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These are the user uploaded subtitles that are being translated: 1 00:00:06,566 --> 00:00:08,900 welcome to Nuke 2:04 in class No. 1 2 00:00:08,900 --> 00:00:10,766 I'm very excited to be back this term 3 00:00:10,866 --> 00:00:12,300 and we'll be starting right off with 4 00:00:12,300 --> 00:00:13,466 the new features in Nuke 6 5 00:00:13,466 --> 00:00:16,200 this week we're gonna handle paint and rotoscoping 6 00:00:16,200 --> 00:00:18,200 the new tools that they've added in Nuke 6 7 00:00:18,200 --> 00:00:18,800 and the next week 8 00:00:18,800 --> 00:00:20,866 we're gonna hit the very awesome camera tracker 9 00:00:20,866 --> 00:00:23,266 and lens distortion tools in Nuke X 10 00:00:23,300 --> 00:00:24,766 I'll be using Nuke X today 11 00:00:24,766 --> 00:00:27,166 but it is I am using tools that are in Nuke 6 12 00:00:27,166 --> 00:00:28,366 the paint rotor tools 13 00:00:28,466 --> 00:00:31,500 um so whether you have using nuke or Nuke X 14 00:00:31,500 --> 00:00:33,166 today's class will work great 15 00:00:33,166 --> 00:00:34,900 and next week you will need Nuke X 16 00:00:34,900 --> 00:00:37,100 um which I believe should be available for the VPN 17 00:00:37,333 --> 00:00:40,766 um to do the lens distortion and camera tracking tools 18 00:00:40,766 --> 00:00:41,966 so let's go ahead and get started 19 00:00:41,966 --> 00:00:42,933 just look at the footage we have 20 00:00:42,933 --> 00:00:44,466 so I have the same shot 21 00:00:44,466 --> 00:00:46,000 but with two different color passes 22 00:00:46,100 --> 00:00:47,366 and this is common in commercial 23 00:00:47,366 --> 00:00:50,166 so what we have here is an interior pass 24 00:00:50,166 --> 00:00:52,300 which is gonna be everything inside the windows 25 00:00:52,300 --> 00:00:54,433 this is what the clients want the look to be 26 00:00:54,933 --> 00:00:56,800 this is not common in features 27 00:00:56,800 --> 00:00:59,533 where you usually get the high dynamic range images 28 00:00:59,533 --> 00:01:00,366 but with commercials 29 00:01:00,366 --> 00:01:02,200 they just do a tell us any transfer 30 00:01:02,266 --> 00:01:04,100 and we lose all that wonderful 31 00:01:04,166 --> 00:01:06,133 data that either the film or the red camera had 32 00:01:06,133 --> 00:01:07,566 that whatever shot it had 33 00:01:07,566 --> 00:01:09,300 so we have a pass for the interior 34 00:01:09,300 --> 00:01:10,166 but now our windows are blown 35 00:01:10,166 --> 00:01:12,366 out so then they also give us a pass for the windows 36 00:01:12,366 --> 00:01:15,300 so we needed to replace the windows in this scene 37 00:01:15,466 --> 00:01:16,833 with the windows in this scene 38 00:01:17,066 --> 00:01:18,566 and this is the window pass is something 39 00:01:18,566 --> 00:01:20,600 I would also consider something called a flat pass 40 00:01:20,600 --> 00:01:22,266 which is just kind of a neutral grade 41 00:01:22,333 --> 00:01:24,900 to get everything in to the 42 00:01:25,133 --> 00:01:28,433 to the computer without it being too hot or too dark 43 00:01:28,700 --> 00:01:29,600 I'm just kind of a neutral pass 44 00:01:29,600 --> 00:01:31,500 so we're gonna use that and we'll tweak it to uh 45 00:01:31,500 --> 00:01:33,133 you know darken these windows a bit and uh 46 00:01:33,133 --> 00:01:34,133 make it a little bit 47 00:01:34,133 --> 00:01:35,866 less obnoxious out the windows there 48 00:01:35,866 --> 00:01:37,566 so to do that of course