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These are the user uploaded subtitles that are being translated: 1 00:00:07,166 --> 00:00:08,766 welcome back to Nuke 2:04 2 00:00:08,766 --> 00:00:10,200 this is class number two 3 00:00:10,200 --> 00:00:11,333 and this is the shot we'll be 4 00:00:11,333 --> 00:00:13,966 using this week to learn the lens distortion 5 00:00:13,966 --> 00:00:16,400 and camera tracking tools in Nuke X 6 00:00:16,733 --> 00:00:18,466 um pretty shaky camera 7 00:00:18,466 --> 00:00:20,133 but not untrackable of course 8 00:00:20,133 --> 00:00:21,200 and a good example 9 00:00:21,200 --> 00:00:22,333 and it's a nice long shot too 10 00:00:22,333 --> 00:00:23,800 so once you have a camera track for this time 11 00:00:23,800 --> 00:00:25,400 there's lots of possibilities 12 00:00:25,800 --> 00:00:28,300 of um adding things to the shot 13 00:00:28,300 --> 00:00:29,700 I think one good thing to do for those 14 00:00:29,700 --> 00:00:31,166 you building a real would be 15 00:00:31,200 --> 00:00:32,700 extending the height of the building 16 00:00:32,700 --> 00:00:33,733 at the end of the shot 17 00:00:33,733 --> 00:00:34,966 so for example 18 00:00:36,400 --> 00:00:37,866 once you have the camera track information 19 00:00:37,866 --> 00:00:40,200 you could make this building go all the way off frame 20 00:00:40,200 --> 00:00:41,633 rather than having it 21 00:00:42,466 --> 00:00:44,200 be sure that would be a kind of a cool 22 00:00:44,200 --> 00:00:46,333 cool challenge and definitely 23 00:00:46,333 --> 00:00:47,300 be good enough for your real 24 00:00:47,300 --> 00:00:50,533 so I think that's what I put back one more time 25 00:00:50,533 --> 00:00:51,766 and then we'll go ahead and 26 00:00:52,066 --> 00:00:54,600 and please notice these two guys walking in the frame 27 00:00:54,600 --> 00:00:56,266 because we'll have to deal with them in a minute 28 00:00:56,700 --> 00:00:58,666 otherwise everything else is totally static 29 00:00:59,500 --> 00:01:01,800 except for the camera of course alright 30 00:01:01,800 --> 00:01:04,500 so let's go ahead and get into nuke and start using 31 00:01:04,500 --> 00:01:05,866 with the lens to start the 32 00:01:05,866 --> 00:01:08,233 with the lens distortion tool so that we can make our 33 00:01:08,266 --> 00:01:09,466 track that much easier 34 00:01:11,266 --> 00:01:12,700 I've already gone ahead and 35 00:01:13,066 --> 00:01:14,466 wrote it off our two 36 00:01:15,466 --> 00:01:16,866 people walking through the scene here 37 00:01:17,366 --> 00:01:18,766 now but this guy here 38 00:01:18,766 --> 00:01:20,366 he's in the center of frame which 39 00:01:20,500 --> 00:01:22,500 usually has less distortion than everything else anyway 40 00:01:22,500 --> 00:01:23,533 unless there's a very weird lens 41 00:01:23,533 --> 00:01:24,666 that almost always will 42 00:01:24,900 --> 00:01:25,800 and he's very tiny 43 00:01:25,800 --> 00:01:29,266 so I'm being a little anal by roto hang him off um 44 00:01:29,266 --> 00:01:30,600 and spending the time to do that 45 00:01:31,066 --> 00:01:33,266 but it's one of the situations where it looks 46 00:01:33,266 --> 00:01:34,500 only takes me a couple minutes to roto 47 00:01:34,500 --> 00:01:37,000 and if he does end up impacting the 48 00:01:37,133 --> 00:01:38,400 calculation of one's distortion 49 00:01:38,400 --> 00:01:39,600 and I'm troubleshooting it later 50 00:01:39,600 --> 00:01:40,366 it could take me hours 51 00:01:40,366 --> 00:01:44,266 so it's worth rotoing anything that um 52 00:01:44,266 --> 00:01:45,466 moves in any way 53 00:01:45,700 --> 00:01:46,466 and with this guy here 54 00:01:46,466 --> 00:01:48,433 he does get big enough and he actually gets to the 55 00:01:48,466 --> 00:01:49,200 corner of frame 56 00:01:49,200 --> 00:01:50,900 which is where most of the distortion usually happens 57 00:01:50,900 --> 00:01:52,400 that he could absolutely affect 58 00:01:52,400 --> 00:01:54,400 the ones that torsion map that nuke generates 59 00:01:54,400 --> 00:01:56,666 so I'm gonna go ahead and mask both those guys off 60 00:01:56,666 --> 00:01:57,566 and that's already done 61 00:01:57,566 --> 00:01:58,766 cause we covered Rhodell last week 62 00:01:58,766 --> 00:02:01,200 there was no reason for me to obviously do that again 63 00:02:01,300 --> 00:02:02,300 and show you guys how to do that 64 00:02:02,300 --> 00:02:04,866 so our alpha channel is just those two rectangles 65 00:02:07,166 --> 00:02:08,500 now let's go ahead with that being said 66 00:02:08,500 --> 00:02:09,733 bring in our one's distortion tool 67 00:02:09,733 --> 00:02:11,233 which is under the transform menu 68 00:02:13,900 --> 00:02:17,333 and you'll see that we have two inputs 69 00:02:17,333 --> 00:02:18,633 source and mask 70 00:02:18,700 --> 00:02:19,800 I'm gonna plug 71 00:02:20,400 --> 00:02:22,266 actually I can leave just the mask unplugged 72 00:02:22,266 --> 00:02:23,466 but when I do use a mask 73 00:02:23,466 --> 00:02:24,600 I like to plug it in 74 00:02:24,866 --> 00:02:26,600 to something so that it's not just hanging out 75 00:02:26,600 --> 00:02:27,000 here that way 76 00:02:27,000 --> 00:02:27,600 anyone who looks 77 00:02:27,600 --> 00:02:29,466 at my script will know that if there's no mask 78 00:02:29,466 --> 00:02:31,066 that it is being masked by something 79 