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in this lesson
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we will continue discussing
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how to create our 3D camera track
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based upon our live action background plate
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so we had already set our input controls
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for the camera tracker
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we are aware that there are other tabs
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with various controls
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most some of this in
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like the settings and stuff
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can be set up prior to setting the track
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but most of the stuff is based upon
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your track information
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that will come once we've hit the track features button
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so let's hit that button and run our track again
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let me just click that
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it'll begin
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but let me remind you again that you need to remember
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that this needs to be utilized in Nuke X
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you will not be able to use your your track
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a camera tracker analysis set up
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based upon just using standard nuke
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so okay so you can see here
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in the actual viewport
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these little X's
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diagonal x's
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that are basically the track features points
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it's taking that information and tracking along
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to create an actual 3D camera path
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now you'll see it's moving forward in time
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that is knit normal
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but once it hits the frame 1 80
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it's actually going to bounce back and do the reverse
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so it's basically tracking forward
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and then tracking backward
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to ensure that all the tracking information that it has
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that is incorporating and analyzing for
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are actually properly analyzed
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so now you can see it's bouncing back
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and it's going backwards in time
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so we're just gonna let that continue
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and then in just a few seconds
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we will resume
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there's not a lot to discuss at this point
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because obviously
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we're just sitting
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waiting for the track to finish
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and then ultimately
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we can solve for it
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okay so here we're back
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you can see that it is just about to finish
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it is now finished
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and you can see the actual track information
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that it has created
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all these little lines
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so if you actually kind of scrub through
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you can see where it has analyzed information
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and it has track information
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so that's pretty cool
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pretty exciting
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so now at this point
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what we have
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are able to do
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is now we can solve the camera
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so you can basically see
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obviously like I said before you can
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you can run your mouse over each
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each of these buttons
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you can see a definition
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but the point of the the
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the of tracking
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is you're gaining the tracking information
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and then you hit the solve button
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to solve for the tracked frames
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it's gonna basically tell you if
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the tracking information is accurate enough
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based upon the settings that we have input
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now the settings that we have input
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would be right over here in the settings tab as well
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so you can basically say okay
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I want various things like
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for instance
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keyframe spacing
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that controls the number of keyframes
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that are gonna be automatically applied
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in in your actual tracking information again
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like I said I could
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I could read these off to you
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but obviously
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there's just no point in that
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it's all very obvious once you begin
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following this lesson
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so let's hit that solve button
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and we're gonna be able to find out just how accurate
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our track was
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so hit solve
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it just failed to initialize
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so the question is
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why did it fail to initialize
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so if you read your
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your error message
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failed initialize the camera motion