you need roto 49 00:01:37,566 --> 00:01:38,933 so let's start with the roto before we 50 00:01:38,933 --> 00:01:39,833 get into the paint 51 00:01:39,933 --> 00:01:41,933 and um let's roto on the flat passes 52 00:01:41,933 --> 00:01:43,033 a little easier to see 53 00:01:43,066 --> 00:01:44,866 and doesn't matter which pass you choose of course 54 00:01:44,866 --> 00:01:46,266 cause they're both identical in line up 55 00:01:46,266 --> 00:01:47,366 it's literally just 56 00:01:47,533 --> 00:01:48,600 the color changes 57 00:01:49,300 --> 00:01:49,866 back and forth 58 00:01:49,866 --> 00:01:51,366 we'll see that's just color changes 59 00:01:51,400 --> 00:01:55,300 so just like in Nuke 5 if you hit the Peaky a 60 00:01:55,333 --> 00:01:57,000 where a busy utilles come in 61 00:01:57,000 --> 00:01:58,466 now the road of paint tool comes in 62 00:01:58,600 --> 00:02:00,900 so you'll notice right away there's new 63 00:02:00,933 --> 00:02:02,733 there's a new UI where there's controls here on 64 00:02:02,733 --> 00:02:04,200 the left and at the top 65 00:02:04,466 --> 00:02:05,900 depending on which tool you choose 66 00:02:05,900 --> 00:02:06,866 and each choose 67 00:02:06,866 --> 00:02:09,200 each tool rather has a little drop down box 68 00:02:09,200 --> 00:02:10,666 you have different little things you can select 69 00:02:10,666 --> 00:02:10,933 and we'll go 70 00:02:10,933 --> 00:02:12,000 through all these today 71 00:02:12,533 --> 00:02:14,333 pen tool here's your bezier tool 72 00:02:14,333 --> 00:02:15,266 this is gonna be 73 00:02:15,266 --> 00:02:16,933 whether you select either a bezier tool 74 00:02:16,933 --> 00:02:17,800 a B spine tool 75 00:02:17,800 --> 00:02:19,633 or you can now do an ellipse tool 76 00:02:19,900 --> 00:02:21,100 which would just be a circle 77 00:02:21,800 --> 00:02:23,233 or a rectangle tool 78 00:02:26,966 --> 00:02:29,000 there you have your different brushes 79 00:02:29,333 --> 00:02:31,000 so we have a brush and eraser 80 00:02:31,166 --> 00:02:32,966 and then we have clone reveal 81 00:02:33,166 --> 00:02:36,166 and here we have blur sharpen and smear 82 00:02:37,000 --> 00:02:38,500 and here we have dodge and burn 83 00:02:38,500 --> 00:02:39,566 which can also be really useful 84 00:02:39,566 --> 00:02:40,900 especially when you're doing map painting work 85 00:02:40,900 --> 00:02:42,100 and stuff like that so 86 00:02:43,000 --> 00:02:46,466 a lot more functionality new can and one neat thing 87 00:02:46,466 --> 00:02:48,366 real quick before we I won't do this too much 88 00:02:48,366 --> 00:02:50,433 but just talk about paint real quick 89 00:02:50,466 --> 00:02:52,400 one cool thing I've already drawn these rotor shapes 90 00:02:52,800 --> 00:02:54,400 and they're in the same Myrtle paint node 91 00:02:54,466 --> 00:02:56,300 but I can paint in them now 92 00:02:56,300 --> 00:02:58,900 I can smear them out I can do everything so it's it's 93 00:02:58,966 --> 00:03:01,633 it's neat because the vector based shape 94 00:03:02,600 --> 00:03:03,800 and I'm painting over it 95 00:03:04,066 --> 00:03:06,166 so if I was to select it now 96 00:03:06,800 --> 00:03:07,766 and move it 97 00:03:14,000 --> 00:03:15,400 you'll see that the smear 98 00:03:17,866 --> 00:03:19,233 will stay where it is 99 00:03:20,933 --> 00:03:23,166 and the shape will go and if I move the shape back in 100 00:03:23,166 --> 00:03:24,300 you see now it's not getting smeared 101 00:03:24,300 --> 00:03:25,400 if I move