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These are the user uploaded subtitles that are being translated: 1 00:00:11,700 --> 00:00:12,466 in this lesson 2 00:00:12,466 --> 00:00:13,799 we will continue discussing 3 00:00:13,800 --> 00:00:15,933 how to create our 3D camera track 4 00:00:15,933 --> 00:00:18,999 based upon our live action background plate 5 00:00:19,533 --> 00:00:22,566 so we had already set our input controls 6 00:00:22,566 --> 00:00:23,999 for the camera tracker 7 00:00:24,066 --> 00:00:26,699 we are aware that there are other tabs 8 00:00:26,700 --> 00:00:28,200 with various controls 9 00:00:28,200 --> 00:00:29,566 most some of this in 10 00:00:29,566 --> 00:00:31,166 like the settings and stuff 11 00:00:31,166 --> 00:00:33,566 can be set up prior to setting the track 12 00:00:33,566 --> 00:00:35,866 but most of the stuff is based upon 13 00:00:36,133 --> 00:00:37,399 your track information 14 00:00:37,400 --> 00:00:39,900 that will come once we've hit the track features button 15 00:00:39,900 --> 00:00:44,500 so let's hit that button and run our track again 16 00:00:44,500 --> 00:00:45,533 let me just click that 17 00:00:45,533 --> 00:00:46,199 it'll begin 18 00:00:46,200 --> 00:00:49,800 but let me remind you again that you need to remember 19 00:00:49,800 --> 00:00:53,333 that this needs to be utilized in Nuke X 20 00:00:53,333 --> 00:00:57,066 you will not be able to use your your track 21 00:00:57,066 --> 00:01:00,099 a camera tracker analysis set up 22 00:01:00,100 --> 00:01:02,766 based upon just using standard nuke 23 00:01:02,866 --> 00:01:05,233 so okay so you can see here 24 00:01:05,366 --> 00:01:07,699 in the actual viewport 25 00:01:07,933 --> 00:01:09,633 these little X's 26 00:01:09,666 --> 00:01:10,566 diagonal x's 27 00:01:10,566 --> 00:01:13,933 that are basically the track features points 28 00:01:13,933 --> 00:01:16,466 it's taking that information and tracking along 29 00:01:16,466 --> 00:01:20,433 to create an actual 3D camera path 30 00:01:20,500 --> 00:01:23,300 now you'll see it's moving forward in time 31 00:01:23,733 --> 00:01:24,899 that is knit normal 32 00:01:24,900 --> 00:01:26,866 but once it hits the frame 1 80 33 00:01:26,866 --> 00:01:29,399 it's actually going to bounce back and do the reverse 34 00:01:29,400 --> 00:01:30,966 so it's basically tracking forward 35 00:01:30,966 --> 00:01:32,399 and then tracking backward 36 00:01:32,400 --> 00:01:36,000 to ensure that all the tracking information that it has 37 00:01:36,000 --> 00:01:39,733 that is incorporating and analyzing for 38 00:01:39,733 --> 00:01:42,499 are actually properly analyzed 39 00:01:42,500 --> 00:01:44,166 so now you can see it's bouncing back 40 00:01:44,166 --> 00:01:45,799 and it's going backwards in time 41 00:01:45,900 --> 00:01:47,800 so we're just gonna let that continue 42 00:01:47,800 --> 00:01:50,133 and then in just a few seconds 43 00:01:50,133 --> 00:01:51,399 we will resume 44 00:01:51,566 --> 00:01:53,299 there's not a lot to discuss at this point 45 00:01:53,300 --> 00:01:54,400 because obviously 46 00:01:54,400 --> 00:01:55,266 we're just sitting 47 00:01:55,266 --> 00:01:58,699 waiting for the track to finish 48 00:01:58,700 --> 00:01:59,700 and then ultimately 49 00:01:59,700 --> 00:02:01,033 we can solve for it 50 00:02:24,733 --> 00:02:27,099 okay so here we're back 51 00:02:27,100 --> 00:02:29,200 you can see that it is just about to finish 52 00:02:29,266 --> 00:02:30,199 it is now finished 