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try manually defining the reference frame for the solve
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in the settings tab
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alternately
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change the keyframe spacing
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or the track
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or track the shot again
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changing a number of features
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a distribution of features that are tracked
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okay so basically
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what this is meaning is the
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in fact let me just go over here
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if you go over to keyframe spacing
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like I would actually mentioned just a moment ago
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I was kind of anticipating this might happen
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what we need to do is
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we actually need to minimize
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uh this number
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so that this point three value is a bit high
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probably four
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the for the track that is occurring in this shot
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the reason being
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and actually
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you can if you
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if you mouse over
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you can actually see that second half of the
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of the description
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reduce the separation in fast motion sequences
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for more accurate solve
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so in this shot
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because the shot
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you can see is doing
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basically just a quick camera
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kinda rotation
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slight pan is
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is basically the
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the reason that it is failing
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is because there's there's
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there's too high of a number
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for the keyframe separation for it to solve
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so let's just drop that down to 1.2
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let's go back to the Camera Tracker tab
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and let's try solving again
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so we hit solve again
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you have options actually
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you can either update the solve
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so it'll basically
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take the pre existing solve information
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and update based upon your new settings
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or you can just hit the solve button
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what that's going to do is
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we'll just literally reset the current solve
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so obviously
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nuke is smart enough
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and kind enough
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to ensure that if you
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if you didn't mean to do that you
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it's gonna ask you
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but in this case yes
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we do want to reset the current solve so hit yes
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it's gonna run now it's
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it's solving and hey
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let's check that out
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we got some green
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we got plenty of green uh
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tracking points now
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so we actually have a
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a good solve
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didn't error out
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didn't fail
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so you can see
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based upon this
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you can see all the green points
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the green points
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are the ones that are the most accurate
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best solved information
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so the majority of our information
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for this shot
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is coming from our
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mid foreground
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so you can say foreground
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but you know
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technically
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this is more of a midground a level of
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of mountains
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but the closest mountains
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on the screen left there
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tracked really well
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but you can see that
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that background
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information
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where it's kind of faded out
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with all the fog and everything it's gonna
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it's gonna be a lot more difficult
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to solve for
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so that's why it's
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it's giving you a little more alerts
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on the color based
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information
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on the trackers so
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so we're good to go
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now actually
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what we have
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is a solid enough track
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to be able to utilize
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to create our camera information
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so at this point
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now we have our camera tracker
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all set up and ready to go
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it's already tracked