it back in 102 00:03:26,500 --> 00:03:27,800 the shape will now get smeared again 103 00:03:27,800 --> 00:03:29,333 so pretty neat that the 104 00:03:29,333 --> 00:03:30,566 shapes are affected by the strokes 105 00:03:30,566 --> 00:03:31,466 now let me just 106 00:03:31,966 --> 00:03:33,400 make this a little bit bigger here 107 00:03:34,666 --> 00:03:35,666 and let's take a look at the 108 00:03:35,666 --> 00:03:37,066 the new interface over here on the right 109 00:03:37,066 --> 00:03:39,933 so this is your new controls panel for the Roto tool 110 00:03:39,933 --> 00:03:41,900 so your outputs similar to what it was before 111 00:03:41,900 --> 00:03:42,366 you have your red 112 00:03:42,366 --> 00:03:43,200 green and blue output 113 00:03:43,200 --> 00:03:45,133 and you just can turn them on and off by checking red 114 00:03:45,133 --> 00:03:45,700 green or blue 115 00:03:45,700 --> 00:03:47,566 if you only wanted to affect one of those channels 116 00:03:47,566 --> 00:03:49,533 and commonly you'll be clicking off everything 117 00:03:49,533 --> 00:03:51,400 but the alpha channels cause you just wanna create Roto 118 00:03:51,400 --> 00:03:52,233 for example 119 00:03:53,700 --> 00:03:55,166 you have an output mask option 120 00:03:55,166 --> 00:03:57,866 this is handy if you want the alpha channel 121 00:03:57,933 --> 00:03:58,900 that's for example 122 00:03:58,900 --> 00:03:59,533 in this image 123 00:03:59,533 --> 00:04:00,066 if there was an alpha 124 00:04:00,066 --> 00:04:01,533 channel here to keep piping through 125 00:04:01,533 --> 00:04:03,166 and didn't wanna change that 126 00:04:03,333 --> 00:04:04,400 you could simply output 127 00:04:04,400 --> 00:04:05,566 click a new mask here 128 00:04:05,566 --> 00:04:05,966 for example 129 00:04:05,966 --> 00:04:06,966 there's a default channel now 130 00:04:06,966 --> 00:04:08,966 roto paint underscore mask dot a 131 00:04:08,966 --> 00:04:10,100 so now that I'll put that 132 00:04:10,100 --> 00:04:11,466 and I can just click off my alpha 133 00:04:11,466 --> 00:04:13,533 so I'm still gonna get the alpha channel that 134 00:04:13,533 --> 00:04:15,500 any of my strokes or shapes are creating 135 00:04:15,533 --> 00:04:16,866 but it's just not gonna be in the alpha 136 00:04:16,866 --> 00:04:19,433 so that can come in very handy um 137 00:04:19,800 --> 00:04:21,333 also if you just wanted to 138 00:04:21,333 --> 00:04:22,700 I guess you can rename a channel here 139 00:04:22,700 --> 00:04:23,833 but it's um 140 00:04:24,400 --> 00:04:25,933 it's just kind of an additional function that 141 00:04:25,933 --> 00:04:27,466 could easily be done up here as well 142 00:04:27,466 --> 00:04:29,700 because you could just create a new channel here 143 00:04:30,100 --> 00:04:32,700 so change under viewers 144 00:04:33,266 --> 00:04:34,666 your points curves 145 00:04:34,866 --> 00:04:36,166 and transform handle of color 146 00:04:36,166 --> 00:04:37,833 so if we change this to 147 00:04:39,266 --> 00:04:40,300 something else 148 00:04:41,400 --> 00:04:44,500 red for example and we'll change the curves to 149 00:04:44,933 --> 00:04:46,400 let's go with the green 150 00:04:47,900 --> 00:04:49,700 so now we have those defaults and transforms 151 00:04:49,700 --> 00:04:50,333 I'll just leave there 152 00:04:50,333 --> 00:04:52,100 so I'll close this without saving preferences 153 00:04:52,100 --> 00:04:54,233 when you close that saving your preferences 154 00:04:54,333 --> 00:04:55,766 um it