nice little nice um 292 00:14:16,866 --> 00:14:17,966 now I have a nice view 293 00:14:17,966 --> 00:14:19,666 sharp view of that um 294 00:14:19,666 --> 00:14:22,300 so before I make that as thin as it 295 00:14:22,300 --> 00:14:24,033 event will eventually need to be 296 00:14:24,066 --> 00:14:25,600 I'm gonna um 297 00:14:25,733 --> 00:14:30,433 just get it roughly into position first of all and uh 298 00:14:32,200 --> 00:14:34,533 and one a little trick you can do um 299 00:14:34,533 --> 00:14:35,300 since we can't 300 00:14:35,300 --> 00:14:37,233 you know move the camera around 301 00:14:37,300 --> 00:14:38,366 um because I locked it 302 00:14:38,366 --> 00:14:40,500 and we also don't wanna move the camera around 303 00:14:40,500 --> 00:14:43,366 because if I do then we'll lose our perspective um 304 00:14:43,366 --> 00:14:45,633 you can use the um 305 00:14:46,300 --> 00:14:49,066 the post scale um 306 00:14:49,266 --> 00:14:50,800 by holding apple 307 00:14:50,800 --> 00:14:51,366 you can drag 308 00:14:51,366 --> 00:14:53,200 any of these boxes by holding apple in the middle 309 00:14:53,200 --> 00:14:54,700 mouse button and dragging 310 00:14:54,900 --> 00:14:57,300 so let's get that right 311 00:14:57,300 --> 00:15:02,100 and use the film translate to move this way 312 00:15:02,166 --> 00:15:03,666 so when we're done doing this part 313 00:15:03,666 --> 00:15:07,200 we can just turn these values back to 1 and 0 um 314 00:15:07,200 --> 00:15:09,966 and we haven't destroyed the position of our camera 315 00:15:09,966 --> 00:15:12,066 so now we're just zooming in right here 316 00:15:12,066 --> 00:15:14,166 and now I can start putting in uh 317 00:15:14,200 --> 00:15:15,900 putting in edge loops um 318 00:15:15,900 --> 00:15:17,800 where I where I think I'll need them 319 00:15:19,600 --> 00:15:20,866 one right there 320 00:15:22,533 --> 00:15:26,900 so I'm just gonna try and define this define this shape 321 00:15:53,700 --> 00:15:55,000 I have a feeling that 322 00:15:55,000 --> 00:15:58,366 the forums are gonna be a buzz with talk of uh 323 00:15:58,366 --> 00:15:59,733 what 3D app to use 324 00:15:59,733 --> 00:16:00,900 which one's better 325 00:16:01,066 --> 00:16:03,333 uh for this type of thing um 326 00:16:03,333 --> 00:16:06,000 I'm gonna stay out of that conversation because I 327 00:16:06,000 --> 00:16:07,600 um you know 328 00:16:07,600 --> 00:16:10,800 I know how to use Maya um 329 00:16:10,866 --> 00:16:13,166 I wouldn't consider myself the best 3D 330 00:16:13,166 --> 00:16:14,233 artist in the world 331 00:16:14,300 --> 00:16:16,466 but I know my way around um 332 00:16:16,800 --> 00:16:17,900 so you know 333 00:16:17,900 --> 00:16:21,066 I would say that the best 3D app is the one that 334 00:16:21,066 --> 00:16:22,500 that you're most comfortable with 335 00:16:22,500 --> 00:16:24,200 so if you're more 336 00:16:24,200 --> 00:16:26,666 comfortable doing this kind of thing in cinema 4D 337 00:16:26,666 --> 00:16:28,066 or if you think you 338 00:16:28,400 --> 00:16:30,733 you know know a better way to uh 339 00:16:30,733 --> 00:16:34,366 to quickly generate geometry for this kind of purpose 340 00:16:34,366 --> 00:16:35,500 by all means um 341 00:16:35,500 --> 00:16:36,200 please share it 342 00:16:36,200 --> 00:16:38,533 um and you know 343 00:16:38,533 --> 00:16:40,200 this isn't the only way to do it 344 00:16:40,200 --> 00:16:41,766 but this is um 345 00:16:42,366 --> 00:16:45,433 this is definitely the way that uh that I use 346 00:16:45,700 --> 00:16:49,433 um to get it done quickly and um 347 00:16:50,166 --> 00:16:51,866 and as accurately as possible 348 00:16:53,500 --> 00:16:56,300 so it's uh it's worked for me and um 349 00:16:56,300 --> 00:16:57,300 I don't have any 350 00:16:57,300 --> 00:16:59,200 too many complaints about it I mean 351 00:16:59,200 --> 00:17:01,200 you might have some issues with 352 00:17:01,366 --> 00:17:03,333 all the buttons I have to push to do things 353 00:17:03,333 --> 00:17:04,533 that should be really simple 354 00:17:04,533 --> 00:17:05,766 but you know if you're 355 00:17:05,766 --> 00:17:07,566 if you've worked in my before 356 00:17:07,566 --> 00:17:08,366 you should be 357 00:17:08,466 --> 00:17:10,400 kinda used to that and uh 358 00:17:10,400 --> 00:17:12,933 everybody kinda has their own different ways of uh 359 00:17:12,933 --> 00:17:14,166 of working in Maya 360 00:17:14,300 --> 00:17:14,800 um you know 361 00:17:14,800 --> 00:17:16,766 I don't have too many um 362 00:17:17,866 --> 00:17:20,500 custom hot keys or or anything like that just because I 363 00:17:20,500 --> 00:17:23,133 I jump around from computer to computer so much 364 00:17:23,133 --> 00:17:25,466 I uh find it useful to kinda 365 00:17:26,600 --> 00:17:30,166 to keep myself used to working uh 366 00:17:30,166 --> 00:17:31,766 with the default settings uh 367 00:17:31,766 --> 00:17:33,866 just cause I find it uh 368 00:17:34,700 --> 00:17:36,466 find it difficult to have to migrate 369 00:17:36,466 --> 00:17:38,766 all my settings from computer to computer 370 00:17:38,933 --> 00:17:42,400 so um now that's a pretty good stem um 371 00:17:43,133 --> 00:17:45,766 let's just now is a good time to check 372 00:17:45,933 --> 00:17:48,866 where all this stuff is in Z space so clearly 373 00:17:49,066 --> 00:17:53,100 the stem in the image is on the front side of 374 00:17:53,500 --> 00:17:57,000 the snow so we're gonna have to move that this way 375 00:17:57,000 --> 00:17:59,100 