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it's already solved
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now what we wanna do is
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we wanna export our camera
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so you can see right here
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at the bottom
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of the camera tracker tab
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where it says
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export by default
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it says camera
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and you can hit that
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create button
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if you wanted
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but if you hit that drop down menu
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you can actually
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see a few more
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nice little setting
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so you can either
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create a camera rig
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the camera rig
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is a little bit different than
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camera camera set
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for instance
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camera set is
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it's I believe
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it's going to create the
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in fact here
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we can just confirm
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that you can create
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the camera set
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it's one camera
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per salt frame
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so that's literally your
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if you have
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if let's say
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you have 180 solved frames
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you're gonna be
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creating 180 cameras
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obviously that's
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not what we're wanting to do
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for this one
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you can see seen
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you can seen
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seen plus in
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the scene plus
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again that one
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actually if I just bring this up
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the scene plus
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is gonna give
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you your scene
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it's also gonna create
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the point cloud
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that's based upon all these
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tracking points that
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the tracking information
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that you have
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it's also gonna create your scan
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line render
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and the lens distortion
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und distort node
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so in this case
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I think what we're gonna do is
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we're actually gonna create
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the scene plus no
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now we really
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don't need to
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all we really need to pull
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out of this
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is our camera
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information
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but I like the scene plus no
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because it does create
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some other nodes
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that we are going to use
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in our next lesson
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so at this point
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let us just
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set that to scene plus
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let's hit a
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hit the create button
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and let's see what happens
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okay so if I
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full screen
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our node graph here
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you can see
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we have a few nodes
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00:08:13,733 --> 00:08:14,866
that have been created
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00:08:14,966 --> 00:08:15,333
we have our
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00:08:15,333 --> 00:08:16,099
camera tracker
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00:08:16,100 --> 00:08:16,866
node obviously
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00:08:16,866 --> 00:08:17,933
is the camera tracker
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00:08:17,933 --> 00:08:19,699
that we were working with
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00:08:20,133 --> 00:08:21,066
we have our camera
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00:08:21,066 --> 00:08:21,899
now this is
305
00:08:21,900 --> 00:08:22,933
our 3D camera
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00:08:22,933 --> 00:08:23,866
that was created
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00:08:23,866 --> 00:08:25,899
based upon that
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00:08:25,900 --> 00:08:26,766
actual camera
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00:08:26,766 --> 00:08:28,066
tracking information
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00:08:28,366 --> 00:08:29,566
you have the camera tracker
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00:08:29,566 --> 00:08:30,499
point cloud
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00:08:30,500 --> 00:08:32,066
so that is the point cloud
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that was created
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00:08:32,766 --> 00:08:33,866
based upon all those
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little points
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in fact let's just
317
00:08:36,133 --> 00:08:36,999
take a quick look
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00:08:37,000 --> 00:08:37,600
you can actually
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00:08:37,600 --> 00:08:38,566
see it here
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00:08:38,966 --> 00:08:39,799
the point cloud
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00:08:39,800 --> 00:08:41,100
is right there