will only be active 155 00:04:55,766 --> 00:04:58,166 these colors will only be active in your current 156 00:04:59,066 --> 00:05:00,400 as long as nukes currently open 157 00:05:00,400 --> 00:05:01,066 as soon as you reopen 158 00:05:01,066 --> 00:05:02,266 it's going to change back in default 159 00:05:02,266 --> 00:05:03,500 so that's good to know 160 00:05:03,500 --> 00:05:04,900 if you don't want these things to be permanent 161 00:05:04,900 --> 00:05:07,966 then you can just sit close and you won't have to 162 00:05:08,133 --> 00:05:09,500 go and change them back 163 00:05:09,566 --> 00:05:11,000 so you notice that 164 00:05:11,466 --> 00:05:13,133 these changed already 165 00:05:13,133 --> 00:05:14,600 and then if we look at our circle 166 00:05:15,866 --> 00:05:17,200 it's already it's taken the changes to 167 00:05:17,200 --> 00:05:20,400 but the rectangle it actually has the changes we did 168 00:05:20,666 --> 00:05:22,933 inside our custom controls in here 169 00:05:22,933 --> 00:05:24,900 because these will override your preferences 170 00:05:24,933 --> 00:05:28,066 where shape 1 has no custom colors assigned yet 171 00:05:28,066 --> 00:05:31,033 we have our different um our red and green curves 172 00:05:31,600 --> 00:05:33,366 so that's how that works 173 00:05:34,533 --> 00:05:36,500 and the next one is just color so 174 00:05:37,100 --> 00:05:38,633 if we wanted to have a pink 175 00:05:38,666 --> 00:05:40,600 or I guess it's go with yellow already yellow 176 00:05:40,666 --> 00:05:42,733 when I have a yellow circle and we'll make it visible 177 00:05:42,733 --> 00:05:44,233 you'll see now we have a yellow circle 178 00:05:44,300 --> 00:05:45,100 so that's just color 179 00:05:45,100 --> 00:05:46,900 that would work with with paint strokes as well 180 00:05:46,900 --> 00:05:48,400 so the good thing is even after you've painted 181 00:05:48,400 --> 00:05:50,366 you can change the color of that stroke later on 182 00:05:50,500 --> 00:05:52,666 obviously that doesn't apply with strokes in our paint 183 00:05:52,666 --> 00:05:53,966 strokes such as cloning 184 00:05:53,966 --> 00:05:55,500 revealing smearing 185 00:05:55,500 --> 00:05:56,433 things like that 186 00:05:56,900 --> 00:05:59,066 next to that we have inverted or not inverted 187 00:05:59,800 --> 00:06:01,400 then you see now the yellow goes everywhere 188 00:06:01,533 --> 00:06:02,633 make that look bigger 189 00:06:04,733 --> 00:06:07,100 so again that's just for the straight shapes 190 00:06:07,100 --> 00:06:08,800 it wouldn't affect the strokes of course 191 00:06:08,800 --> 00:06:10,400 so inverter uninverted 192 00:06:11,266 --> 00:06:12,600 next you have 193 00:06:13,500 --> 00:06:15,166 your transfer mode 194 00:06:15,166 --> 00:06:16,566 so if we wanted to change it 195 00:06:16,566 --> 00:06:18,100 currently it's always default to over 196 00:06:18,100 --> 00:06:19,166 I could change the hard light 197 00:06:19,166 --> 00:06:19,666 for example 198 00:06:19,666 --> 00:06:22,366 and we'll get a different result there um 199 00:06:22,366 --> 00:06:24,366 this is mostly gonna be where your bullying operations 200 00:06:24,366 --> 00:06:25,800 are performed for rotor shapes 201 00:06:25,800 --> 00:06:27,700 obviously you can create effects like this 202 00:06:27,700 --> 00:06:28,800 um color burn 203 00:06:28,800 --> 00:06:29,300 color dodge 204 00:06:29,300 --> 00:06:29,866 things like that 205 00:06:29,866 --> 00:06:31,266 that may be useful on occasion 