and since we don't have like a top view of this thing 376 00:17:59,100 --> 00:18:01,700 we kinda have to just eyeball it and do our best 377 00:18:01,800 --> 00:18:03,600 so that's not 378 00:18:04,533 --> 00:18:06,300 doesn't look too bad um 379 00:18:06,300 --> 00:18:08,466 but now since we've changed that um 380 00:18:08,466 --> 00:18:09,400 have to look back here 381 00:18:09,400 --> 00:18:12,500 and you can see it's also moved in uh 382 00:18:13,800 --> 00:18:14,733 it's also changed 383 00:18:14,733 --> 00:18:18,333 you know how our thing is oriented to the rest of it 384 00:18:18,333 --> 00:18:20,766 so just kind of muscle that back into place 385 00:18:21,266 --> 00:18:24,066 and let's take a look a little closer 386 00:18:28,733 --> 00:18:29,533 oops 387 00:18:32,566 --> 00:18:33,666 ah what happened 388 00:18:38,900 --> 00:18:40,766 so the more accurate you make this 389 00:18:40,766 --> 00:18:43,366 um obviously the better um 390 00:18:44,300 --> 00:18:45,933 but don't worry if uh 391 00:18:45,933 --> 00:18:46,900 if it's not 392 00:18:47,900 --> 00:18:49,300 you know perfectly accurate 393 00:18:49,300 --> 00:18:51,866 because actually you want to um 394 00:18:51,866 --> 00:18:53,800 model it slightly 395 00:18:53,800 --> 00:18:56,400 slightly wider then 396 00:18:56,466 --> 00:18:59,800 then the object actually is because it's kind of 397 00:18:59,800 --> 00:19:02,366 it's easier as you'll see 398 00:19:02,366 --> 00:19:06,066 to kind of go backwards or sorry 399 00:19:06,066 --> 00:19:08,733 it's actually easier to um 400 00:19:08,733 --> 00:19:11,666 to take stuff out of a projection than it is to put 401 00:19:11,800 --> 00:19:15,666 things um in that you didn't model in to begin with 402 00:19:19,766 --> 00:19:21,100 so that's pretty good 403 00:19:21,100 --> 00:19:23,733 and now I like that little ice chunk so uh 404 00:19:23,733 --> 00:19:26,500 so let's go ahead and put that in 405 00:19:28,200 --> 00:19:30,000 before I model that 406 00:19:30,000 --> 00:19:33,066 I'm gonna move it right on top of the thing there 407 00:20:25,700 --> 00:20:28,666 and I'm just gonna push these vertices 408 00:20:30,766 --> 00:20:35,433 in so that kind of marries it to the to the stem 409 00:20:37,600 --> 00:20:40,500 that's fine just squeeze those a little bit 410 00:20:43,966 --> 00:20:44,966 so like I said 411 00:20:44,966 --> 00:20:47,600 the geometry can be um 412 00:20:48,533 --> 00:20:49,600 really forgiving when 413 00:20:49,600 --> 00:20:52,666 you're doing a projection work like this um 414 00:20:55,000 --> 00:20:56,766 so just kind of get the general idea 415 00:20:56,766 --> 00:20:58,400 and if you have to go back and fix it later you 416 00:20:58,400 --> 00:21:01,033 have to go back and fix it later um 417 00:21:02,666 --> 00:21:03,666 not a big deal 418 00:21:09,166 --> 00:21:10,033 alright 419 00:21:12,166 --> 00:21:13,100 so that's pretty good 420 00:21:13,100 --> 00:21:17,500 um now let's just go through and uh and name everything 421 00:21:18,300 --> 00:21:19,766 that's our model plane 422 00:21:21,900 --> 00:21:24,900 this is our projection camera 423 00:21:27,900 --> 00:21:30,166 our snow object 424 00:21:32,766 --> 00:21:34,300 our flower object 425 00:21:36,133 --> 00:21:42,166 our stem and this is our ice chunk cool 426 00:21:42,500 --> 00:21:44,700 um so now um 427 00:21:44,700 --> 00:21:50,000 we can now we just need to export this stuff into um 428 00:21:50,366 --> 00:21:53,100 into readable formats for nuke uh 429 00:21:53,100 --> 00:21:53,766 and then uh 430 00:21:53,766 --> 00:21:56,400 we'll go ahead and import that stuff into nuke 431 00:22:00,533 --> 00:22:01,666 so like I said uh 432 00:22:01,666 --> 00:22:04,400 nuke can read uh 433 00:22:04,566 --> 00:22:06,766 OBJ files it can read um 434 00:22:07,466 --> 00:22:09,366 it can read uh 435 00:22:09,566 --> 00:22:10,166 what's it called 436 00:22:10,166 --> 00:22:12,266 FBX files um 437 00:22:13,166 --> 00:22:19,166 there's a whole class on FX PhD all about taking 3D um 438 00:22:19,300 --> 00:22:21,400 3D models and 3D information into nuke 439 00:22:21,400 --> 00:22:23,166 so I'm not gonna go into great detail about 440 00:22:23,166 --> 00:22:26,500 the advantages and disadvantages of each um 441 00:22:26,500 --> 00:22:28,300 I will say that uh 442 00:22:28,566 --> 00:22:32,066 that the tried and true method is using OBJ files 443 00:22:32,900 --> 00:22:34,300 over FBX files 444 00:22:34,366 --> 00:22:38,366 just because the FBX format seems to change quite a bit 445 00:22:38,366 --> 00:22:42,100 I prefer OBJ files just because they tend to be smaller 446 00:22:42,100 --> 00:22:43,600 they tend to be simpler 447 00:22:45,100 --> 00:22:50,266 and that makes for a lot less overhead in 448 00:22:50,566 --> 00:22:52,566 in nuke when you start to work with it 449 00:22:53,000 --> 00:22:56,200 the less stuff Newcastle load the better so 450 00:22:56,700 --> 00:22:57,533 and as you can see 451 00:22:57,533 --> 00:23:01,600 I'm exporting each of these separately um 452 00:23:01,600 --> 00:23:03,166 this is a course is a script 453 00:23:03,166 --> 00:23:04,966 scriptable thing in Maya um 454 00:23:04,966 --> 00:23:06,366 if you had you know 455 00:23:06,466 --> 00:23:09,266 100 pieces of geometry that you needed to export 456 00:23:09,266 --> 00:23:11,300 I definitely don't recommend doing it 457 00:23:11,300 --> 00:23:13,300 one by one like this um 458 00:23:13,300 --> 00:23:15,400 you might want to um 459 00:23:15,400 --> 