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in this lesson
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we will work on removing our monopod
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from the final end of the background plate
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and by doing a very simple technique
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so if if you've worked in paint before
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you might be familiar with techniques called
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live patching or live plating
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these basically are taking areas of pre existing plate
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and just shifting them over
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and allowing the same movement of the plate to match
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and utilizing the pre existing texture
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basically the point of this is
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you aren't having to do any kind of 3D tracking
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you aren't having to do any kind of match move
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in terms of creating a still frame
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clean plate
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and then animating it to try to line it up
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in this case
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you could do that
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it's definitely not a bad thing to do
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this is just another technique
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to add into your arsenal of compositing tricks
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so what we're going to do is
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we're going to do this
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this paintwork right here
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after our background plate
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and after the shuffle node
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but before we have actually composited
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in the nuclear mushroom cloud
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so I'm going to create a couple nodes here
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I'm gonna create a merge node
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so in the no graph
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U hit that m key
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just gonna drop that in right here
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and then at
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for the moment
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I'm going to turn it off
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and then I'm going to create another merge node
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but I'm going to set this one to
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in connect the a input
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to the shuffle node
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and then I'm going to create a roto shape
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connect that B input to the roto shape
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after the merge node
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I'm going to add a transform
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so hit that t key
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there's your transform
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and then you're just gonna connect that back in
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to the original chain
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so a over B
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now what this is going to do
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so I'm creating a merge node
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that's set in
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I'm using the roto shape
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I'm going to draw a roto shape and I've
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I've studied this
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so I'm looking at it and saying hey
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you know what
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if I'm able to live patch
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from the section directly above uh
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the the pre
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the currently existing uh plate
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I think we should be able to pull enough information
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to begin hatching this section below
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so let me show you
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what we're going to do
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we take the rotor
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we take that row shape
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we just draw some points on it
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and draw it back down to here
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4 point Roto should probably do the trick
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we might need to get a little more detailed
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that's fine
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we can worry about that in a moment
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there we go
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so we have we have that four point roto
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now what I'm going to do
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is turn back on that merge over
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I'm gonna view there
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and at the moment
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obviously you're not seeing anything change
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but if we take
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the transform node
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and we just shift it over
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you can see
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now we're moving that section over
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and you just wanna line it up to match the area that
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is of interest
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and now you can see
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there's maybe some issues
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that we might be introducing
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you can see where things aren't lining up
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because it's stretching a little bit more
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there's perspective shift
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all that is
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simply that
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you would take multiple sections
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so maybe you're going to instead
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create the roto shape
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and you're gonna do
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you're gonna do multiple sections
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of these patches
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and you're gonna take a roto shape
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and you're going to
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instead do the first section
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up to that edge
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maybe something like that
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so then you line it up based upon
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that upper edge
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then you're going to do another section
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below right here
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and you would do
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the middle section
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so let's just assume
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now you're doing the middle section
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so I'm just gonna move that row of forks
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for an easy example
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and you're gonna shift it down
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now you're gonna line it up based upon
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that lower point
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so now you just shift that down
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just a little bit
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and now you have the SEC
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the middle section uh