206 00:06:31,266 --> 00:06:32,500 but I think mostly for 207 00:06:32,733 --> 00:06:34,533 the kind of stuff nukes known for uh 208 00:06:34,533 --> 00:06:36,066 you're gonna be using this for bullying operations 209 00:06:36,066 --> 00:06:37,300 let's go back to over 210 00:06:38,800 --> 00:06:40,233 and I'm gonna create a new shape 211 00:06:42,766 --> 00:06:44,200 just click on my 212 00:06:45,500 --> 00:06:46,166 there's a tool 213 00:06:46,166 --> 00:06:47,533 just draw a shape real quick 214 00:06:47,533 --> 00:06:48,366 I wanna also 215 00:06:48,366 --> 00:06:49,166 I'm no longer 216 00:06:49,166 --> 00:06:51,166 for those of you that used Nuke 5 in the past 217 00:06:51,166 --> 00:06:53,766 I'm no longer holding control and Alt to draw the shape 218 00:06:53,766 --> 00:06:54,733 I'm not holding any keys 219 00:06:54,733 --> 00:06:56,000 I'm just hitting the left mouse button 220 00:06:56,000 --> 00:06:57,300 and drawing my shape 221 00:06:57,866 --> 00:06:59,300 and closing the shape there 222 00:06:59,300 --> 00:07:02,866 so now my shape is on top of everything else 223 00:07:02,866 --> 00:07:03,766 it's done at the top 224 00:07:03,766 --> 00:07:05,466 so it's on top of everything else 225 00:07:05,466 --> 00:07:07,833 so if I wanted to actually be um 226 00:07:08,000 --> 00:07:09,566 secluded from everything else and actually take 227 00:07:09,566 --> 00:07:10,933 cut a hole in this circle for example 228 00:07:10,933 --> 00:07:14,700 I would just change this operation mode to minus 229 00:07:15,300 --> 00:07:16,800 and now it's gonna be there 230 00:07:16,800 --> 00:07:18,266 if you look at the alpha channel 231 00:07:22,400 --> 00:07:24,300 oh let me turn on the app channel of course 232 00:07:24,466 --> 00:07:25,966 and after you'll see that this is the rotor ship 233 00:07:25,966 --> 00:07:26,866 I would expect 234 00:07:26,866 --> 00:07:28,166 when you looking at the RGB 235 00:07:28,166 --> 00:07:29,166 of course for Roto 236 00:07:29,166 --> 00:07:31,400 um it's gonna minus uh 237 00:07:31,700 --> 00:07:32,500 in ways we don't want 238 00:07:32,500 --> 00:07:34,333 because it's actually minusing the background 239 00:07:34,333 --> 00:07:36,700 the foreground or the foreground plate as well 240 00:07:36,700 --> 00:07:38,166 so if we shut these off 241 00:07:38,333 --> 00:07:40,533 and just hit m to show our mat 242 00:07:40,533 --> 00:07:41,300 you'll see that 243 00:07:41,300 --> 00:07:44,200 we're subtracting that mat from the other map um 244 00:07:44,200 --> 00:07:45,366 so that's really the most 245 00:07:45,366 --> 00:07:46,800 often you'll use it for so it's 246 00:07:46,800 --> 00:07:48,766 usually gonna be either over or it's gonna be minus 247 00:07:48,766 --> 00:07:50,900 and you'll see there's a little different icon for one 248 00:07:51,066 --> 00:07:51,800 minus is there 249 00:07:51,800 --> 00:07:52,700 I'll zoom on that for you 250 00:07:52,700 --> 00:07:53,666 so just a little 251 00:07:53,900 --> 00:07:55,000 left corner there 252 00:07:56,133 --> 00:07:58,766 okay so the next one is what frame 253 00:07:58,900 --> 00:08:00,433 or how many frames 254 00:08:00,566 --> 00:08:01,733 the shape is currently set to 255 00:08:01,733 --> 00:08:04,066 now shapes automatically default to all 256 00:08:04,066 --> 00:08:06,133 while strokes default to a frame 257 00:08:06,133 --> 00:08:07,000 the frame number you drew them on 258 00:08:07,000 --> 00:08:08,200 so if we click on this 259 00:08:09,733 --> 