00:02:31,066 --> 00:02:32,766 so let's plug that in 80 00:02:33,700 --> 00:02:34,533 and I'll show you why 81 00:02:34,533 --> 00:02:35,700 it doesn't matter if I plug it in or not 82 00:02:35,700 --> 00:02:37,766 because when you do the Image analysis tab 83 00:02:37,766 --> 00:02:39,300 you have the choice between 84 00:02:39,600 --> 00:02:40,166 the mask channel 85 00:02:40,166 --> 00:02:41,300 it could be the source alpha 86 00:02:41,300 --> 00:02:42,966 so it doesn't have to have a mask 87 00:02:43,100 --> 00:02:43,666 in this case 88 00:02:43,666 --> 00:02:45,766 I'm just gonna call the mask Alpha since 89 00:02:45,766 --> 00:02:47,333 it's the same thing um 90 00:02:47,333 --> 00:02:49,366 it just makes things a little bit clearer 91 00:02:49,366 --> 00:02:50,600 for anyone who might pick up the script 92 00:02:50,600 --> 00:02:51,933 or maybe for myself if 93 00:02:51,933 --> 00:02:55,000 I'm still working on the shot weeks later um 94 00:02:55,366 --> 00:02:57,066 okay so going back to actually 95 00:02:57,066 --> 00:02:58,733 let's go ahead and start with the Image analysis 96 00:02:58,733 --> 00:03:00,566 tab before we go back to the 1 of the distortion tab 97 00:03:00,566 --> 00:03:03,466 so what you have three options when you do 98 00:03:03,466 --> 00:03:04,600 one of the distortion in nuke 99 00:03:05,800 --> 00:03:08,000 image analysis is nuke literally 100 00:03:08,333 --> 00:03:09,300 place to the sequence 101 00:03:09,300 --> 00:03:11,600 whatever clip range you tell it to and 102 00:03:11,666 --> 00:03:13,866 guesses what the one distortion would be based on how 103 00:03:13,866 --> 00:03:15,366 the pixels move in the image 104 00:03:15,533 --> 00:03:16,800 um this is gonna be the way 105 00:03:16,800 --> 00:03:18,100 you're gonna wanna use it most of the time 106 00:03:18,100 --> 00:03:20,966 mainly because you're not gonna have options for this 107 00:03:20,966 --> 00:03:22,100 the absolute best way to do it 108 00:03:22,100 --> 00:03:23,166 which is the grid analysis 109 00:03:23,166 --> 00:03:24,333 and we'll talk about that in a little while 110 00:03:24,333 --> 00:03:26,766 but that means that you were actually onset that day 111 00:03:26,866 --> 00:03:28,266 or your supervisor was 112 00:03:28,266 --> 00:03:30,300 and they shot a grid 113 00:03:30,533 --> 00:03:32,200 of every lens that was shot 114 00:03:32,200 --> 00:03:33,566 and then you can take that 115 00:03:34,366 --> 00:03:36,133 scanned or it was red camera 116 00:03:36,133 --> 00:03:36,566 for example 117 00:03:36,566 --> 00:03:37,966 a digital file of that grid that 118 00:03:37,966 --> 00:03:38,900 was shot with that camera 119 00:03:38,900 --> 00:03:39,600 with that lens 120 00:03:39,600 --> 00:03:40,966 and plug it right in here 121 00:03:41,000 --> 00:03:42,766 and it'll analyze the grid um 122 00:03:42,766 --> 00:03:43,566 this is much faster 123 00:03:43,566 --> 00:03:45,866 cause it helped me has to analyze one frame and 124 00:03:45,900 --> 00:03:48,100 it also is extremely accurate um 125 00:03:48,100 --> 00:03:50,166 if you're doing a blue screen shoot and the 126 00:03:50,166 --> 00:03:51,333 there's two people in the foreground 127 00:03:51,333 --> 00:03:52,866 and nothing blue screen behind them 128 00:03:52,900 --> 00:03:55,300 the image analysis is not gonna do anything for you 129 00:03:55,466 --> 00:03:57,266 you you'd have to mask up the people cause they move 130 00:03:57,266 --> 00:03:59,633 and then the blue screen has nothing to 131 00:03:59,966 --> 00:04:01,066 analyze with 132 00:04:01,066 --> 00:04:02,266 if you had some tracking markers 133 00:04:02,266 --> 00:04:02,966 if you had enough of them 134 00:04:02,966 --> 00:04:05,266 then image analysis could probably still work 135 00:04:05,466 --> 00:04:06,400 but I wouldn't bet on it 136 00:04:06,400 --> 00:04:08,033 you're gonna have to have a great analysis 137 00:04:08,733 --> 00:04:11,466 or draw very clear tracking markers that 138 00:04:11,466 --> 00:04:12,400 you know that they're straight 139 00:04:12,400 --> 00:04:13,733 because then you can use line analysis 140 00:04:13,733 --> 00:04:15,966 which we'll talk about in a second as well alright 141 00:04:15,966 --> 00:04:17,066 so going back to image analysis 142 00:04:17,066 --> 00:04:18,266 because in this case 143 00:04:18,266 --> 00:04:20,000 this is gonna work like a champ for us 144 00:04:20,166 --> 00:04:21,000 um so I mean 145 00:04:21,000 --> 00:04:23,033 I'm gonna mask out those things that are moving 146 00:04:23,200 --> 00:04:24,733 and then the only thing left to do 147 00:04:24,733 --> 00:04:27,200 is change my camera motion from free camera 148 00:04:27,733 --> 00:04:29,000 to rotation only 149 00:04:29,000 --> 00:04:30,466 because by looking at the shot 150 00:04:30,466 --> 00:04:31,366 I've determined that 151 00:04:31,366 --> 00:04:33,266 is just a camera on a tripod 152 00:04:33,266 --> 00:04:35,466 or someone's holding it um 153 00:04:35,566 --> 00:04:36,600 and just moving it around 154 00:04:36,600 --> 00:04:38,333 so it's not something that's dollying 155 00:04:38,333 --> 00:04:39,166 it's not being 156 00:04:39,166 --> 00:04:40,100 pulled or pushed 157 00:04:40,100 --> 00:04:42,600 and because it's just rotation um 158 00:04:42,866 --> 00:04:43,666 Nuke's gonna be 159 00:04:43,666 --> 00:04:45,733 a little faster at picking