53 00:02:30,200 --> 00:02:32,366 and you can see the actual track information 54 00:02:32,366 --> 00:02:33,799 that it has created 55 00:02:33,800 --> 00:02:34,666 all these little lines 56 00:02:34,666 --> 00:02:36,699 so if you actually kind of scrub through 57 00:02:36,700 --> 00:02:40,533 you can see where it has analyzed information 58 00:02:40,533 --> 00:02:43,733 and it has track information 59 00:02:43,733 --> 00:02:44,699 so that's pretty cool 60 00:02:44,700 --> 00:02:45,566 pretty exciting 61 00:02:45,566 --> 00:02:46,666 so now at this point 62 00:02:46,666 --> 00:02:47,699 what we have 63 00:02:47,700 --> 00:02:48,600 are able to do 64 00:02:48,600 --> 00:02:50,666 is now we can solve the camera 65 00:02:50,666 --> 00:02:52,599 so you can basically see 66 00:02:52,600 --> 00:02:54,300 obviously like I said before you can 67 00:02:54,300 --> 00:02:55,766 you can run your mouse over each 68 00:02:55,766 --> 00:02:57,399 each of these buttons 69 00:02:57,400 --> 00:02:58,600 you can see a definition 70 00:02:58,600 --> 00:03:00,466 but the point of the the 71 00:03:00,566 --> 00:03:01,766 the of tracking 72 00:03:01,766 --> 00:03:03,533 is you're gaining the tracking information 73 00:03:03,533 --> 00:03:04,766 and then you hit the solve button 74 00:03:04,766 --> 00:03:06,599 to solve for the tracked frames 75 00:03:06,600 --> 00:03:08,633 it's gonna basically tell you if 76 00:03:09,100 --> 00:03:11,933 the tracking information is accurate enough 77 00:03:11,933 --> 00:03:14,866 based upon the settings that we have input 78 00:03:14,966 --> 00:03:16,366 now the settings that we have input 79 00:03:16,366 --> 00:03:18,899 would be right over here in the settings tab as well 80 00:03:19,366 --> 00:03:21,066 so you can basically say okay 81 00:03:21,066 --> 00:03:22,899 I want various things like 82 00:03:22,900 --> 00:03:23,300 for instance 83 00:03:23,300 --> 00:03:24,600 keyframe spacing 84 00:03:24,600 --> 00:03:26,400 that controls the number of keyframes 85 00:03:26,400 --> 00:03:29,200 that are gonna be automatically applied 86 00:03:29,300 --> 00:03:32,900 in in your actual tracking information again 87 00:03:32,900 --> 00:03:33,733 like I said I could 88 00:03:33,733 --> 00:03:34,899 I could read these off to you 89 00:03:34,900 --> 00:03:35,466 but obviously 90 00:03:35,466 --> 00:03:36,866 there's just no point in that 91 00:03:36,866 --> 00:03:39,766 it's all very obvious once you begin 92 00:03:39,766 --> 00:03:41,066 following this lesson 93 00:03:41,133 --> 00:03:42,899 so let's hit that solve button 94 00:03:42,900 --> 00:03:45,166 and we're gonna be able to find out just how accurate 95 00:03:45,166 --> 00:03:46,099 our track was 96 00:03:46,100 --> 00:03:47,233 so hit solve 97 00:03:47,733 --> 00:03:49,566 it just failed to initialize 98 00:03:49,566 --> 00:03:51,366 so the question is 99 00:03:51,366 --> 00:03:53,099 why did it fail to initialize 100 00:03:53,100 --> 00:03:54,166 so if you read your 101 00:03:54,166 --> 00:03:55,066 your error message 102 00:03:55,066 --> 00:03:56,966 failed initialize the camera motion 103 00:03:57,200 --> 00:03:59,900 try manually defining the reference frame for the solve 104 00:03:59,900 --> 00:04:01,066 in the settings tab 105 00:04:01,600 --> 00:04:02,600 alternately 106 00:04:02,600 --> 00:04:04,066 change the keyframe spacing 107 00:04:04,066 --> 00:04:04,566 or the track 108 00:04:04,566 --> 00:04:05,699 or track the shot again 109 00:04:05,700 --> 00:04:06,666 changing a