00:23:16,366 script this process 460 00:23:16,366 --> 00:23:17,900 which is definitely possible 461 00:23:33,933 --> 00:23:37,666 so the uh the camera is a special case um 462 00:23:37,666 --> 00:23:39,800 since you can't have a camera in an OBJ file 463 00:23:39,800 --> 00:23:41,500 to the best of my knowledge um 464 00:23:41,500 --> 00:23:43,333 we have to use an FBX file 465 00:23:43,333 --> 00:23:47,366 so I'm gonna just export the camera um 466 00:23:48,500 --> 00:23:49,966 to an FBX file 467 00:23:50,400 --> 00:23:53,100 and I find that the default options work best 468 00:23:53,133 --> 00:23:54,766 um so just uh 469 00:23:54,766 --> 00:23:57,366 leave it alone and um 470 00:23:58,100 --> 00:23:59,400 and yeah go for it 471 00:23:59,766 --> 00:24:01,366 so this is what is this project camp 472 00:24:01,366 --> 00:24:03,700 oops I changed it FBX export 473 00:24:06,666 --> 00:24:08,666 so I'm gonna leave my open um 474 00:24:08,666 --> 00:24:09,566 running in the background 475 00:24:09,566 --> 00:24:12,366 just because I might wanna go back um 476 00:24:12,366 --> 00:24:15,166 back and forth a little bit and change the way things 477 00:24:15,166 --> 00:24:16,466 are organized 478 00:24:17,966 --> 00:24:21,866 um so so yeah 479 00:24:21,866 --> 00:24:23,533 so I'm gonna leave my open uh 480 00:24:23,533 --> 00:24:25,600 running in the background while I 481 00:24:25,766 --> 00:24:28,166 bring the stuff into nuke and start to 482 00:24:28,166 --> 00:24:30,700 start to work with it and line it up 483 00:24:30,700 --> 00:24:32,466 and make sure that everything is uh 484 00:24:32,466 --> 00:24:34,000 is looking right um 485 00:24:34,000 --> 00:24:35,366 because I might wanna go back 486 00:24:35,366 --> 00:24:37,800 and revise something a little later if I notice uh 487 00:24:37,800 --> 00:24:40,900 I did something wrong um or 488 00:24:41,733 --> 00:24:42,800 and I don't wanna have to 489 00:24:42,800 --> 00:24:44,100 you know reopen Maya 490 00:24:44,200 --> 00:24:46,366 uh so I'll uh 491 00:24:46,366 --> 00:24:48,666 I'll just start up nuke and I'll meet you 492 00:24:49,866 --> 00:24:51,900 meet you back here when I've done that 493 00:24:53,300 --> 00:24:54,333 already here we are 494 00:24:54,333 --> 00:24:57,066 so I just decided to keep working with the uh 495 00:24:57,066 --> 00:24:59,400 with the file that we've been working with 496 00:24:59,400 --> 00:25:01,566 um or that we started to work with 497 00:25:01,566 --> 00:25:04,266 so uh just like uh image files 498 00:25:04,266 --> 00:25:07,166 nuke has a uh read geometry node 499 00:25:07,366 --> 00:25:10,066 so let's just start with uh start with that 500 00:25:10,066 --> 00:25:12,800 so let's navigate to our 501 00:25:16,266 --> 00:25:18,466 to our folder here oops 502 00:25:21,533 --> 00:25:23,300 start with the snow 503 00:25:23,533 --> 00:25:24,466 how about that 504 00:25:24,933 --> 00:25:26,566 and now if we switch to 3D view 505 00:25:26,566 --> 00:25:31,500 um once again the hockeys for that are option 506 00:25:32,866 --> 00:25:34,466 left click to rotate 507 00:25:34,466 --> 00:25:37,666 option right click to zoom in and out and option 508 00:25:37,766 --> 00:25:39,200 middle click to pan 509 00:25:39,666 --> 00:25:40,800 uh so here it is 510 00:25:40,800 --> 00:25:42,933 that's our uh that's our snow object 511 00:25:42,933 --> 00:25:43,966 looks familiar 512 00:25:43,966 --> 00:25:47,533 um and I'm gonna go ahead and bring in the rest of them 513 00:25:47,533 --> 00:25:49,733 actually to save myself some clicking 514 00:25:49,733 --> 00:25:54,066 I'm gonna copy them and uh do it this way 515 00:25:59,100 --> 00:26:01,100 and I'm gonna put them 516 00:26:01,133 --> 00:26:02,700 I'll plug them into 517 00:26:02,700 --> 00:26:05,766 into a C node just so we can look at them 518 00:26:05,766 --> 00:26:08,800 all at the same time without having to have each one um 519 00:26:09,966 --> 00:26:11,300 open at once 520 00:26:24,700 --> 00:26:29,466 alright so that's the stem ice chunk 521 00:26:30,466 --> 00:26:31,966 snow and flower good 522 00:26:31,966 --> 00:26:34,233 and now let's bring in that camera 523 00:26:34,266 --> 00:26:37,600 and to uh to bring that in just make a regular camera 524 00:26:37,800 --> 00:26:40,500 and click the read from file button 525 00:26:40,566 --> 00:26:44,166 um so that's gonna override any user values that we set 526 00:26:44,466 --> 00:26:48,300 and uh read it from whatever file we tell it to use 527 00:26:56,966 --> 00:27:00,600 proj cam and I do want it to reset any data 528 00:27:00,966 --> 00:27:03,500 so now if we uh 529 00:27:03,600 --> 00:27:06,033 if we take a look through that camera 530 00:27:07,733 --> 00:27:10,266 and open up the C note that looks about right 531 00:27:10,266 --> 00:27:12,066 and now if we uh 532 00:27:14,333 --> 00:27:18,900 if we check it by making a scan line render 533 00:27:23,933 --> 00:27:25,500 just put that as the background 534 00:27:25,800 --> 00:27:27,966 great so that's covering it up uh 535 00:27:27,966 --> 00:27:29,633 nicely and uh 536 00:27:30,500 --> 00:27:32,500 now I'm just gonna since some 537 00:27:32,700 --> 00:27:34,700 Charles is gonna do a lot of the compositing in 538 00:27:34,700 --> 00:27:35,733 uh in Class 2 539 00:27:35,733 --> 00:27:38,133 I'm not gonna go into uh 540 00:27:38,133 --> 00:27:41,466 great detail with um 541 00:27:41,533 --> 00:27:42,933 with the new script at this point 542 00:27:42,933 --> 00:27:43,900 I'm just gonna set it up 543 