up lens distortion 160 00:04:45,733 --> 00:04:47,366 and a little bit more accurate as well 161 00:04:47,366 --> 00:04:49,066 so I'm gonna go ahead and 162 00:04:49,066 --> 00:04:49,800 click rotation only 163 00:04:49,800 --> 00:04:51,566 I'm gonna say analyze image 164 00:04:53,966 --> 00:04:56,066 and the nuke will plug away and should a progress bar 165 00:04:56,066 --> 00:04:57,866 should pop up force and links how long it will take 166 00:05:03,133 --> 00:05:04,700 it does take a little while it'll 167 00:05:04,700 --> 00:05:07,000 it'll obviously be a lot faster depending on your CPU 168 00:05:07,500 --> 00:05:08,900 and your Io to an extent 169 00:05:08,900 --> 00:05:09,700 if this was 170 00:05:09,866 --> 00:05:11,200 these are small JPEG frames 171 00:05:11,200 --> 00:05:12,766 but if these were 2K 172 00:05:13,100 --> 00:05:16,300 or 4 k Vista frames or red frames or 30 173 00:05:16,300 --> 00:05:17,300 500 or scan film 174 00:05:17,300 --> 00:05:18,933 it could certainly take quite a while 175 00:05:18,933 --> 00:05:21,166 and your Io would certainly impact the speed of it 176 00:05:21,200 --> 00:05:22,100 but most of the point 177 00:05:22,100 --> 00:05:23,500 most of the time it's gonna be your CPU 178 00:05:23,500 --> 00:05:25,266 so as you using a laptop for this 179 00:05:25,266 --> 00:05:26,333 prepared to be patient 180 00:05:26,333 --> 00:05:28,300 cause it is a very intensive process 181 00:05:28,300 --> 00:05:30,300 that nuke does take a little while to accomplish 182 00:05:31,933 --> 00:05:33,466 but there's no way around it unfortunately 183 00:05:33,466 --> 00:05:34,500 this point so 184 00:05:38,066 --> 00:05:38,766 and that being said 185 00:05:38,766 --> 00:05:39,900 actually there will be 186 00:05:40,166 --> 00:05:41,766 gives you more reason to use the grid analysis 187 00:05:41,766 --> 00:05:43,400 if you happen to be able to get a grid 188 00:05:43,700 --> 00:05:45,533 or the line analysis if you have like a shot 189 00:05:45,533 --> 00:05:47,200 like this is a perfect one for line analysis 190 00:05:47,200 --> 00:05:49,400 because we have lots of lines in the buildings 191 00:05:49,400 --> 00:05:51,166 with which to analyze in it 192 00:05:51,166 --> 00:05:52,566 although both of those are much quicker 193 00:05:52,566 --> 00:05:54,100 process than image analysis 194 00:05:58,400 --> 00:06:02,566 and actually will go forward and back um 195 00:06:02,566 --> 00:06:05,500 before it's done to make sure it's got everything right 196 00:06:09,200 --> 00:06:10,900 and I will since it's got another four minutes 197 00:06:10,900 --> 00:06:12,366 I'm gonna go ahead and pause 198 00:06:13,600 --> 00:06:14,333 my recording 199 00:06:14,333 --> 00:06:16,300 and I'll be right back as soon as it's done 200 00:06:17,200 --> 00:06:18,633 so distortion is done 201 00:06:19,966 --> 00:06:22,300 and you'll see the features actually will still be on 202 00:06:22,333 --> 00:06:23,533 the footage because I'm showing it 203 00:06:23,533 --> 00:06:26,133 it's having it to show me the features if I can 204 00:06:26,133 --> 00:06:26,800 features and tracks 205 00:06:26,800 --> 00:06:28,433 I can see every track it drew 206 00:06:28,700 --> 00:06:30,366 to determine what the distortion is 207 00:06:31,266 --> 00:06:32,333 um so let's just go to none 208 00:06:32,333 --> 00:06:33,800 so we don't need to see those anymore 209 00:06:33,933 --> 00:06:35,200 and take a look at our image 210 00:06:35,200 --> 00:06:36,433 see what we've come up with here 211 00:06:36,933 --> 00:06:40,100 so here's a good frame because lots of lines to see so 212 00:06:40,800 --> 00:06:42,033 make this a little bigger 213 00:06:43,066 --> 00:06:44,366 so if I look at 214 00:06:45,066 --> 00:06:47,000 those distortion of an actual distortion 215 00:06:47,700 --> 00:06:50,233 you'll see that we are losing our lens distortion 216 00:06:54,333 --> 00:06:56,000 and we'll look at the registerion tab 217 00:06:56,000 --> 00:06:58,266 we'll see that these values are now filled out 218 00:06:58,266 --> 00:06:59,933 including the card parameters down below 219 00:06:59,933 --> 00:07:02,166 so we could just plug these parameters into a card 220 00:07:02,466 --> 00:07:05,066 and instead of having to do any other math in here 221 00:07:05,066 --> 00:07:06,566 the card itself would then 222 00:07:06,933 --> 00:07:08,266 undistort the image for us 223 00:07:08,533 --> 00:07:10,200 and now this undistort button is is key 224 00:07:10,200 --> 00:07:11,133 because by default 225 00:07:11,133 --> 00:07:11,933 it's gonna undistort 226 00:07:11,933 --> 00:07:13,333 but if I wanted it to distort 227 00:07:13,333 --> 00:07:13,866 for example 228 00:07:13,866 --> 00:07:15,833 if we had rendered CG 229 00:07:16,000 --> 00:07:17,866 that doesn't have distortion in it 230 00:07:17,866 --> 00:07:18,900 I would wanna unclick this 231 00:07:18,900 --> 00:07:21,866 so that I'd be distorting the image um 232 00:07:22,000 --> 00:07:22,800 and then plug that through 233 00:07:22,800 --> 00:07:24,366 now you can use that simply by 234 00:07:24,366 --> 00:07:27,366 having multiple under distortion to tools in 235 00:07:27,400 --> 00:07:30,133 but what I prefer to do is output the displacement map 236 00:07:30,133 --> 00:07:32,133 which can be done up here under output type 237 00:07:32,133 --> 00:07:34,700 you can