number of features 110 00:04:06,666 --> 00:04:08,266 a distribution of features that are tracked 111 00:04:08,266 --> 00:04:08,999 okay so basically 112 00:04:09,000 --> 00:04:11,233 what this is meaning is the 113 00:04:11,266 --> 00:04:13,166 in fact let me just go over here 114 00:04:13,266 --> 00:04:14,766 if you go over to keyframe spacing 115 00:04:14,766 --> 00:04:16,699 like I would actually mentioned just a moment ago 116 00:04:16,700 --> 00:04:18,866 I was kind of anticipating this might happen 117 00:04:19,100 --> 00:04:20,000 what we need to do is 118 00:04:20,000 --> 00:04:22,166 we actually need to minimize 119 00:04:22,333 --> 00:04:23,366 uh this number 120 00:04:23,366 --> 00:04:26,366 so that this point three value is a bit high 121 00:04:26,366 --> 00:04:27,699 probably four 122 00:04:28,166 --> 00:04:30,899 the for the track that is occurring in this shot 123 00:04:30,933 --> 00:04:31,933 the reason being 124 00:04:31,933 --> 00:04:32,299 and actually 125 00:04:32,300 --> 00:04:32,800 you can if you 126 00:04:32,800 --> 00:04:33,566 if you mouse over 127 00:04:33,566 --> 00:04:35,666 you can actually see that second half of the 128 00:04:35,666 --> 00:04:36,666 of the description 129 00:04:36,766 --> 00:04:39,299 reduce the separation in fast motion sequences 130 00:04:39,300 --> 00:04:40,766 for more accurate solve 131 00:04:40,800 --> 00:04:42,233 so in this shot 132 00:04:42,266 --> 00:04:43,833 because the shot 133 00:04:44,266 --> 00:04:45,333 you can see is doing 134 00:04:45,333 --> 00:04:47,166 basically just a quick camera 135 00:04:47,166 --> 00:04:48,799 kinda rotation 136 00:04:48,800 --> 00:04:49,966 slight pan is 137 00:04:49,966 --> 00:04:51,666 is basically the 138 00:04:51,666 --> 00:04:53,133 the reason that it is failing 139 00:04:53,133 --> 00:04:54,366 is because there's there's 140 00:04:54,366 --> 00:04:55,966 there's too high of a number 141 00:04:55,966 --> 00:04:58,033 for the keyframe separation for it to solve 142 00:04:58,133 --> 00:05:01,266 so let's just drop that down to 1.2 143 00:05:01,533 --> 00:05:03,399 let's go back to the Camera Tracker tab 144 00:05:03,400 --> 00:05:05,366 and let's try solving again 145 00:05:05,366 --> 00:05:06,899 so we hit solve again 146 00:05:06,900 --> 00:05:07,900 you have options actually 147 00:05:07,900 --> 00:05:09,066 you can either update the solve 148 00:05:09,066 --> 00:05:09,666 so it'll basically 149 00:05:09,666 --> 00:05:12,099 take the pre existing solve information 150 00:05:12,166 --> 00:05:14,633 and update based upon your new settings 151 00:05:14,733 --> 00:05:16,599 or you can just hit the solve button 152 00:05:17,100 --> 00:05:18,533 what that's going to do is 153 00:05:18,533 --> 00:05:21,033 we'll just literally reset the current solve 154 00:05:21,100 --> 00:05:21,966 so obviously 155 00:05:21,966 --> 00:05:23,199 nuke is smart enough 156 00:05:23,200 --> 00:05:24,200 and kind enough 157 00:05:24,200 --> 00:05:25,500 to ensure that if you 158 00:05:25,500 --> 00:05:27,266 if you didn't mean to do that you 159 00:05:27,266 --> 00:05:28,333 it's gonna ask you 160 00:05:28,333 --> 00:05:29,333 but in this case yes 161 00:05:29,333 --> 00:05:32,899 we do want to reset the current solve so hit yes 162 00:05:33,266 --> 00:05:35,466 it's gonna run now it's 163 00:05:35,466 --> 00:05:36,666 it's solving and hey 164 00:05:36,666 --> 00:05:37,333 let's check that out 165 00:05:37,333 --> 00:05:38,499 we got some green 166 00:05:38,500 --> 00:05:40,166 