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so if I zoom in and also
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just a quick note
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00:08:43,766 --> 00:08:44,666
so if if you're
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working in 3D
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00:08:45,600 --> 00:08:46,366
for the first time
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00:08:46,366 --> 00:08:46,999
or if you're a
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00:08:47,000 --> 00:08:48,533
season 3D uh
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00:08:48,533 --> 00:08:50,633
nuke guy or girl
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um you will be using
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the alt key
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on the keyboard to
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00:08:54,600 --> 00:08:56,366
to move around
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00:08:56,366 --> 00:08:57,333
within the 3 space
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00:08:57,333 --> 00:08:58,399
so you can use the
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00:08:58,400 --> 00:08:59,666
middle mouse button
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00:08:59,733 --> 00:09:00,699
you can see
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00:09:00,733 --> 00:09:01,799
does this movement
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00:09:01,800 --> 00:09:02,966
the right mouse button
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00:09:02,966 --> 00:09:03,866
if you hold down
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00:09:03,866 --> 00:09:04,699
Alt and right
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00:09:04,700 --> 00:09:05,466
mouse button
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00:09:05,466 --> 00:09:06,633
it will rotate
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00:09:06,933 --> 00:09:08,399
and basically
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00:09:08,400 --> 00:09:09,333
and then then
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00:09:09,333 --> 00:09:10,499
Alt left also
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00:09:10,500 --> 00:09:11,366
just move back
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00:09:11,366 --> 00:09:11,766
and forth so
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00:09:11,766 --> 00:09:12,266
you can see
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00:09:12,266 --> 00:09:13,166
that you have
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00:09:13,166 --> 00:09:13,599
your various
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00:09:13,600 --> 00:09:14,666
it's very similar
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00:09:14,666 --> 00:09:16,566
if you're coming from a
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00:09:16,600 --> 00:09:17,533
Maya background
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00:09:17,533 --> 00:09:18,199
or any kind of a
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00:09:18,200 --> 00:09:19,633
3D background
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00:09:19,733 --> 00:09:20,133
you can see
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00:09:20,133 --> 00:09:20,499
you have your
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00:09:20,500 --> 00:09:21,566
three basic
360
00:09:22,500 --> 00:09:24,200
3D space movements
361
00:09:24,200 --> 00:09:25,700
controls that you can
362
00:09:25,700 --> 00:09:26,566
utilize within
363
00:09:26,566 --> 00:09:27,766
nukes 3D Space
364
00:09:28,300 --> 00:09:29,000
and then of course
365
00:09:29,000 --> 00:09:29,500
you can use
366
00:09:29,500 --> 00:09:30,700
the middle mouse button
367
00:09:31,600 --> 00:09:32,700
track wheel
368
00:09:32,700 --> 00:09:33,300
to be able to
369
00:09:33,300 --> 00:09:34,533
zoom in or zoom
370
00:09:34,533 --> 00:09:36,299
out anyway so
371
00:09:36,366 --> 00:09:36,933
let's get to
372
00:09:36,933 --> 00:09:37,466
the point here
373
00:09:37,466 --> 00:09:38,733
we have our camera
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00:09:38,733 --> 00:09:39,933
so if I select our camera
375
00:09:39,933 --> 00:09:40,399
double click
376
00:09:40,400 --> 00:09:41,066
that you can
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00:09:41,066 --> 00:09:41,666
see obviously
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00:09:41,666 --> 00:09:42,266
it's kind of
379
00:09:42,266 --> 00:09:42,966
huge in scale
380
00:09:42,966 --> 00:09:43,499
that's fine
381
00:09:43,500 --> 00:09:43,766
we're gonna
382
00:09:43,766 --> 00:09:44,133
worry about
383
00:09:44,133 --> 00:09:44,999
that right now
384
00:09:45,000 --> 00:09:45,700
but you can see
385
00:09:45,700 --> 00:09:46,333
where the camera is
386
00:09:46,333 --> 00:09:47,333
so if I move
387
00:09:47,333 --> 00:09:48,466
back and forth
388
00:09:48,466 --> 00:09:48,933
you can see
389
00:09:48,933 --> 00:09:50,066
the camera move
390
00:09:50,133 --> 00:09:51,333
but you can also see
391
00:09:51,333 --> 00:09:52,199
your point cloud
392
00:09:52,200 --> 00:09:53,833
information right here
393
00:09:54,333 --> 00:09:56,166
and then we can
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00:09:56,166 --> 00:09:56,866
move on down
395
00:09:56,866 --> 00:09:57,733
we have our scene
396
00:09:57,733 --> 00:09:58,999
which is gonna assemble
397
00:09:59,000 --> 00:09:59,800
those elements
398
00:09:59,800 --> 00:10:00,166
and then the
399
00:10:00,166 --> 00:10:01,266
scanline render
400
00:10:01,266 --> 00:10:01,999
is basically
401
00:10:02,000 --> 00:10:03,566
taking your 3D
402
00:10:03,566 --> 00:10:04,666
scene elements
403
00:10:04,666 --> 00:10:05,866
and it's gonna combine it
404
00:10:05,866 --> 00:10:07,533
if you have a BG input
405
00:10:07,533 --> 00:10:08,566
which we do for this
406
00:10:08,566 --> 00:10:09,499
in this case
407
00:10:09,600 --> 00:10:10,366
it's gonna combine
408
00:10:10,366 --> 00:10:10,733
it with your
409
00:10:10,733 --> 00:10:11,499
2D elements
410
00:10:11,500 --> 00:10:12,366
and come together
411
00:10:12,366 --> 00:10:13,366
to render it out
412
00:10:13,500 --> 00:10:14,300
now what we're gonna
413
00:10:14,300 --> 00:10:15,066
probably do
414
00:10:15,066 --> 00:10:16,733
in the next lesson
415
00:10:16,733 --> 00:10:17,299
is we're actually
416
00:10:17,300 --> 00:10:17,900
gonna discuss
417
00:10:17,900 --> 00:10:18,600
a little bit of
418
00:10:18,600 --> 00:10:18,933
a different
419
00:10:18,933 --> 00:10:19,599
strategy for
420
00:10:19,600 --> 00:10:20,533
what we're going to be
421
00:10:20,533 --> 00:10:21,466
setting up for
422
00:10:21,466 --> 00:10:22,133
just because
423
00:10:22,133 --> 00:10:22,966
of the way we're
424
00:10:22,966 --> 00:10:23,833
going about
425
00:10:23,866 --> 00:10:24,666
setting up for
426
00:10:24,666 --> 00:10:25,633
our final shot
427
00:10:26,133 --> 00:10:27,166
but just to do
428
00:10:27,166 --> 00:10:28,066
a quick recap
429
00:10:28,066 --> 00:10:28,766
and then we'll continue
430
00:10:28,766 --> 00:10:29,833
in the next lesson
431
00:10:29,866 --> 00:10:30,599
in this lesson
432
00:10:30,600 --> 00:10:31,366
we finished
433
00:10:31,366 --> 00:10:32,466
discussing how
434
00:10:32,466 --> 00:10:33,566
to create our
435
00:10:33,566 --> 00:10:35,066
3D camera track
436
00:10:35,200 --> 00:10:35,966
based upon the
437
00:10:35,966 --> 00:10:36,566
live action
438
00:10:36,566 --> 00:10:37,166
background plate
439
00:10:37,166 --> 00:10:38,599
we've also done
440
00:10:38,600 --> 00:10:39,266
just a little bit
441
00:10:39,266 --> 00:10:39,933
of a discussion
442
00:10:39,933 --> 00:10:41,333
on some of our 3D
443
00:10:41,333 --> 00:10:42,466
nodes that were
444
00:10:42,466 --> 00:10:43,533
created based
445
00:10:43,533 --> 00:10:45,099
upon our camera
446
00:10:45,100 --> 00:10:45,866
tracker node
447
00:10:45,866 --> 00:10:47,199
when we exported the scene
448
00:10:47,200 --> 00:10:48,500
plus option
449
00:10:48,900 --> 00:10:49,666
and we will
450
00:10:49,666 --> 00:10:50,066
continue to
451
00:10:50,066 --> 00:10:51,299
discuss those
452
00:10:51,300 --> 00:10:52,400
elements and nodes
453
00:10:52,400 --> 00:10:53,900
in our next lesson
27618
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