change to displacement instead of image 238 00:07:34,933 --> 00:07:36,100 and when you do that 239 00:07:36,466 --> 00:07:36,933 first of all 240 00:07:36,933 --> 00:07:37,733 the distortion 241 00:07:37,800 --> 00:07:38,900 nothing happens to the image 242 00:07:38,900 --> 00:07:41,866 but what happens is new channels are created 243 00:07:42,000 --> 00:07:44,466 it creates the Motion dot U and Motion dot V pass 244 00:07:44,466 --> 00:07:46,200 so if we channel shuffle that 245 00:07:51,066 --> 00:07:52,466 you'll see this is what we get 246 00:07:52,900 --> 00:07:54,000 and this is our lens map 247 00:07:54,000 --> 00:07:56,366 this is now gonna be the actual mapping of the lens 248 00:07:56,366 --> 00:07:59,533 as far as nukes as tools have calculated 249 00:07:59,533 --> 00:08:01,833 so now we can render this out as a single frame 250 00:08:02,600 --> 00:08:04,300 and I recommend doing that most of the time 251 00:08:04,300 --> 00:08:06,800 so I'm gonna go ahead and render that into our file 252 00:08:06,800 --> 00:08:07,533 so you guys have that 253 00:08:07,533 --> 00:08:07,900 so for these 254 00:08:07,900 --> 00:08:08,533 you on laptops 255 00:08:08,533 --> 00:08:11,433 you don't need necessarily render everything 256 00:08:20,733 --> 00:08:23,566 I actually make sure I call it analysis too 257 00:08:28,466 --> 00:08:29,633 since we know 258 00:08:32,066 --> 00:08:33,166 that this was done with an image 259 00:08:33,166 --> 00:08:34,200 analysis will be doing it with a 260 00:08:34,200 --> 00:08:35,233 couple different things 261 00:08:35,466 --> 00:08:37,133 and you have to make sure you write it as an EXR 262 00:08:37,133 --> 00:08:37,700 or any high 263 00:08:37,700 --> 00:08:38,666 dynamic range image 264 00:08:38,666 --> 00:08:39,366 but EXR is really 265 00:08:39,366 --> 00:08:40,900 the only one that's gonna be high enough for you 266 00:08:40,900 --> 00:08:42,566 I think DPX would probably work too 267 00:08:42,566 --> 00:08:44,566 but um EXR is a safe bet 268 00:08:44,566 --> 00:08:47,100 cause there's data in here that is well above 1 269 00:08:47,100 --> 00:08:48,866 and well below 0 in some cases 270 00:08:48,966 --> 00:08:50,666 and whether there is not 271 00:08:50,666 --> 00:08:51,966 you have to make sure that you're covering for that 272 00:08:51,966 --> 00:08:53,700 so I'll go ahead and render that 273 00:08:53,700 --> 00:08:54,933 and it doesn't matter what frame 274 00:08:54,933 --> 00:08:56,500 I'll just pick my current frame 275 00:08:57,533 --> 00:08:59,066 so now I have that written out 276 00:08:59,066 --> 00:09:01,200 and I'm gonna go ahead and bring it back into my scene 277 00:09:04,266 --> 00:09:05,066 as expected 278 00:09:05,066 --> 00:09:06,966 it looks exactly like the frame we were creating 279 00:09:06,966 --> 00:09:09,633 so let's bring it back at our node graph here 280 00:09:10,533 --> 00:09:12,766 and I'm gonna bring in an s t map tool 281 00:09:12,766 --> 00:09:16,300 which is under transform s t map 282 00:09:18,533 --> 00:09:20,766 and this tool is extraordinarily easy to use 283 00:09:20,766 --> 00:09:22,733 so it's gonna move my Rotel pane 284 00:09:22,733 --> 00:09:23,866 I was a source to the side 285 00:09:23,866 --> 00:09:25,300 and go ahead and look at my plate again 286 00:09:25,400 --> 00:09:28,400 so I'm gonna plug in the SRC 287 00:09:28,600 --> 00:09:30,833 the source arrow into my plate 288 00:09:31,166 --> 00:09:34,633 and the ST map into the UVs we just created 289 00:09:35,300 --> 00:09:37,366 and with the change a couple settings on the s t map 290 00:09:37,366 --> 00:09:40,900 so mainly channels are all which is fine UV channels 291 00:09:40,900 --> 00:09:44,133 this is gonna be the data that we're plugging into it 292 00:09:44,133 --> 00:09:44,766 so in this case 293 00:09:44,766 --> 00:09:47,166 since we shuffled our UV channels into our RGB 294 00:09:47,166 --> 00:09:49,666 we need to change the UV channels to RGB 295 00:09:50,566 --> 00:09:53,366 and if we look at our image before and after 296 00:09:56,466 --> 00:09:58,433 you'll see we're getting the proper distortion 297 00:10:00,533 --> 00:10:02,200 and this shot does have tons of distortion 298 00:10:02,200 --> 00:10:04,500 but you can see that we are in fact changing the image 299 00:10:05,333 --> 00:10:07,500 now for those of you that want to do an experiment 300 00:10:07,500 --> 00:10:09,066 if you run the camera tracker 301 00:10:09,066 --> 00:10:11,333 which will go over of course in a few minutes here 302 00:10:11,333 --> 00:10:12,566 if you run the camera tracker on 303 00:10:12,566 --> 00:10:14,433 the undistorted image versus the 304 00:10:14,966 --> 00:10:16,333 raw plate you will see that 305 00:10:16,333 --> 00:10:18,700 the result is much better with the undistorted camera 306 00:10:18,900 --> 00:10:21,866 so it's um good experiment 307 00:10:21,866 --> 00:10:23,033 for those you that don't 308 00:10:23,100 --> 00:10:24,800 understand why I do lungs distortion 309 00:10:25,133 --> 00:10:26,000 but this is also the case 310 00:10:26,000 --> 00:10:28,100 and especially when you're putting anything CG into a 311 00:10:28,100 --> 00:10:29,566 in a 2 shot like this 312 00:10:30,800 --> 00:10:33,966 taking out the lens distortion is vital because 313 00:10:34,300 --> 00:10:35,966 the CG itself doesn't have one distortion 314 