00:08:11,500 actually I'm sorry you set this down here 260 00:08:12,200 --> 00:08:13,533 so under shape uh 261 00:08:13,533 --> 00:08:15,566 here we are single frame so lifetime 262 00:08:15,866 --> 00:08:17,700 all frames and you'll see that on that stroke 263 00:08:17,700 --> 00:08:18,400 I just changed 264 00:08:18,400 --> 00:08:20,000 it now says all instead of the frame number 265 00:08:20,000 --> 00:08:22,066 so we click on this one which currently says frame 11 266 00:08:22,066 --> 00:08:23,566 change the shape itself 267 00:08:23,700 --> 00:08:25,366 so we'll just go to the end frame 268 00:08:36,366 --> 00:08:38,266 so we only have two key frames 269 00:08:39,000 --> 00:08:40,500 and we have a pretty good track there 270 00:08:40,500 --> 00:08:42,966 so right there we now have an alpha channel 271 00:08:42,966 --> 00:08:43,733 and I'll click this off 272 00:08:43,733 --> 00:08:45,300 I'll just affect the alpha channel 273 00:08:49,733 --> 00:08:51,833 and make my shape visible again of course 274 00:08:52,066 --> 00:08:53,966 so now we have enough shelf just that window 275 00:08:54,733 --> 00:08:56,966 by now we need to remove the two crossbars 276 00:08:56,966 --> 00:08:58,466 so I'll go ahead and do that as well 277 00:08:58,466 --> 00:08:59,633 so I'll just add a new 278 00:09:02,066 --> 00:09:03,000 busy shape 279 00:09:06,666 --> 00:09:09,466 and this time I'm going to tell it to be 280 00:09:10,800 --> 00:09:11,700 minus so shoulder 281 00:09:11,700 --> 00:09:13,966 going to the shape menu or inside the common menu 282 00:09:14,533 --> 00:09:16,166 and change my blending mode to minus 283 00:09:20,533 --> 00:09:23,100 and do the same thing for the other crossbar 284 00:09:30,533 --> 00:09:32,200 and make sure that's all set to minus 285 00:09:38,000 --> 00:09:39,300 and check out the Alpha channel 286 00:09:42,600 --> 00:09:43,266 and there we have it 287 00:09:43,266 --> 00:09:44,966 so now we have the window tracked in 288 00:09:49,566 --> 00:09:50,800 all the shapes done 289 00:09:52,166 --> 00:09:54,400 and we can see that we except you know 290 00:09:54,400 --> 00:09:55,566 not too bad friend very quick 291 00:09:55,566 --> 00:09:57,300 so that's how that works 292 00:09:57,300 --> 00:10:00,500 and then we can now use that to put in our color grade 293 00:10:03,333 --> 00:10:05,366 so go ahead and add mix this 294 00:10:08,933 --> 00:10:09,700 and there we have it 295 00:10:09,700 --> 00:10:12,500 so let's go ahead and close our rotor tool 296 00:10:12,500 --> 00:10:14,100 of course there need some edge work and stuff in here 297 00:10:14,100 --> 00:10:15,000 but you can see 298 00:10:15,566 --> 00:10:19,033 that now our new outdoor windows track in there 299 00:10:20,166 --> 00:10:22,166 and we can really do the same the other two windows 300 00:10:23,700 --> 00:10:24,866 but obviously I don't need to repeat those 301 00:10:24,866 --> 00:10:25,666 I think you guys 302 00:10:26,366 --> 00:10:28,666 either play back or you think it's pretty simple stuff 303 00:10:28,666 --> 00:10:30,366 saying you guys will get that 304 00:10:30,566 --> 00:10:33,066 but now that we have the Windows done 305 00:10:34,466 --> 00:10:36,100 the other new thing about the paint 306 00:10:36,100 --> 00:10:38,200 row tool is the Beastline ability 307 00:10:38,500 --> 00:10:39,933 so never driving busiest 308 00:10:39,933 --> 00:10:41,366 now you drop Beastline so 309 00:10:41,966 --> 00:10:43,966 the yellow boy's head is a perfect