00:27:43,900 --> 00:27:45,733 so that he doesn't have to think about it to 544 00:27:45,733 --> 00:27:46,700 get working 545 00:27:46,766 --> 00:27:48,700 um it's just gonna be a little 546 00:27:49,666 --> 00:27:50,733 it's basically like a 547 00:27:50,733 --> 00:27:52,166 like a precompositing task 548 00:27:52,166 --> 00:27:55,200 so uh he doesn't have to set all this stuff up himself 549 00:27:55,200 --> 00:27:56,266 when he wants to start working 550 00:27:56,266 --> 00:27:57,800 he can just do it uh 551 00:27:57,800 --> 00:27:58,533 right off the bat 552 00:27:58,533 --> 00:28:00,200 and this is also a great way 553 00:28:00,200 --> 00:28:02,700 this is also going to be how we'll uh 554 00:28:02,700 --> 00:28:03,866 we'll check our work 555 00:28:04,000 --> 00:28:05,733 um against uh 556 00:28:05,733 --> 00:28:06,800 what we've modeled 557 00:28:07,133 --> 00:28:10,633 so I'm gonna copy the plate um 558 00:28:11,933 --> 00:28:13,400 and copy the camera 559 00:28:15,500 --> 00:28:18,300 and I'm gonna call this the projection cam 560 00:28:21,500 --> 00:28:22,666 and let's start with the snow 561 00:28:22,666 --> 00:28:25,666 so make our Project 3D node 562 00:28:25,766 --> 00:28:28,900 and tell it to use the camera and 563 00:28:30,466 --> 00:28:34,266 um and the image and then just plug it in 564 00:28:34,266 --> 00:28:35,866 so that worked pretty good 565 00:28:36,133 --> 00:28:39,500 and rinse and repeat for the rest of them 566 00:28:50,300 --> 00:28:53,800 and I'm a stickler for uh 567 00:28:53,800 --> 00:28:55,433 organizing my scripts 568 00:28:55,466 --> 00:28:57,066 so uh you know 569 00:28:57,066 --> 00:28:59,800 you don't have to be as uh 570 00:29:00,333 --> 00:29:02,633 as anal as I'm being about this stuff 571 00:29:02,733 --> 00:29:05,266 um but you know it always helps to 572 00:29:06,566 --> 00:29:09,800 uh to keep things organized 573 00:29:24,466 --> 00:29:27,100 just hate the diagonal lines can't stand them 574 00:29:49,666 --> 00:29:50,466 excuse me 575 00:29:51,733 --> 00:29:53,766 so if we take off our background um 576 00:29:53,766 --> 00:29:55,533 now we can also see that um 577 00:29:55,533 --> 00:29:57,000 that our uh 578 00:29:57,000 --> 00:29:58,966 format is not uh 579 00:29:58,966 --> 00:30:00,366 not correct um 580 00:30:00,366 --> 00:30:02,666 so we can fix this one or two ways 581 00:30:02,700 --> 00:30:04,266 first we can go into our 582 00:30:04,266 --> 00:30:08,000 root project settings and set it to the resolution of 583 00:30:08,000 --> 00:30:09,333 um of our source image 584 00:30:09,333 --> 00:30:09,933 and now it's 585 00:30:09,933 --> 00:30:10,600 it's you know 586 00:30:10,600 --> 00:30:11,300 it's correct 30 587 00:30:11,300 --> 00:30:13,566 88 by 20 fifty six um 588 00:30:13,566 --> 00:30:16,400 but since I wanna render this out at HD 589 00:30:16,400 --> 00:30:19,233 I want the root format to be HD 590 00:30:19,533 --> 00:30:21,066 so if I change it to HD 591 00:30:21,266 --> 00:30:23,266 now the scanline render is 592 00:30:23,266 --> 00:30:24,500 is rendering to the wrong thing 593 00:30:24,500 --> 00:30:27,900 even though that's eventually what I want it to be um 594 00:30:27,900 --> 00:30:30,900 so in order to force it into uh 595 00:30:30,900 --> 00:30:32,966 rendering the resolution we want 596 00:30:32,966 --> 00:30:36,333 which is right out to the original um cameras 597 00:30:36,333 --> 00:30:37,400 we can make a constant 598 00:30:37,400 --> 00:30:38,733 it doesn't matter what color it is 599 00:30:38,733 --> 00:30:39,833 black is fine 600 00:30:39,966 --> 00:30:45,866 um and just change its format to uh 30 88 30 601 00:30:45,866 --> 00:30:49,366 88 by 20 56 and plug that into the background 602 00:30:49,666 --> 00:30:50,633 and there we go 603 00:30:50,900 --> 00:30:54,500 um and now um 604 00:30:54,600 --> 00:30:56,533 if we wanna kind of look around and 605 00:30:56,533 --> 00:30:58,400 and just make sure that everything's kind of working 606 00:30:58,400 --> 00:30:59,900 properly um 607 00:30:59,900 --> 00:31:02,766 I'm going to check unread 608 00:31:02,766 --> 00:31:04,600 I'm gonna uncheck read from file 609 00:31:04,600 --> 00:31:06,100 so keeps the information there 610 00:31:06,100 --> 00:31:08,300 but it's no longer linking it to that file 611 00:31:08,300 --> 00:31:09,666 so it won't 612 00:31:10,666 --> 00:31:12,433 so if I update that file 613 00:31:12,500 --> 00:31:15,466 um I won't lose any information that I set here 614 00:31:15,533 --> 00:31:17,833 and a quick way to 615 00:31:18,200 --> 00:31:20,666 to like kind of orbit around um 616 00:31:21,666 --> 00:31:23,933 anything is to make a access node 617 00:31:23,933 --> 00:31:25,833 and I'm gonna plug that into the camera 618 00:31:25,966 --> 00:31:27,100 so if you can 619 00:31:27,100 --> 00:31:29,466 if we go into 3D mode and uh 620 00:31:30,166 --> 00:31:31,566 we'll see what that does 621 00:31:32,700 --> 00:31:34,900 that basically makes a uh 622 00:31:36,400 --> 00:31:38,333 makes uh it's kind of like a group node 623 00:31:38,333 --> 00:31:41,266 I guess or a null object it just makes a uh 624 00:31:42,933 --> 00:31:44,866 a node uh that 625 00:31:44,866 --> 00:31:47,833 you can kind of move the camera around um 626 00:31:49,966 --> 00:31:51,233 so I'm just gonna 627 00:31:51,733 --> 00:31:54,233 you know change the 628 00:31:54,533 --> 00:31:56,833 the y rotation and um 629 00:31:57,600 --> 00:31:59,666 we can see that already 630 00:31:59,666 --> 00:32:01,466 we're getting some