we got plenty of green uh 167 00:05:40,166 --> 00:05:41,266 tracking points now 168 00:05:41,266 --> 00:05:43,099 so we actually have a 169 00:05:43,100 --> 00:05:44,200 a good solve 170 00:05:44,600 --> 00:05:45,500 didn't error out 171 00:05:45,500 --> 00:05:46,500 didn't fail 172 00:05:46,666 --> 00:05:47,333 so you can see 173 00:05:47,333 --> 00:05:48,333 based upon this 174 00:05:48,333 --> 00:05:49,666 you can see all the green points 175 00:05:49,666 --> 00:05:50,333 the green points 176 00:05:50,333 --> 00:05:52,399 are the ones that are the most accurate 177 00:05:52,466 --> 00:05:53,766 best solved information 178 00:05:53,766 --> 00:05:55,966 so the majority of our information 179 00:05:55,966 --> 00:05:57,466 for this shot 180 00:05:57,600 --> 00:05:59,400 is coming from our 181 00:05:59,400 --> 00:06:00,600 mid foreground 182 00:06:00,600 --> 00:06:01,666 so you can say foreground 183 00:06:01,666 --> 00:06:02,133 but you know 184 00:06:02,133 --> 00:06:02,533 technically 185 00:06:02,533 --> 00:06:05,466 this is more of a midground a level of 186 00:06:05,466 --> 00:06:06,166 of mountains 187 00:06:06,166 --> 00:06:08,366 but the closest mountains 188 00:06:08,366 --> 00:06:09,833 on the screen left there 189 00:06:09,866 --> 00:06:11,233 tracked really well 190 00:06:11,366 --> 00:06:12,766 but you can see that 191 00:06:12,766 --> 00:06:14,133 that background 192 00:06:14,133 --> 00:06:14,933 information 193 00:06:14,933 --> 00:06:16,199 where it's kind of faded out 194 00:06:16,200 --> 00:06:17,866 with all the fog and everything it's gonna 195 00:06:17,866 --> 00:06:19,633 it's gonna be a lot more difficult 196 00:06:19,666 --> 00:06:20,399 to solve for 197 00:06:20,400 --> 00:06:21,200 so that's why it's 198 00:06:21,200 --> 00:06:23,000 it's giving you a little more alerts 199 00:06:23,000 --> 00:06:24,233 on the color based 200 00:06:24,600 --> 00:06:25,300 information 201 00:06:25,300 --> 00:06:26,633 on the trackers so 202 00:06:26,933 --> 00:06:28,333 so we're good to go 203 00:06:28,333 --> 00:06:28,999 now actually 204 00:06:29,000 --> 00:06:29,800 what we have 205 00:06:29,800 --> 00:06:31,966 is a solid enough track 206 00:06:31,966 --> 00:06:33,399 to be able to utilize 207 00:06:33,400 --> 00:06:35,266 to create our camera information 208 00:06:35,266 --> 00:06:37,433 so at this point 209 00:06:37,500 --> 00:06:39,900 now we have our camera tracker 210 00:06:40,400 --> 00:06:41,666 all set up and ready to go 211 00:06:41,666 --> 00:06:42,566 it's already tracked 212 00:06:42,566 --> 00:06:43,766 it's already solved 213 00:06:43,766 --> 00:06:44,699 now what we wanna do is 214 00:06:44,700 --> 00:06:45,700 we wanna export our camera 215 00:06:45,700 --> 00:06:46,666 so you can see right here 216 00:06:46,666 --> 00:06:47,333 at the bottom 217 00:06:47,333 --> 00:06:49,066 of the camera tracker tab 218 00:06:49,133 --> 00:06:49,566 where it says 219 00:06:49,566 --> 00:06:51,266 export by default 220 00:06:51,266 --> 00:06:51,966 it says camera 221 00:06:51,966 --> 00:06:52,566 and you can hit that 222 00:06:52,566 --> 00:06:53,133 create button 223 00:06:53,133 --> 00:06:53,699 if you wanted 224 00:06:53,700 --> 00:06:55,566 but if you hit that drop down menu 225 00:06:55,566 --> 00:06:56,566 you can actually 226 00:06:56,566 --> 00:06:58,166 see a few more 227 00:06:58,333 --> 00:06:59,266 nice little setting 228 00:06:59,266 --> 00:06:59,966 so you can either 229 00:06:59,966 --> 00:07:01,399 create a camera