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clean plated
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uh and then
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you're going to
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do another section
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for the bottom
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which would be down here
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and you can see
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you just line it up
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based upon the line
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the perspective shift
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in the actual lines
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now for the sake of this example
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cause I'm not going to
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do the entire paint work
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I'm I'm wanting you to take the initiative and uh
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run with it
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but for this example
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I am going to
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just take the overall shape
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and we're going to
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rough it in
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so that you can see what I'm talking about
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in terms of using a live patch
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so we have this
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sun frame 7:35
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what I want to do is
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I want to take that transform node
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and we are going to key
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set keys on the X and y
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translate now
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what we'll do is
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we're going to go back one frame
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so let's jump back to
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frame seven
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thirty four
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now you can see
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it kind of moves
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obviously so
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it's not gonna line up
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but if you take that transform
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and shift it down
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and you're wanting to apologies
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we're actually lining it up
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up to here now
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what you're doing is
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you're doing two things
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you're going to
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adjust the transform
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but you're also gonna adjust your roto
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so you're gonna take that roto shape
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and you're gonna shift it down
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and line it up
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to what you're needing to
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clean plate
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there we go
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and and just for kicks
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I'm going to delete
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this current
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existing key
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there we go
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and now you can start to see
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if I turn off
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obviously it's not lining up
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perfectly again
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like I said
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you're going to need to pull
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from multiple chunks
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but if you jump
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between these two frames
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you start to see
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oh wow look
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we have a live patch
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now obviously
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you're getting hard edges
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you have have to do
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edge blending
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and all that you can
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a simple way to do some
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edge blending
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is just by adding a blur
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after your roto shape
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that sometimes
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will accomplish
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exactly what you need
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maybe just simply like that
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add a little more
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uh fall off
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there we go
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you might have to do a little
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bit of color correction as well
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so you drop a color
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correct node
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after that transform
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uh because it might be
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getting a little darker
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just very subtly
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so maybe we just
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let's just for kicks
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let's add a
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color correct
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and let's drop
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the gain to like
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point nine nine
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point nine eight
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point nine seven
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there we go
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so now you can see
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it starts to blend in
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maybe a little bit more
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possibly and
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that is literally
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how you can do a live patch now
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obviously again
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I'm just showing you the
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the bear essentials
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but you can see the
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the result is
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you're starting to
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get a live patch
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that is tracking
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the movement
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of your original plate
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just based upon
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the fact that
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your original plate is
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is transforming in there
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so that the
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good news is
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with that you're
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you're saving yourself
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potentially some time
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and all you're
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having to do
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is just animate that roto
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and then line it up
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based upon the
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transform node again
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the roto shape