nice perspective here 631 00:32:01,800 --> 00:32:02,666 so that's very cool 632 00:32:02,666 --> 00:32:05,466 obviously we still have uh 633 00:32:06,300 --> 00:32:08,966 you know we have extra stuff that we need to cut out 634 00:32:10,100 --> 00:32:12,800 but I'm you know feeling pretty good about 635 00:32:12,800 --> 00:32:14,466 about where we are so far 636 00:32:14,766 --> 00:32:16,400 but I realized that the 637 00:32:16,666 --> 00:32:18,566 that the flowers are 638 00:32:18,966 --> 00:32:20,200 you know not looking 639 00:32:20,266 --> 00:32:21,500 not looking too hot 640 00:32:21,500 --> 00:32:24,800 they kind of just look flat um 641 00:32:24,800 --> 00:32:28,333 which makes sense considering they are uh 642 00:32:28,333 --> 00:32:30,700 their honest fear so um 643 00:32:32,333 --> 00:32:34,266 so I'm gonna go back into uh 644 00:32:34,266 --> 00:32:37,800 Maya and just model a couple of these flowers 645 00:32:37,866 --> 00:32:39,066 not gonna go too crazy 646 00:32:39,066 --> 00:32:40,500 um if you want to you know 647 00:32:40,500 --> 00:32:43,133 you can go in and model each one of these flowers 648 00:32:43,133 --> 00:32:45,600 and that would look fantastic um 649 00:32:45,600 --> 00:32:48,166 so but right now I'm just gonna start with a couple and 650 00:32:48,166 --> 00:32:51,066 uh we'll see what that looks like and hopefully um 651 00:32:51,400 --> 00:32:52,500 hopefully we like it 652 00:32:52,500 --> 00:32:55,866 so first I'm just gonna make this guy a little tighter 653 00:32:55,866 --> 00:32:58,166 since we don't need to cover as much area with it 654 00:32:58,333 --> 00:33:02,466 and uh I'll just make a plain and 655 00:33:03,766 --> 00:33:05,600 um model the flowers 656 00:33:22,366 --> 00:33:23,166 yeah 657 00:33:28,766 --> 00:33:31,000 of course my mouse decides to 658 00:33:32,700 --> 00:33:35,466 act up there we go 659 00:33:59,766 --> 00:34:01,500 so I'm just gonna you know 660 00:34:01,500 --> 00:34:04,433 approach it the exact same way as everything else 661 00:34:04,500 --> 00:34:06,800 just gonna roughen the position of everything 662 00:34:06,800 --> 00:34:08,033 first of all whoops 663 00:34:09,766 --> 00:34:11,166 actually gonna hide that 664 00:34:11,200 --> 00:34:14,633 roughen the position and refine as necessary 665 00:34:26,500 --> 00:34:29,766 I think the thing that I like most about this is uh 666 00:34:30,933 --> 00:34:31,800 you know it 667 00:34:33,300 --> 00:34:34,433 it uh 668 00:34:36,333 --> 00:34:38,800 it looks really good for the uh 669 00:34:38,966 --> 00:34:40,466 for the amount of 3D work that 670 00:34:40,466 --> 00:34:41,666 that actually goes into it 671 00:34:41,666 --> 00:34:43,033 you know I'm not uh 672 00:34:43,133 --> 00:34:45,500 obviously I'm not spending a uh 673 00:34:45,500 --> 00:34:47,166 a great deal of time 674 00:34:47,566 --> 00:34:49,366 uh on this uh 675 00:34:49,600 --> 00:34:51,966 on this model but um 676 00:34:54,533 --> 00:34:56,500 I know that once we 677 00:34:57,166 --> 00:34:59,466 get it into nuke and once we can start working on it 678 00:34:59,466 --> 00:35:03,200 it's gonna start looking really good really fast um 679 00:35:03,700 --> 00:35:05,366 so hopefully you can take 680 00:35:05,600 --> 00:35:08,733 some of these approaches and apply them to um 681 00:35:08,733 --> 00:35:11,766 to some of your 3D work um 682 00:35:11,766 --> 00:35:14,833 that you're doing and hopefully speed some of that up 683 00:35:14,900 --> 00:35:15,866 cause the fact 684 00:35:16,566 --> 00:35:18,933 cause uh you know 685 00:35:18,933 --> 00:35:20,633 cause I really feel that uh 686 00:35:21,533 --> 00:35:23,300 at least at this point in time 687 00:35:23,600 --> 00:35:27,900 um photography still has it over 3D 688 00:35:27,900 --> 00:35:30,500 um there's just no contest 689 00:35:30,700 --> 00:35:32,366 um when it comes to 690 00:35:33,266 --> 00:35:36,166 um the photography over CG 691 00:35:36,300 --> 00:35:39,233 I mean it's always getting better but uh 692 00:35:39,333 --> 00:35:41,266 personally I just like to use 693 00:35:42,133 --> 00:35:44,366 real photography whenever I can 694 00:35:44,933 --> 00:35:46,266 so that's looking okay 695 00:35:46,266 --> 00:35:48,500 I just don't like that geometry there 696 00:35:48,500 --> 00:35:50,600 so I'm gonna turn it into triangles 697 00:35:52,166 --> 00:35:53,666 shh don't tell anybody 698 00:36:06,333 --> 00:36:09,900 get probably do the same here just because 699 00:36:10,666 --> 00:36:13,266 nobody likes weird looking faces 700 00:36:42,400 --> 00:36:46,900 alright and let's just get that stem in there so 701 00:36:50,266 --> 00:36:53,100 this is a super cheap way of doing it 702 00:36:53,866 --> 00:36:56,366 don't tell your 3D department 703 00:37:08,066 --> 00:37:08,866 hey 704 00:37:24,866 --> 00:37:25,766 alright 705 00:37:34,133 --> 00:37:35,766 cool so now let's uh 706 00:37:35,766 --> 00:37:38,733 move those into place so that it makes sense in 707 00:37:38,733 --> 00:37:40,400 uh in depth 708 00:37:41,000 --> 00:37:43,233 cause right now they're just in the middle of the thing 709 00:38:03,533 --> 00:38:04,333 oops 710 00:38:19,966 --> 00:38:20,766 take 711 00:38:29,933 --> 00:38:31,500 2 3 712 00:38:36,000 --> 00:38:36,800 cake 713 00:38:45,966 --> 00:38:47,433 so it's definitely a little 714 00:38:47,466 --> 00:38:48,966 bit of a back and forth process 715 00:38:48,966 --> 00:38:49,900 um you know 716 00:38:49,900 --> 00:38:52,600 manipulating things so they look good in one