rig 230 00:07:01,666 --> 00:07:02,566 the camera rig 231 00:07:02,566 --> 00:07:03,799 is a little bit different than 232 00:07:03,800 --> 00:07:05,066 camera camera set 233 00:07:05,066 --> 00:07:05,499 for instance 234 00:07:05,500 --> 00:07:06,166 camera set is 235 00:07:06,166 --> 00:07:07,166 it's I believe 236 00:07:07,166 --> 00:07:09,399 it's going to create the 237 00:07:09,400 --> 00:07:10,000 in fact here 238 00:07:10,000 --> 00:07:10,733 we can just confirm 239 00:07:10,733 --> 00:07:11,466 that you can create 240 00:07:11,466 --> 00:07:12,199 the camera set 241 00:07:12,200 --> 00:07:13,200 it's one camera 242 00:07:13,200 --> 00:07:14,300 per salt frame 243 00:07:14,300 --> 00:07:16,300 so that's literally your 244 00:07:16,300 --> 00:07:17,433 if you have 245 00:07:17,666 --> 00:07:18,199 if let's say 246 00:07:18,200 --> 00:07:19,966 you have 180 solved frames 247 00:07:19,966 --> 00:07:20,399 you're gonna be 248 00:07:20,400 --> 00:07:21,800 creating 180 cameras 249 00:07:21,800 --> 00:07:22,600 obviously that's 250 00:07:22,600 --> 00:07:23,700 not what we're wanting to do 251 00:07:23,700 --> 00:07:24,500 for this one 252 00:07:24,800 --> 00:07:25,766 you can see seen 253 00:07:25,766 --> 00:07:26,299 you can seen 254 00:07:26,300 --> 00:07:27,666 seen plus in 255 00:07:27,666 --> 00:07:28,399 the scene plus 256 00:07:28,400 --> 00:07:29,166 again that one 257 00:07:29,166 --> 00:07:30,766 actually if I just bring this up 258 00:07:31,300 --> 00:07:31,866 the scene plus 259 00:07:31,866 --> 00:07:32,333 is gonna give 260 00:07:32,333 --> 00:07:33,266 you your scene 261 00:07:33,266 --> 00:07:34,166 it's also gonna create 262 00:07:34,166 --> 00:07:34,866 the point cloud 263 00:07:34,866 --> 00:07:36,166 that's based upon all these 264 00:07:36,166 --> 00:07:37,299 tracking points that 265 00:07:37,300 --> 00:07:38,166 the tracking information 266 00:07:38,166 --> 00:07:39,066 that you have 267 00:07:39,333 --> 00:07:40,499 it's also gonna create your scan 268 00:07:40,500 --> 00:07:41,266 line render 269 00:07:41,266 --> 00:07:43,199 and the lens distortion 270 00:07:43,300 --> 00:07:44,533 und distort node 271 00:07:44,533 --> 00:07:45,799 so in this case 272 00:07:45,800 --> 00:07:47,100 I think what we're gonna do is 273 00:07:47,100 --> 00:07:48,133 we're actually gonna create 274 00:07:48,133 --> 00:07:48,866 the scene plus no 275 00:07:48,866 --> 00:07:49,533 now we really 276 00:07:49,533 --> 00:07:50,333 don't need to 277 00:07:50,333 --> 00:07:51,499 all we really need to pull 278 00:07:51,500 --> 00:07:51,933 out of this 279 00:07:51,933 --> 00:07:53,166 is our camera 280 00:07:53,166 --> 00:07:54,099 information 281 00:07:54,166 --> 00:07:55,333 but I like the scene plus no 282 00:07:55,333 --> 00:07:56,366 because it does create 283 00:07:56,366 --> 00:07:57,333 some other nodes 284 00:07:57,333 --> 00:07:58,866 that we are going to use 285 00:07:59,066 --> 00:08:01,266 in our next lesson 286 00:08:01,266 --> 00:08:02,899 so at this point 287 00:08:03,133 --> 00:08:04,633 let us just 288 00:08:04,666 --> 00:08:05,866 set that to scene plus 289 00:08:05,866 --> 00:08:06,533 let's hit a 290 00:08:06,533 --> 00:08:07,699 hit the create button 291 00:08:07,933 --> 00:08:09,066 and let's see what happens 292 00:08:09,066 --> 00:08:09,966 okay so if I 293 00:08:09,966 --> 00:08:10,766 full screen 294 00:08:10,766 --> 00:08:12,066 our node graph here 295 00:08:12,133 --> 00:08:12,533 you can see 296 00:08:12,533 --> 