example of a great 310 00:10:43,966 --> 00:10:44,766 way to draw Beastline 311 00:10:44,766 --> 00:10:45,666 so let me just 312 00:10:47,100 --> 00:10:48,500 open that back up and let's 313 00:10:50,300 --> 00:10:51,900 what's in your property's panel 314 00:10:58,166 --> 00:10:58,766 there we go 315 00:10:58,766 --> 00:11:00,700 okay so now we're back up in the properties panel 316 00:11:00,700 --> 00:11:02,600 so all these menus 317 00:11:02,600 --> 00:11:04,400 if you just hold down 318 00:11:04,666 --> 00:11:06,200 they the window will open 319 00:11:07,466 --> 00:11:08,600 or if you right click 320 00:11:08,600 --> 00:11:09,900 so just hold down 321 00:11:09,933 --> 00:11:12,566 and then the Beastline tools like that 322 00:11:18,000 --> 00:11:18,966 close the shape 323 00:11:19,266 --> 00:11:22,800 so the beastlines are controlled by these tangents 324 00:11:25,500 --> 00:11:27,000 and they're great for organic shapes 325 00:11:27,000 --> 00:11:29,266 like a human head and the human body in general 326 00:11:33,133 --> 00:11:36,566 so just like in Nuke 5 327 00:11:36,566 --> 00:11:38,166 you just hold down control the feather 328 00:11:41,566 --> 00:11:44,800 and to adjust the tension of the Beastline 329 00:11:44,800 --> 00:11:46,733 you hold down command and shift on a Mac 330 00:11:46,733 --> 00:11:48,300 control and shift on Windows 331 00:11:48,800 --> 00:11:51,000 and you can see you control the tension of the 332 00:11:51,466 --> 00:11:52,633 Beastline itself 333 00:11:54,300 --> 00:11:55,600 so that's how the B spawn works 334 00:11:55,600 --> 00:11:56,133 and again it would 335 00:11:56,133 --> 00:11:57,100 because it was created 336 00:11:57,100 --> 00:11:59,000 oh it actually wasn't created in the dupe in the group 337 00:11:59,000 --> 00:12:00,200 but I can drag it into the left 338 00:12:00,200 --> 00:12:01,000 window group 339 00:12:01,366 --> 00:12:05,100 and now it will track with the track I did before 340 00:12:05,600 --> 00:12:07,000 and then whatever frame I drew it on 341 00:12:07,000 --> 00:12:08,833 let's see what I draw it on 342 00:12:11,733 --> 00:12:13,533 doesn't have a key so I drew on the frame 20 343 00:12:13,533 --> 00:12:16,233 which is good so now I can just move it over 344 00:12:17,733 --> 00:12:19,966 and now it should stay because of the tracks there 345 00:12:21,166 --> 00:12:22,466 yet for the most part 346 00:12:23,366 --> 00:12:24,466 um just that the windows 347 00:12:24,466 --> 00:12:25,800 little bit for the waist of the tracks not perfect 348 00:12:25,800 --> 00:12:28,633 but that way that's how that works and um 349 00:12:28,966 --> 00:12:31,066 I really will go much and more to the bees fine 350 00:12:31,066 --> 00:12:31,733 that's how it works 351 00:12:31,733 --> 00:12:33,900 I don't really use bees finds that much um 352 00:12:33,900 --> 00:12:34,766 but I prefer busiest 353 00:12:34,766 --> 00:12:36,733 but it certainly works great and that's really useful 354 00:12:36,733 --> 00:12:37,833 especially on people 355 00:12:37,966 --> 00:12:39,500 so let's delete that shape 356 00:12:40,133 --> 00:12:42,533 I wanna talk about one more thing before we get into uh 357 00:12:42,533 --> 00:12:43,700 paint a little bit more 358 00:12:44,000 --> 00:12:47,700 um so say this box um 359 00:12:48,066 --> 00:12:48,666 for whatever reason 360 00:12:48,666 --> 00:12:50,166 say it was moving like Jello or something 361 00:12:50,166 --> 00:12:52,166 so it wasn't these four corners didn't stay put 