view 717 00:38:52,600 --> 00:38:53,466 and then finding out that they 718 00:38:53,466 --> 00:38:55,700 don't work in another view um 719 00:38:55,700 --> 00:38:57,266 but if you do this a lot 720 00:38:57,266 --> 00:39:01,766 um you'll start to kind of get used to it and uh 721 00:39:01,766 --> 00:39:03,866 and learn ways and uh 722 00:39:04,733 --> 00:39:06,066 and little tricks that 723 00:39:06,066 --> 00:39:09,600 that can help that go a little faster um 724 00:39:10,900 --> 00:39:14,100 but the effort is definitely worth the reward 725 00:39:22,066 --> 00:39:22,866 cake 726 00:39:33,600 --> 00:39:35,233 and move those out again 727 00:39:40,133 --> 00:39:41,000 up again 728 00:39:49,533 --> 00:39:51,000 now we're starting to get there 729 00:39:52,466 --> 00:39:56,500 so I look in perspective 730 00:39:56,700 --> 00:39:59,033 so that kind of makes sense I'm not too 731 00:39:59,100 --> 00:40:01,133 not too worried that that's poking through a little bit 732 00:40:01,133 --> 00:40:03,900 um we can fix that income later um 733 00:40:03,900 --> 00:40:05,533 or if it does cause a problem 734 00:40:05,533 --> 00:40:07,066 I'll just go back and uh 735 00:40:07,066 --> 00:40:07,733 and remodel it 736 00:40:07,733 --> 00:40:11,666 so let's just take another check in my before I uh 737 00:40:11,666 --> 00:40:12,866 export that stuff 738 00:40:20,900 --> 00:40:24,400 good those are still over the thing uh so 739 00:40:26,866 --> 00:40:30,000 the only things that I changed were actually 740 00:40:30,000 --> 00:40:31,400 let's see what did I change 741 00:40:31,566 --> 00:40:35,466 I changed the flowers and I changed the um 742 00:40:35,800 --> 00:40:39,466 and I added two leaves so gonna name these things oops 743 00:40:40,866 --> 00:40:42,866 leaf one and 744 00:40:44,366 --> 00:40:47,400 Leaf 2 and do as I say 745 00:40:47,400 --> 00:40:48,266 not as I do 746 00:40:48,266 --> 00:40:52,400 we should have been saving scenes a lot more frequently 747 00:40:52,400 --> 00:40:58,066 so I'll just name this flower scene and 748 00:40:59,800 --> 00:41:01,833 now I can export that 749 00:41:08,666 --> 00:41:09,866 now um if somebody 750 00:41:09,866 --> 00:41:12,866 had already started working with this um 751 00:41:13,800 --> 00:41:15,900 I will I would save uh 752 00:41:15,900 --> 00:41:16,466 new versions 753 00:41:16,466 --> 00:41:17,400 but since um 754 00:41:17,400 --> 00:41:18,966 I haven't handed this off to anybody yet 755 00:41:18,966 --> 00:41:20,466 I'm still checking my work 756 00:41:20,466 --> 00:41:22,466 I'm just gonna go ahead and uh 757 00:41:22,466 --> 00:41:23,800 and write over this file 758 00:41:27,766 --> 00:41:30,566 but if uh if someone had already started working on it 759 00:41:30,566 --> 00:41:31,800 and I was asked to go change it 760 00:41:31,800 --> 00:41:34,666 I would absolutely save um 761 00:41:35,333 --> 00:41:38,966 save a new version just because I don't want to um 762 00:41:39,133 --> 00:41:40,600 to wreck anybody's script 763 00:41:40,600 --> 00:41:42,200 uh previously 764 00:41:42,200 --> 00:41:43,300 you know if a client says 765 00:41:43,300 --> 00:41:44,000 oh you know 766 00:41:44,000 --> 00:41:44,800 I changed my mind 767 00:41:44,800 --> 00:41:46,666 I really liked the one that you did 768 00:41:46,666 --> 00:41:47,900 uh last week 769 00:41:48,100 --> 00:41:50,900 except make this small change um 770 00:41:50,900 --> 00:41:53,733 if you don't have the files 771 00:41:53,733 --> 00:41:55,766 that made what they saw 772 00:41:55,766 --> 00:41:58,233 um that first time readily available 773 00:41:58,300 --> 00:41:59,466 it's going to be 774 00:41:59,466 --> 00:42:02,000 really difficult to recreate that later 775 00:42:02,266 --> 00:42:04,433 so make sure that uh 776 00:42:04,966 --> 00:42:05,700 that you know 777 00:42:05,700 --> 00:42:07,766 you save versions of new scripts of course 778 00:42:07,766 --> 00:42:11,333 but also make sure that any file like geometry or 779 00:42:11,333 --> 00:42:13,566 or precomps or anything like that um 780 00:42:13,566 --> 00:42:17,366 those are saved in a previous version state as well um 781 00:42:17,366 --> 00:42:20,800 so now I'm just gonna add two more um 782 00:42:22,133 --> 00:42:22,933 oops 783 00:42:31,566 --> 00:42:32,500 we've won 784 00:42:36,766 --> 00:42:37,766 and leaf too 785 00:43:23,900 --> 00:43:28,233 alright so now let's see if we get anything uh 786 00:43:29,466 --> 00:43:31,000 we got anything out of that 787 00:43:34,800 --> 00:43:36,966 oop and uh I forgot um 788 00:43:36,966 --> 00:43:39,333 we changed the flower so I don't have to 789 00:43:39,333 --> 00:43:40,333 since I overwrote that file 790 00:43:40,333 --> 00:43:41,666 I don't have to uh 791 00:43:42,600 --> 00:43:44,133 you know go through that whole process again 792 00:43:44,133 --> 00:43:45,500 all I have to do is just uh 793 00:43:45,500 --> 00:43:46,566 click the reload button 794 00:43:46,566 --> 00:43:50,566 and that reads the file again so now 795 00:43:53,600 --> 00:43:54,533 that's kinda nice 796 00:43:54,533 --> 00:43:56,000 we've got um 797 00:43:56,600 --> 00:43:59,133 we've got a nice little bit of perspective there now 798 00:43:59,133 --> 00:44:01,533 so when we rotate the thing um 799 00:44:01,533 --> 00:44:03,033 we can see it uh 800 00:44:03,733 --> 00:44:05,766 see those leaves kind of move um 801 00:44:05,766 --> 00:44:07,400 separately from the rest of the 802 00:44:07,400 --> 00:44:09,466 from the rest of the flowers um 803 00:44:09,466 --> 00:44:10,766 so that's gonna be kind of nice 804 00:44:10,766 --> 00:44:13,833 um you know I'm not expecting that that will go 805 00:44:14,800 --> 00:44:17,700 you know to to such an extreme um 806 00:44:18,966 --> 00:44:20,966 as as this since um 807 00:44:20,966 --> 00:44:24,666 you know the texture really starts to stretch um 808 00:44:25,066 --> 00:44:27,066 especially when we get to the side of it um 809 00:44:27,066 --> 00:44:29,133 but this method isn't supposed to be you know a 810 00:44:29,133 --> 00:44:31,533 a solve all for uh 811 00:44:31,533 --> 00:44:33,166 for the entire thing um 812 00:44:33,166 --> 00:44:35,700 it's just supposed to get us kinda subtle motion that 813 00:44:35,700 --> 00:44:37,500 uh that you might find in a nice 814 00:44:37,500 --> 00:44:39,800 like product shot or something like that 815 00:44:43,933 --> 00:44:45,666 so the next thing I'm gonna do 816 00:44:45,700 --> 00:44:48,966 to get this ready for Charles is at a ground plane 817 00:44:50,366 --> 00:44:53,233 or is at a background plane 818 00:44:53,966 --> 00:44:56,800 so I'm gonna start with a card um 819 00:44:58,200 --> 00:44:59,133 just so we can 820 00:44:59,133 --> 00:45:02,066 kind of block it in there and see where we are um 821 00:45:02,066 --> 00:45:04,266 and the the card um 822 00:45:04,500 --> 00:45:07,033 doesn't really have to be uh 823 00:45:08,166 --> 00:45:10,233 projected since uh 824 00:45:11,066 --> 00:45:12,966 well let's make sure that it's uh 825 00:45:14,933 --> 00:45:15,766 big enough 826 00:45:20,733 --> 00:45:22,400 so the card comes in the uh 827 00:45:22,400 --> 00:45:23,800 the right size um 828 00:45:23,800 --> 00:45:25,133 as whatever is plugged into it 829 00:45:25,133 --> 00:45:27,700 it's already got the aspect ratio um 830 00:45:27,700 --> 00:45:28,566 and you can change that 831 00:45:28,566 --> 00:45:30,933 if you want it to be square by default or 832 00:45:30,933 --> 00:45:32,700 or ignore yeah 833 00:45:32,700 --> 00:45:34,133 so if you want it to be square 834 00:45:34,133 --> 00:45:35,966 um which we probably don't in this case 835 00:45:35,966 --> 00:45:38,366 you can just uncheck that um 836 00:45:38,533 --> 00:45:40,600 uh otherwise it'll just assume 837 00:45:40,600 --> 00:45:42,733 the shape of whatever is plugged into it 838 00:45:42,733 --> 00:45:44,300 so let's move that back 839 00:45:44,300 --> 00:45:45,000 um you know 840 00:45:45,000 --> 00:45:48,000 an appropriate distance away that we think the uh 841 00:45:48,000 --> 00:45:49,066 the background really is 842 00:45:49,066 --> 00:45:50,633 so something like that maybe 843 00:45:50,700 --> 00:45:51,700 um you know 844 00:45:51,700 --> 00:45:54,633 the trees probably this far back um 845 00:45:55,900 --> 00:46:01,700 and make it uh you know make it as big as a frame 846 00:46:06,866 --> 00:46:09,766 there so now when we orbit around 847 00:46:12,100 --> 00:46:12,900 oops 848 00:46:18,600 --> 00:46:20,633 you see the background good 849 00:46:22,100 --> 00:46:24,066 and it may be a little weird to look at it like this 850 00:46:24,066 --> 00:46:24,800 but um you know 851 00:46:24,800 --> 00:46:26,300 just keep in mind that um 852 00:46:26,300 --> 00:46:28,100 that we're gonna be doing clean plates 853 00:46:28,200 --> 00:46:29,966 for each of these projections 854 00:46:29,966 --> 00:46:31,866 um in the uh 855 00:46:31,866 --> 00:46:33,133 in the next class um 856 00:46:33,133 --> 00:46:33,700 and if you want 857 00:46:33,700 --> 00:46:34,466 you know you can all 858 00:46:34,466 --> 00:46:37,600 you can go ahead and get started on that um 859 00:46:37,700 --> 00:46:40,000 but Charles is gonna show you some of the things that 860 00:46:40,000 --> 00:46:41,600 might not be readily apparent 861 00:46:41,666 --> 00:46:42,466 um you know 862 00:46:42,466 --> 00:46:44,566 like how to get rid of the uh 863 00:46:44,666 --> 00:46:46,633 the space in um 864 00:46:48,600 --> 00:46:50,400 the space in here so you know 865 00:46:50,400 --> 00:46:54,900 we're gonna have we're gonna talk about uh ways to um 866 00:46:55,533 --> 00:46:57,366 about ways to kind of uh 867 00:46:57,366 --> 00:46:59,900 crop it to the areas that you need 868 00:47:08,533 --> 00:47:10,133 so I also noticed um 869 00:47:10,133 --> 00:47:11,900 now that one more thing 870 00:47:12,333 --> 00:47:14,166 just because um 871 00:47:14,166 --> 00:47:15,966 I noticed that this geometry is 872 00:47:15,966 --> 00:47:17,933 definitely not where it needs to be 873 00:47:17,933 --> 00:47:21,400 it really should be over here um 874 00:47:21,400 --> 00:47:24,833 that stem is apparently a lot closer um 875 00:47:25,733 --> 00:47:26,800 on the sphere 876 00:47:26,966 --> 00:47:29,666 uh than I thought it would be so we can try 877 00:47:29,666 --> 00:47:31,400 I'm gonna try and uh 878 00:47:31,400 --> 00:47:33,533 and accomplish this by um 879 00:47:33,533 --> 00:47:36,433 using a transform geonode um 880 00:47:37,166 --> 00:47:39,200 but I'm really not sure if this is gonna work 881 00:47:39,200 --> 00:47:40,266 let's just see 882 00:47:42,000 --> 00:47:45,100 if that can do the job so I'm gonna move it uh 883 00:47:48,733 --> 00:47:49,900 in little steps 884 00:47:52,400 --> 00:47:54,233 oops that wasn't a little step 885 00:48:00,466 --> 00:48:04,866 till it looks about right 886 00:48:08,466 --> 00:48:11,800 so again this is another reason why it's usually 887 00:48:11,800 --> 00:48:13,200 it's really important to make 888 00:48:13,200 --> 00:48:16,433 your