00:10:35,966 --> 00:10:37,400 and there's no way to render it in 315 00:10:37,400 --> 00:10:40,566 so you need to be able to do that later by 316 00:10:41,200 --> 00:10:42,466 running it through something like this 317 00:10:42,466 --> 00:10:43,366 with the G with an ST map 318 00:10:43,366 --> 00:10:44,800 we want to redistor it which was mean 319 00:10:44,800 --> 00:10:46,866 we'd go through the lens distortion tool again 320 00:10:47,700 --> 00:10:49,866 and instead of clicking understort we click distort 321 00:10:49,866 --> 00:10:51,600 which would give us another map 322 00:10:53,733 --> 00:10:55,200 so although this is already distorts 323 00:10:55,200 --> 00:10:55,866 let's go ahead and look at 324 00:10:55,866 --> 00:10:57,400 plug this through to our steam map 325 00:10:57,400 --> 00:10:58,800 which is un distorting the image 326 00:11:01,533 --> 00:11:02,666 and look at our original 327 00:11:02,800 --> 00:11:04,600 and we should see no change so there we have it 328 00:11:04,600 --> 00:11:06,900 so this is distorting the image 329 00:11:08,366 --> 00:11:09,366 this is the original 330 00:11:09,366 --> 00:11:10,766 and then if we look at our lens distortion 331 00:11:10,766 --> 00:11:11,766 which is now 332 00:11:12,500 --> 00:11:14,633 distorting instead of un distorting the image 333 00:11:15,200 --> 00:11:16,566 and look at our original plate 334 00:11:16,700 --> 00:11:18,200 you'll see that everything is exactly the same 335 00:11:18,200 --> 00:11:20,266 except that we've softened the image slightly 336 00:11:20,500 --> 00:11:21,766 just very slightly 337 00:11:22,066 --> 00:11:24,100 due to the fact that it belongs distortion 338 00:11:24,333 --> 00:11:25,733 which is another tip actually 339 00:11:25,733 --> 00:11:26,300 while thinking of it 340 00:11:26,300 --> 00:11:27,800 you never wanted to distort the plate 341 00:11:27,800 --> 00:11:30,300 so I'm undistorting the plate here 342 00:11:30,933 --> 00:11:32,300 for tracking purposes 343 00:11:32,766 --> 00:11:35,566 but unless there's a special case where I wanna 344 00:11:35,566 --> 00:11:37,000 make sure the plate never 345 00:11:37,100 --> 00:11:38,566 gets distorted and it's just seen that way 346 00:11:38,566 --> 00:11:40,266 then I can just add a sharpening filter to 347 00:11:40,266 --> 00:11:41,900 to bring back some of that detail 348 00:11:42,100 --> 00:11:43,066 but ideally 349 00:11:43,566 --> 00:11:45,800 I only use this for tracking purposes 350 00:11:45,800 --> 00:11:47,033 and I never 351 00:11:47,166 --> 00:11:49,900 never distort the plate for an actual final comp 352 00:11:49,900 --> 00:11:51,366 so now that I'm gonna sort this 353 00:11:51,366 --> 00:11:51,966 I would track it 354 00:11:51,966 --> 00:11:53,000 put in my CG 355 00:11:53,100 --> 00:11:54,200 and instead of 356 00:11:54,400 --> 00:11:55,333 und distorting the plate 357 00:11:55,333 --> 00:11:57,266 I would redestort the the CG 358 00:11:57,266 --> 00:11:58,700 so then the CG would be distorted 359 00:11:58,700 --> 00:12:00,833 and then put on top of the distorted plate 360 00:12:00,933 --> 00:12:03,800 that is always the best way to work 361 00:12:03,800 --> 00:12:04,600 because then you're using 362 00:12:04,600 --> 00:12:06,700 the original plate with no softening going on 363 00:12:06,700 --> 00:12:08,066 it's exactly what were shot 364 00:12:08,066 --> 00:12:09,566 you're not degrading the image at all 365 00:12:09,966 --> 00:12:11,766 of course there are occasions where you need to 366 00:12:11,766 --> 00:12:13,366 but rare um 367 00:12:13,366 --> 00:12:14,566 so just on a quick work flow note 368 00:12:14,566 --> 00:12:16,466 that's what you wanna try to maintain 369 00:12:16,500 --> 00:12:17,900 throughout your entire pipeline 370 00:12:18,400 --> 00:12:19,000 okay so now 371 00:12:19,000 --> 00:12:21,400 let's look at another way to use the 372 00:12:21,533 --> 00:12:22,633 lens distortion tool 373 00:12:22,800 --> 00:12:24,133 so there's two more tabs here 374 00:12:24,133 --> 00:12:25,666 grid analysis and line analysis 375 00:12:25,666 --> 00:12:27,666 let's go ahead and talk about line analysis first 376 00:12:28,000 --> 00:12:29,066 so in a shot like this 377 00:12:29,066 --> 00:12:31,166 line analysis will actually work really well 378 00:12:31,200 --> 00:12:32,066 and will be much 379 00:12:32,066 --> 00:12:34,033 much faster than image analysis 380 00:12:34,100 --> 00:12:35,700 so let's go ahead and just see 381 00:12:35,700 --> 00:12:36,533 you pick a good frame with it 382 00:12:36,533 --> 00:12:38,000 lots of lines on each 383 00:12:38,000 --> 00:12:39,000 edge of frame 384 00:12:39,166 --> 00:12:40,466 let's think at the beginning actually 385 00:12:40,466 --> 00:12:40,966 better place 386 00:12:40,966 --> 00:12:42,466 so this is gonna be a good place to 387 00:12:42,766 --> 00:12:43,333 to judge it 388 00:12:43,333 --> 00:12:45,700 so let's try to make sure we have lines off frame okay 389 00:12:45,700 --> 00:12:46,700 so line analysis 390 00:12:46,700 --> 00:12:48,766 what it does is you draw lines on the picture 391 00:12:48,766 --> 00:12:49,900 and then nuke will 392 00:12:49,900 --> 00:12:51,733 figure out based on just a few lines 393 00:12:51,733 --> 00:12:52,833 exactly what 394 00:12:52,933 --> 00:12:54,266 the lens distortion is 395 00:12:54,366 --> 00:12:56,533 uh it's not quite as