362 00:12:52,466 --> 00:12:54,566 um obviously in this case with what the track we have 363 00:12:54,566 --> 00:12:55,700 we could just draw shape and do it 364 00:12:55,700 --> 00:12:57,333 but I wanna do a little bit more than that 365 00:12:57,333 --> 00:12:58,300 so what's that 366 00:12:58,300 --> 00:12:59,233 a new tracker 367 00:13:04,266 --> 00:13:05,666 and track each one of these box 368 00:13:05,666 --> 00:13:07,033 corners of this box here 369 00:13:09,600 --> 00:13:11,633 I'm gonna enable all four trackers too 370 00:13:15,566 --> 00:13:16,566 Tracker 2 371 00:13:17,800 --> 00:13:19,000 Tracker 3 372 00:13:20,666 --> 00:13:21,900 and Tracker 4 373 00:13:34,466 --> 00:13:36,466 and if you notice when you're doing squares 374 00:13:36,466 --> 00:13:37,500 you're gonna do this kind of tracking 375 00:13:37,500 --> 00:13:38,733 you wanna keep these in the same order 376 00:13:38,733 --> 00:13:41,066 so 1 is the bottom left corner 377 00:13:41,066 --> 00:13:44,300 4 is the top left corner 2 3 as they see there 378 00:13:44,400 --> 00:13:46,900 so let's just go and track those should track fine 379 00:13:50,333 --> 00:13:52,600 oh it's not connected there we go that'll work 380 00:13:58,266 --> 00:14:00,766 okay so track pretty good all four corners 381 00:14:01,200 --> 00:14:02,900 and now I'm gonna draw another shape 382 00:14:02,900 --> 00:14:04,733 this I'm gonna click on the roof groups that we do 383 00:14:04,733 --> 00:14:06,966 create a shape outside the left window group 384 00:14:07,766 --> 00:14:09,266 and it doesn't matter what that shape looks like 385 00:14:09,266 --> 00:14:11,666 all I need to do right now is create a 386 00:14:11,666 --> 00:14:13,100 a shape with 4 corners 387 00:14:13,100 --> 00:14:15,366 so obviously it doesn't look right at all 388 00:14:15,366 --> 00:14:16,366 doesn't match at all 389 00:14:16,566 --> 00:14:17,966 so all I need to do now though 390 00:14:17,966 --> 00:14:20,333 because I have that set up is gonna be transformed 391 00:14:20,333 --> 00:14:21,100 or actually I'm sorry 392 00:14:21,100 --> 00:14:22,133 I don't need to do anything 393 00:14:22,133 --> 00:14:24,666 just sit there like this and use my 394 00:14:26,766 --> 00:14:27,466 tracker tab 395 00:14:27,466 --> 00:14:29,066 just click on each one of these 396 00:14:29,066 --> 00:14:30,000 and bring it to the right point 397 00:14:30,000 --> 00:14:32,800 so bottom left corner tracker 1 and paint 398 00:14:32,800 --> 00:14:34,866 paint the hands out on the frames that it's just 399 00:14:34,866 --> 00:14:36,466 it's impossible to patch anything in 400 00:14:36,866 --> 00:14:38,700 and anyone who does this work 401 00:14:38,700 --> 00:14:40,166 I'd love to see it on the forms 402 00:14:40,166 --> 00:14:41,266 it's a great 403 00:14:41,400 --> 00:14:43,100 discussion and it's definitely challenging enough that 404 00:14:43,100 --> 00:14:44,966 I think there would be a lot of good discussion with it 405 00:14:45,366 --> 00:14:46,966 um but that's it for this week's class 406 00:14:46,966 --> 00:14:48,600 next week we're gonna get into the meat of the lens 407 00:14:48,600 --> 00:14:50,500 distortion tools and the new camera tracker 408 00:14:51,966 --> 00:14:53,166 and enjoy the shot this week 409 00:14:53,166 --> 00:14:56,633 I look forward to seeing any questions or comments or 410 00:14:56,700 --> 00:14:59,600 anything you guys wanna show on the forms thank you 29820

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