geometry just slightly bigger than the 889 00:48:17,366 --> 00:48:22,833 than the object that uh that you're projecting um 890 00:48:23,200 --> 00:48:27,366 because now we can move this around a little bit and uh 891 00:48:30,733 --> 00:48:32,500 and we still have room to work with 892 00:48:42,733 --> 00:48:44,733 so it doesn't look like that's gonna work actually 893 00:48:44,733 --> 00:48:46,666 because no matter if I if I move it 894 00:48:46,666 --> 00:48:47,800 you know into place 895 00:48:48,000 --> 00:48:49,233 it's clipping 896 00:48:49,400 --> 00:48:50,600 this area a little bit 897 00:48:50,600 --> 00:48:51,466 which I don't want 898 00:48:51,466 --> 00:48:52,433 and it's also 899 00:48:52,666 --> 00:48:55,333 gotten really big because we moved it closer to camera 900 00:48:55,333 --> 00:48:56,933 so this is another instance where 901 00:48:56,933 --> 00:48:58,633 I'm gonna have to go back into Maya 902 00:48:59,166 --> 00:49:01,400 and just change the position of this a little bit 903 00:49:01,700 --> 00:49:05,066 so good thing I still have it open 904 00:49:10,666 --> 00:49:11,500 I'm gonna put these 905 00:49:11,500 --> 00:49:13,633 two in a group so that I can move them together 906 00:49:52,200 --> 00:49:56,133 so now the it's touching the edge of the 907 00:49:56,133 --> 00:49:58,633 sphere right around there 908 00:50:00,466 --> 00:50:04,766 which pretty close let's just get it a little closer 909 00:50:14,466 --> 00:50:17,266 I do want it to overlap a little bit so 910 00:50:20,933 --> 00:50:21,733 oops 911 00:50:27,100 --> 00:50:29,500 alright and everything else looks to be 912 00:50:30,100 --> 00:50:31,200 still in the same place 913 00:50:31,200 --> 00:50:33,233 I'm just gonna tighten this up a tad 914 00:51:06,266 --> 00:51:08,366 good that's looking okay 915 00:51:08,366 --> 00:51:10,666 and now let's just reset our view 916 00:51:16,133 --> 00:51:16,933 cool 917 00:51:19,166 --> 00:51:23,200 alright so now let's re export these two objects 918 00:51:24,766 --> 00:51:26,500 export selection 919 00:51:27,566 --> 00:51:30,000 oops actually I want to do one at a time 920 00:51:35,966 --> 00:51:38,200 stem and ice trunk 921 00:51:44,200 --> 00:51:47,966 okay and now go back to nuke 922 00:51:52,166 --> 00:51:53,933 and get rid of that transform Geo 923 00:51:53,933 --> 00:51:55,433 cause that didn't work out 924 00:51:56,966 --> 00:52:02,033 and reload the stem better and the ice trunk 925 00:52:05,800 --> 00:52:08,566 take a look at that stuff oops you see 926 00:52:09,933 --> 00:52:10,966 what is that 927 00:52:11,300 --> 00:52:12,366 oh that was a 928 00:52:12,366 --> 00:52:14,900 I guess it was just a UI bug or something like that 929 00:52:18,166 --> 00:52:23,766 yeah weird sometimes things like that happen 930 00:52:23,800 --> 00:52:27,100 oh you see I did mess up a little bit um 931 00:52:27,100 --> 00:52:31,233 I didn't check my work carefully enough um in Maya 932 00:52:34,400 --> 00:52:36,766 so just before I forget 933 00:52:36,766 --> 00:52:40,500 I'm just gonna move that onto the stem 934 00:52:58,800 --> 00:52:59,600 it's good 935 00:53:12,566 --> 00:53:15,633 alright now we're cooking ah 936 00:53:17,266 --> 00:53:18,166 and again 937 00:53:20,933 --> 00:53:23,866 see it's good to do things quickly 938 00:53:23,866 --> 00:53:27,766 of course not good to rush when you really shouldn't 939 00:53:30,300 --> 00:53:32,766 so that's lined up to the camera 940 00:53:33,866 --> 00:53:37,400 and it's lined up to the stem good 941 00:53:38,966 --> 00:53:41,033 gonna push one more vertex in 942 00:53:45,500 --> 00:53:47,666 and export that one more time 943 00:53:55,266 --> 00:53:56,066 good 944 00:54:02,300 --> 00:54:03,100 excellent 945 00:54:04,933 --> 00:54:06,900 so now our stem is uh 946 00:54:06,900 --> 00:54:09,966 is properly positioned um 947 00:54:10,366 --> 00:54:12,433 right to about where it's supposed to be 948 00:54:13,300 --> 00:54:15,200 and our snow is looking good 949 00:54:15,533 --> 00:54:17,066 our flowers are looking good 950 00:54:17,066 --> 00:54:18,400 our leaves are looking good 951 00:54:19,500 --> 00:54:21,266 so now at this point I'm uh 952 00:54:21,266 --> 00:54:23,100 I'm about ready to uh 953 00:54:23,100 --> 00:54:24,866 hand it off to Charles um 954 00:54:24,866 --> 00:54:27,300 and what Charles is going to do is uh 955 00:54:27,300 --> 00:54:28,433 is take this 956 00:54:28,733 --> 00:54:32,500 this comp that I've done and animate the camera move 957 00:54:32,500 --> 00:54:35,766 and start generating clean plates 958 00:54:35,900 --> 00:54:38,466 and basically just comping it together 959 00:54:38,900 --> 00:54:41,200 and making it look really pretty 960 00:54:41,200 --> 00:54:43,200 so thanks for joining me for class 5 961 00:54:43,200 --> 00:54:44,600 class 6 is gonna be a lot of fun 962 00:54:44,600 --> 00:54:46,233 we're gonna take this and 963 00:54:46,333 --> 00:54:48,766 bring it the rest of the way home um 964 00:54:48,766 --> 00:54:50,133 generating clean plates 965 00:54:50,133 --> 00:54:51,366 doing some really cool 966 00:54:51,366 --> 00:54:53,100 um depth of field effects 967 00:54:53,200 --> 00:54:54,300 um and other 968 00:54:54,300 --> 00:54:55,600 other little things to 969 00:54:55,600 --> 00:54:58,566 uh to make this comp look super pretty 970 00:54:58,733 --> 00:55:01,400 so looking forward to it and um 971 00:55:01,766 --> 00:55:03,700 and I'll see you in the forms bye 67939

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