accurate as image analysis 396 00:12:56,533 --> 00:12:57,000 and it does 397 00:12:57,000 --> 00:13:00,900 depend heavily on straight lines to be in your shot 398 00:13:00,900 --> 00:13:02,066 so it's not always gonna work 399 00:13:02,066 --> 00:13:03,633 but when you have lines like this 400 00:13:03,900 --> 00:13:04,933 it works really 401 00:13:04,933 --> 00:13:05,533 really close 402 00:13:05,533 --> 00:13:07,000 and it's much faster image analysis 403 00:13:07,000 --> 00:13:08,233 so let's take a quick look 404 00:13:08,300 --> 00:13:09,333 and just start drawing our lines 405 00:13:09,333 --> 00:13:10,866 so the first thing you need to do 406 00:13:11,000 --> 00:13:12,700 is turn drawing mode on 407 00:13:13,266 --> 00:13:14,966 everything else is pretty much gonna be the same 408 00:13:14,966 --> 00:13:16,066 so you just click 409 00:13:16,066 --> 00:13:17,833 one point for the start of a line 410 00:13:18,500 --> 00:13:20,233 and you do wanna be pretty accurate here 411 00:13:20,333 --> 00:13:21,900 go to the middle point of the line 412 00:13:21,900 --> 00:13:23,400 and we'll go to the end of the line 413 00:13:24,300 --> 00:13:25,800 and once you have all three points 414 00:13:25,800 --> 00:13:26,600 you right click 415 00:13:26,600 --> 00:13:27,866 and a line will be drawn 416 00:13:28,366 --> 00:13:29,900 and let's go pick another line down here 417 00:13:29,900 --> 00:13:31,833 I'm gonna game up a little bit so we can see better 418 00:13:32,966 --> 00:13:34,866 and getting one be pretty accurate so 419 00:13:35,100 --> 00:13:36,166 right there 420 00:13:37,466 --> 00:13:40,033 right there and then all the way over here 421 00:13:40,300 --> 00:13:41,500 and I'm gonna right click 422 00:13:42,500 --> 00:13:45,033 and let's try to pick a line over here 423 00:13:45,300 --> 00:13:46,066 see if we can see one 424 00:13:46,066 --> 00:13:47,733 it's kind of hard to see the ones on the side 425 00:13:47,733 --> 00:13:49,166 and see if we game it down again 426 00:13:49,866 --> 00:13:52,866 alright so this one actually might work so 1 427 00:13:54,200 --> 00:13:57,700 2 3 and then again you right click 428 00:13:59,933 --> 00:14:01,333 and let's see if we can pick another one 429 00:14:01,333 --> 00:14:02,400 these are a little harder to see 430 00:14:02,400 --> 00:14:03,700 but I think it's it's worth it 431 00:14:03,700 --> 00:14:05,800 because it's gonna be a lot of good distortion 432 00:14:06,200 --> 00:14:07,666 you can really be able to understand the distortion 433 00:14:07,666 --> 00:14:09,566 when there's things closer to the edge of frame 434 00:14:09,966 --> 00:14:12,666 so you wanna give it as much detail as you can so one 435 00:14:14,900 --> 00:14:18,166 2 3 right click 436 00:14:19,666 --> 00:14:21,366 and let's see this line 437 00:14:21,366 --> 00:14:22,700 that might be a good one actually 438 00:14:24,366 --> 00:14:26,866 1 2 439 00:14:28,200 --> 00:14:29,500 3 right click 440 00:14:30,400 --> 00:14:32,100 and let's see 441 00:14:32,300 --> 00:14:33,733 see if we can pick any more horizontal ones 442 00:14:33,733 --> 00:14:36,033 let's go ahead and pick one of these right here 443 00:14:37,766 --> 00:14:39,200 that one actually is a little too high 444 00:14:39,200 --> 00:14:40,800 there seems to be a bump in the line 445 00:14:40,800 --> 00:14:42,833 so we'll have to go below that a little bit 446 00:14:42,933 --> 00:14:44,633 so I'm just gonna delete last point 447 00:14:50,566 --> 00:14:52,300 and you may need to look through your sequence quite a 448 00:14:52,300 --> 00:14:54,300 bit to find a line that's gonna work best for you 449 00:14:54,666 --> 00:14:57,200 and you do there's really no 450 00:14:57,200 --> 00:14:58,933 perfect number of lines um 451 00:14:58,933 --> 00:15:00,600 you definitely need at least three 452 00:15:00,600 --> 00:15:01,966 to to really make it a good line 453 00:15:01,966 --> 00:15:03,133 and it really depends how long they are 454 00:15:03,133 --> 00:15:04,400 the ones that go all the way across frame 455 00:15:04,400 --> 00:15:05,900 and are nice and clear 456 00:15:05,900 --> 00:15:07,566 you might need less but um 457 00:15:07,566 --> 00:15:09,500 I mean you're not gonna get a result without lip 458 00:15:09,666 --> 00:15:10,866 without at least three 459 00:15:10,866 --> 00:15:12,666 and nuke will yell at you if you try to 460 00:15:12,666 --> 00:15:13,900 pick two few lines 461 00:15:18,266 --> 00:15:21,300 and right click and 462 00:15:22,566 --> 00:15:23,700 let's try to get one more 463 00:15:23,700 --> 00:15:25,600 we'll go ahead and just pick this one right here 464 00:15:30,566 --> 00:15:32,400 so they don't have to be on the straight plane 465 00:15:32,400 --> 00:15:33,366 they can be 466 00:15:33,766 --> 00:15:35,166 in other places so 467 00:15:35,900 --> 00:15:36,866 go ahead and pick this one too 468 00:15:36,866 --> 00:15:38,466 I guess actually a sidewalks of bound to pick 469 00:15:38,466 --> 00:15:39,666 because those are rarely perfect 470 00:15:39,666 --> 00:15:41,100 so I'll delete last point 471 00:15:43,666 --> 00:15:46,133 buildings of course are great ones to pick 472 00:15:46,133 --> 00:15:49,033 and let's go ahead and just pick this line right here 473 00:15:54,366 --> 00:15:56,300 alright so let's see what nuke does with this value 474 00:15:57,166 --> 00:15:58,466 so once you