00:08:13,733 we have a few nodes 297 00:08:13,733 --> 00:08:14,866 that have been created 298 00:08:14,966 --> 00:08:15,333 we have our 299 00:08:15,333 --> 00:08:16,099 camera tracker 300 00:08:16,100 --> 00:08:16,866 node obviously 301 00:08:16,866 --> 00:08:17,933 is the camera tracker 302 00:08:17,933 --> 00:08:19,699 that we were working with 303 00:08:20,133 --> 00:08:21,066 we have our camera 304 00:08:21,066 --> 00:08:21,899 now this is 305 00:08:21,900 --> 00:08:22,933 our 3D camera 306 00:08:22,933 --> 00:08:23,866 that was created 307 00:08:23,866 --> 00:08:25,899 based upon that 308 00:08:25,900 --> 00:08:26,766 actual camera 309 00:08:26,766 --> 00:08:28,066 tracking information 310 00:08:28,366 --> 00:08:29,566 you have the camera tracker 311 00:08:29,566 --> 00:08:30,499 point cloud 312 00:08:30,500 --> 00:08:32,066 so that is the point cloud 313 00:08:32,066 --> 00:08:32,766 that was created 314 00:08:32,766 --> 00:08:33,866 based upon all those 315 00:08:33,866 --> 00:08:34,866 little points 316 00:08:35,066 --> 00:08:36,133 in fact let's just 317 00:08:36,133 --> 00:08:36,999 take a quick look 318 00:08:37,000 --> 00:08:37,600 you can actually 319 00:08:37,600 --> 00:08:38,566 see it here 320 00:08:38,966 --> 00:08:39,799 the point cloud 321 00:08:39,800 --> 00:08:41,100 is right there 322 00:08:41,100 --> 00:08:42,933 so if I zoom in and also 323 00:08:42,933 --> 00:08:43,766 just a quick note 324 00:08:43,766 --> 00:08:44,666 so if if you're 325 00:08:44,666 --> 00:08:45,599 working in 3D 326 00:08:45,600 --> 00:08:46,366 for the first time 327 00:08:46,366 --> 00:08:46,999 or if you're a 328 00:08:47,000 --> 00:08:48,533 season 3D uh 329 00:08:48,533 --> 00:08:50,633 nuke guy or girl 330 00:08:50,700 --> 00:08:52,400 um you will be using 331 00:08:52,400 --> 00:08:53,466 the alt key 332 00:08:53,466 --> 00:08:54,599 on the keyboard to 333 00:08:54,600 --> 00:08:56,366 to move around 334 00:08:56,366 --> 00:08:57,333 within the 3 space 335 00:08:57,333 --> 00:08:58,399 so you can use the 336 00:08:58,400 --> 00:08:59,666 middle mouse button 337 00:08:59,733 --> 00:09:00,699 you can see 338 00:09:00,733 --> 00:09:01,799 does this movement 339 00:09:01,800 --> 00:09:02,966 the right mouse button 340 00:09:02,966 --> 00:09:03,866 if you hold down 341 00:09:03,866 --> 00:09:04,699 Alt and right 342 00:09:04,700 --> 00:09:05,466 mouse button 343 00:09:05,466 --> 00:09:06,633 it will rotate 344 00:09:06,933 --> 00:09:08,399 and basically 345 00:09:08,400 --> 00:09:09,333 and then then 346 00:09:09,333 --> 00:09:10,499 Alt left also 347 00:09:10,500 --> 00:09:11,366 just move back 348 00:09:11,366 --> 00:09:11,766 and forth so 349 00:09:11,766 --> 00:09:12,266 you can see 350 00:09:12,266 --> 00:09:13,166 that you have 351 00:09:13,166 --> 00:09:13,599 your various 352 00:09:13,600 --> 00:09:14,666 it's very similar 353 00:09:14,666 --> 00:09:16,566 if you're coming from a 354 00:09:16,600 --> 00:09:17,533 Maya background 355 00:09:17,533 --> 00:09:18,199 or any kind of a 356 00:09:18,200 --> 00:09:19,633 3D background 357 00:09:19,733 --> 00:09:20,133 you can see 358 00:09:20,133 --> 00:09:20,499 you have your 359 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 374 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 377 00:09:41,066 --> 00:09:41,666 see obviously 378 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 394 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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