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is going to be
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if you actually
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let's just uh
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let's turn off
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that transform
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for a moment
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and bring back
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that roto shape
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there you go
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now you can
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see where it is
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originating from
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you're you're going to
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basically need to
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animate that roto
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to cover the area
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that you're pulling
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the patch from
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so you can see that
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the roto shape
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needs to match
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the movement of that
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so you're gonna have to
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animate that roto shape
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and then the secondary
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is your transform
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you're just gonna shift that
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patch over top
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the monopod
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and obviously
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as you can see
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it's not gonna cover everything
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so you might need to do
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a secondary patch
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what I would recommend is
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you get this one
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blend this patch blended in
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at least on
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the top side
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that way then
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you can take
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another roto shape
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and do the exact
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same technique
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by live patching
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using the preexisting plate
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and your new live patch
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that you've done
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on the first half of
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the monopots
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then you have
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a greater surface area
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to work from
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when you go to
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clean plate
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or live patch
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in this case
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the other bottom half of
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the monopod
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00:08:07,200 --> 00:08:08,566
and that's basically the
323
00:08:08,566 --> 00:08:09,399
the simple technique
324
00:08:09,400 --> 00:08:10,700
that you use to
325
00:08:10,733 --> 00:08:11,399
to do these
326
00:08:11,400 --> 00:08:12,300
live patches
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00:08:12,333 --> 00:08:13,166
you can utilize this
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00:08:13,166 --> 00:08:14,899
in many other areas of
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compositing as well
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but this is
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this is basically
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00:08:17,300 --> 00:08:17,900
the gist of it
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there's there's
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a few other
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techniques to
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00:08:20,000 --> 00:08:20,566
go with this
337
00:08:20,566 --> 00:08:21,999
and obviously uh
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00:08:22,000 --> 00:08:22,866
many artists have
339
00:08:22,866 --> 00:08:23,399
other ways of
340
00:08:23,400 --> 00:08:23,933
doing things
341
00:08:23,933 --> 00:08:25,033
and that's fine
342
00:08:25,200 --> 00:08:26,533
again like we said before
343
00:08:26,533 --> 00:08:26,899
there's more
344
00:08:26,900 --> 00:08:27,300
than one way
345
00:08:27,300 --> 00:08:28,000
to skin a cat
346
00:08:28,000 --> 00:08:28,866
so if you don't like
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this technique
348
00:08:29,933 --> 00:08:31,099
you can go in
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and just do a
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actual tract in
351
00:08:34,066 --> 00:08:34,899
still frame patch
352
00:08:34,900 --> 00:08:35,666
you can make a nice
353
00:08:35,666 --> 00:08:36,366
clean frame
354
00:08:36,366 --> 00:08:36,699
and you can
355
00:08:36,700 --> 00:08:37,500
animate that
356
00:08:37,600 --> 00:08:38,366
maybe you feel more
357
00:08:38,366 --> 00:08:39,399
comfortable with that
358
00:08:39,400 --> 00:08:40,100
it really just
359
00:08:40,100 --> 00:08:41,500
depends on what
360
00:08:41,500 --> 00:08:42,400
the requirement is
361
00:08:42,400 --> 00:08:43,600
what you need to do
362
00:08:43,600 --> 00:08:44,566
and then you just
363
00:08:44,566 --> 00:08:45,699
have at it so
364
00:08:45,700 --> 00:08:46,133
for the moment
365
00:08:46,133 --> 00:08:46,966
I'm going to turn
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00:08:46,966 --> 00:08:48,066
off that merge node
367
00:08:48,066 --> 00:08:48,733
just because
368
00:08:48,733 --> 00:08:49,299
this is not
369
00:08:49,300 --> 00:08:49,900
obviously a
370
00:08:49,900 --> 00:08:51,066
finished paint job
371
00:08:51,300 --> 00:08:52,400
but we are getting there
372
00:08:52,400 --> 00:08:53,300
and I think
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00:08:53,300 --> 00:08:54,733
you have a very
374
00:08:54,733 --> 00:08:55,766
solid foundation
375
00:08:55,766 --> 00:08:56,699
to work from
376
00:08:56,733 --> 00:08:57,999
in terms of
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00:08:58,000 --> 00:08:58,966
clean plating
378
00:08:58,966 --> 00:08:59,866
and using a
379
00:08:59,866 --> 00:09:01,266
life patch technique
380
00:09:01,300 --> 00:09:02,666
to remove that monopod
381
00:09:03,366 --> 00:09:04,399
now I think
382
00:09:04,400 --> 00:09:04,933
just to do a
383
00:09:04,933 --> 00:09:05,733
quick recap
384
00:09:05,733 --> 00:09:06,599
on this lesson
385
00:09:06,600 --> 00:09:08,266
we've basically discussed
386
00:09:08,266 --> 00:09:09,699
working with
387
00:09:09,700 --> 00:09:10,533
live patching
388
00:09:10,533 --> 00:09:11,666
techniques on a
389
00:09:11,666 --> 00:09:12,466
very basic level
390
00:09:12,466 --> 00:09:14,733
on how to create
391
00:09:14,733 --> 00:09:16,599
a very simple
392
00:09:16,600 --> 00:09:18,266
way of using
393
00:09:18,266 --> 00:09:19,066
pre existing
394
00:09:19,066 --> 00:09:20,333
mote movement
395
00:09:20,333 --> 00:09:21,199
and the motion
396
00:09:21,200 --> 00:09:22,833
of the plate
397
00:09:23,000 --> 00:09:24,166
and shifting it over
398
00:09:24,166 --> 00:09:25,066
to line it up
399
00:09:25,066 --> 00:09:26,099
to use utilize
400
00:09:26,100 --> 00:09:26,533
the texture
401
00:09:26,533 --> 00:09:27,366
that's preexisting
402
00:09:27,366 --> 00:09:29,133
and just cover up a
403
00:09:29,133 --> 00:09:30,599
an unneeded object
404
00:09:30,800 --> 00:09:31,566
at that point
405
00:09:31,566 --> 00:09:32,666
you are ready to go
406
00:09:32,666 --> 00:09:33,366
and once you
407
00:09:33,366 --> 00:09:34,099
finished that
408
00:09:34,100 --> 00:09:35,133
then you have
409
00:09:35,133 --> 00:09:36,533
very few steps
410
00:09:36,533 --> 00:09:37,666
required to
411
00:09:37,666 --> 00:09:38,499
actually render out
412
00:09:38,500 --> 00:09:39,666
this nice shot
413
00:09:39,800 --> 00:09:41,766
of a citywide
414
00:09:41,966 --> 00:09:43,199
nuclear explosion
415
00:09:43,533 --> 00:09:44,933
so I think at this point
416
00:09:44,933 --> 00:09:45,333
we'll take a
417
00:09:45,333 --> 00:09:45,799
quick break
418
00:09:45,800 --> 00:09:46,566
we'll come back
419
00:09:46,566 --> 00:09:47,499
and we'll begin
420
00:09:47,500 --> 00:09:48,700
our final check
421
00:09:48,900 --> 00:09:49,733
and see if we've
422
00:09:49,733 --> 00:09:50,666
forgotten anything
423
00:09:50,666 --> 00:09:51,199
if we've missed
424
00:09:51,200 --> 00:09:51,766
anything and
425
00:09:51,766 --> 00:09:52,699
at that point
426
00:09:52,700 --> 00:09:53,666
we'll be very
427
00:09:53,666 --> 00:09:54,866
close to render
25598
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