have all your lines drawn 475 00:15:58,466 --> 00:15:59,833 you just say analyze lines 476 00:16:00,533 --> 00:16:02,733 I had this plugged into our undistorted plate 477 00:16:02,733 --> 00:16:03,900 so it's actually not gonna have any 478 00:16:03,900 --> 00:16:06,666 distortion to remove so 479 00:16:07,733 --> 00:16:09,600 let's go ahead and kill this one's distortion tool 480 00:16:09,600 --> 00:16:10,866 and I'm gonna bring in a new one 481 00:16:12,333 --> 00:16:13,766 and do the same thing again 482 00:16:18,200 --> 00:16:19,566 and I'll do it very quick this time 483 00:16:19,566 --> 00:16:20,466 I shall just 484 00:16:20,500 --> 00:16:22,300 I'll pause and draw them and come right back 485 00:16:23,200 --> 00:16:24,466 alright so I do the some lines again 486 00:16:24,466 --> 00:16:27,466 I didn't draw them in the exact same place but you know 487 00:16:27,666 --> 00:16:28,500 doesn't really matter 488 00:16:28,500 --> 00:16:29,733 as long as you find some straight lines to draw 489 00:16:29,733 --> 00:16:30,300 so you can see that 490 00:16:30,300 --> 00:16:33,466 the distortion is now happening again very accurately 491 00:16:34,400 --> 00:16:35,500 or the undistortion rather 492 00:16:35,500 --> 00:16:36,533 let me make sure I'm on undistort 493 00:16:36,533 --> 00:16:37,800 I am on undistort 494 00:16:38,000 --> 00:16:39,233 so there's our 495 00:16:40,800 --> 00:16:41,733 one analysis 496 00:16:41,733 --> 00:16:42,700 oh and I kept 497 00:16:44,666 --> 00:16:45,133 adding more lines 498 00:16:45,133 --> 00:16:47,033 so I'll turn off drawing mode now that I'm done 499 00:16:47,466 --> 00:16:48,566 so there are my lines 500 00:16:48,600 --> 00:16:50,166 and now something good to know 501 00:16:50,166 --> 00:16:51,266 that I think I mentioned before 502 00:16:51,266 --> 00:16:53,966 so the lens distortion tool can only be 503 00:16:54,266 --> 00:16:55,966 analyzed in Nuke X 504 00:16:55,966 --> 00:16:57,600 it's a Nuke X only tool 505 00:16:57,666 --> 00:16:59,766 but once that analyzation is done 506 00:16:59,766 --> 00:17:03,300 I can take this node and bring it into nuke 6 507 00:17:03,400 --> 00:17:04,700 and or even 508 00:17:04,866 --> 00:17:06,300 no I guess it nuke 6 only 509 00:17:06,300 --> 00:17:08,166 I could bring this into older versions of Nuke 510 00:17:08,166 --> 00:17:09,366 Nuke 5 and such 511 00:17:09,366 --> 00:17:10,900 but this node will work 512 00:17:10,900 --> 00:17:14,200 and distort and understort images fine in nuke 6 513 00:17:14,900 --> 00:17:17,600 you only need to Nuke 6 x 514 00:17:17,900 --> 00:17:19,533 when you're actually doing the analyzation 515 00:17:19,533 --> 00:17:20,200 whether it's image 516 00:17:20,200 --> 00:17:21,133 greater line 517 00:17:21,133 --> 00:17:22,300 so that's just good to know 518 00:17:22,300 --> 00:17:24,666 so that for those facilities or people that are 519 00:17:24,766 --> 00:17:26,500 hoping to own multiple copies of nuke 520 00:17:26,533 --> 00:17:29,433 you don't have to buy Nuke X just to do one distortion 521 00:17:30,566 --> 00:17:32,000 I only one copy of it rather 522 00:17:32,000 --> 00:17:34,166 and then the rest of your nuke stations will be able to 523 00:17:34,166 --> 00:17:35,133 distort the image fine 524 00:17:35,133 --> 00:17:37,300 I just can't analyze the lens distortion alright 525 00:17:37,300 --> 00:17:38,900 so that's how one distortion works 526 00:17:38,900 --> 00:17:41,900 if still populates this the values in the 527 00:17:41,900 --> 00:17:44,033 in the settings in the car parameters as well 528 00:17:44,400 --> 00:17:46,166 just like the image analysis does 529 00:17:46,466 --> 00:17:47,533 now let's take a look at grid analysis 530 00:17:47,533 --> 00:17:49,700 so for grid analysis because I don't have grid 531 00:17:49,700 --> 00:17:51,466 lens grids that were shot for this 532 00:17:51,666 --> 00:17:54,366 um we have to go and generate our own as an experiment 533 00:17:54,900 --> 00:17:56,666 so I'm gonna bring in a checkerboard 534 00:17:57,266 --> 00:17:58,666 and I'm gonna go ahead and make it 535 00:17:59,166 --> 00:18:01,566 the HD size 536 00:18:01,733 --> 00:18:03,000 and now what a lens grid is 537 00:18:03,000 --> 00:18:05,900 is you literally shoot a grid so you'll print 538 00:18:05,900 --> 00:18:08,566 you would make a large grid to bring to set 539 00:18:08,900 --> 00:18:10,366 and usually it's black and white 540 00:18:12,866 --> 00:18:14,233 let's make it black and white 541 00:18:17,133 --> 00:18:18,466 with no centerline 542 00:18:20,700 --> 00:18:22,000 and we'll make these a little bit bigger 543 00:18:22,000 --> 00:18:23,433 not that it matters too much 544 00:18:23,500 --> 00:18:25,900 you can make this squares any size you want really 545 00:18:26,866 --> 00:18:28,200 just make enough to fill frame 546 00:18:28,200 --> 00:18:30,066 so you would literally just shoot 547 00:18:30,333 --> 00:18:31,666 the lens good with the camera 548 00:18:31,900 --> 00:18:33,766 and the important thing is you want to have to 549 00:18:33,766 --> 00:18:35,133 you want to fill frame so you get 550 00:18:35,133 --> 00:18:37,500 the curvature of the lens all the way on all sides 551 00:18:37,666 --> 00:18:40,500 and um that will distort the grid obviously 552 00:18:40,500 --> 00:18:42,100 because you're shooting through the lens so 553 00:18:42,166 --> 00:18:43,966 we'll have to create one since we don't have one 554 00:18:43,966 --> 00:18:44,400 in this case 555 00:18:44,400 --> 00:18:45,466 so I'm just gonna 556 00:18:45,533 --> 00:18:47,966 use the lens distortion tool we have 557 00:18:48,333 --> 00:18:50,533 and I'm gonna look at the grid checker word through it 558 00:18:50,533 --> 00:18:52,666 and I'm gonna change undistort to distort 559 00:18:53,133 --> 00:18:54,300 so now our grid 560 00:18:54,300 --> 00:18:55,466 is distorted 561 00:18:56,400 --> 00:18:57,366 to match the plates enough 562 00:18:57,366 --> 00:18:58,700 we take this 563 00:18:59,000 --> 00:19:00,866 and add another lens distortion tool 564 00:19:01,733 --> 00:19:02,866 and again all we're doing with this 565 00:19:02,866 --> 00:19:04,800 lens distortion is just storing the checkerboard 566 00:19:04,966 --> 00:19:07,200 as if as if we had shot it with the camera 567 00:19:07,200 --> 00:19:08,333 and the lens that shot this 568 00:19:08,333 --> 00:19:10,300 and that's ideally how this would work 569 00:19:10,333 --> 00:19:11,466 you'd never actually 570 00:19:11,466 --> 00:19:13,600 take a checkerboard in distort it 571 00:19:13,666 --> 00:19:14,900 and then run through grid analysis 572 00:19:14,900 --> 00:19:15,900 but for our experiments 573 00:19:15,900 --> 00:19:16,733 I don't have a lens grid 574 00:19:16,733 --> 00:19:17,766 this is how we do it 575 00:19:17,766 --> 00:19:20,366 so lens distortion gonna go to grid analysis 576 00:19:20,500 --> 00:19:23,400 and um all you really have to do is click analyze grid 577 00:19:24,533 --> 00:19:25,700 you know take a look at that 578 00:19:25,700 --> 00:19:27,400 and anything you can do is a grid overlay 579 00:19:27,400 --> 00:19:28,966 so you can actually look at the original grid 580 00:19:28,966 --> 00:19:30,900 so it'll show you an overlay of the grid 581 00:19:30,900 --> 00:19:32,633 or you can look at the understorted grid 582 00:19:32,733 --> 00:19:34,533 so you can see what it's actually doing 583 00:19:34,533 --> 00:19:36,500 you can see this is just map the grid perfectly and 584 00:19:36,500 --> 00:19:37,100 original grid 585 00:19:37,100 --> 00:19:39,100 you can see that it is curved that way 586 00:19:39,166 --> 00:19:40,966 so now that we've done this 587 00:19:41,666 --> 00:19:43,200 I wanna take a look at 588 00:19:43,300 --> 00:19:45,400 the result of this to see how accurate we were 589 00:19:45,400 --> 00:19:49,066 so if we look at our source 590 00:19:49,700 --> 00:19:51,166 which let me make sure this is on undistored 591 00:19:51,166 --> 00:19:53,166 so we're gonna undistort our image based on this 592 00:19:53,700 --> 00:19:55,400 and now we're going to take 593 00:19:56,400 --> 00:19:57,700 our ones distortion 594 00:19:57,800 --> 00:19:59,200 that we did with our grid 595 00:19:59,700 --> 00:20:01,966 turn off the overlay 596 00:20:02,466 --> 00:20:04,100 and I'm going to tell it to 597 00:20:04,366 --> 00:20:06,133 undistort and they're both should be set to undistort 598 00:20:06,133 --> 00:20:07,500 so now if we look at both of these 599 00:20:09,266 --> 00:20:10,766 we should seen exactly the same image 600 00:20:10,766 --> 00:20:13,000 and as you can see pixel for pixel perfect 601 00:20:13,366 --> 00:20:14,966 now it should because we're in a digital environment 602 00:20:14,966 --> 00:20:16,600 but still you can see that 603 00:20:16,700 --> 00:20:18,100 by creating 604 00:20:18,566 --> 00:20:20,300 the distortion data 605 00:20:20,800 --> 00:20:22,166 distorting the checkerboard through it 606 00:20:22,166 --> 00:20:23,966 and then analyzing that distortion 607 00:20:23,966 --> 00:20:26,100 has got us the exact same result 608 00:20:26,666 --> 00:20:27,466 now in the perfect world 609 00:20:27,466 --> 00:20:28,466 since digital is perfect 610 00:20:28,466 --> 00:20:29,533 it should work like this 611 00:20:29,533 --> 00:20:31,700 but it's it's cool to see the proofs in the pudding 612 00:20:31,700 --> 00:20:33,266 and it actually is working perfectly 613 00:20:33,966 --> 00:20:34,733 and that is a lens grin 614 00:20:34,733 --> 00:20:36,666 this is gonna always be your ideal way 615 00:20:36,933 --> 00:20:38,266 image analysis 616 00:20:39,066 --> 00:20:39,800 look at a shot like this 617 00:20:39,800 --> 00:20:41,600 image analysis is always gonna is gonna nail it 618 00:20:41,600 --> 00:20:43,366 you're gonna get great results but 619 00:20:43,700 --> 00:20:45,533 if there was more people walking through this frame 620 00:20:45,533 --> 00:20:46,200 if there was something 621 00:20:46,200 --> 00:20:47,566 bigger walking through this frame 622 00:20:47,566 --> 00:20:50,100 or when you're shooting blue screen and you have 623 00:20:50,133 --> 00:20:51,366 nothing to analyze 624 00:20:51,800 --> 00:20:53,900 you know a couple tracking markers might not be enough 625 00:20:53,900 --> 00:20:55,633 for image analysis to solve your problem 626 00:20:55,733 --> 00:20:57,900 you want the one sure way to always get 627 00:20:58,600 --> 00:20:59,666 the lens data you need 628 00:20:59,666 --> 00:21:01,000 shoot a lens grid 629 00:21:01,266 --> 00:21:02,866 as long as you want to make sure that the 630 00:21:02,866 --> 00:21:04,300 squares are all exactly the same size 631 00:21:04,300 --> 00:21:05,700 and all exactly the same point apart 632 00:21:05,700 --> 00:21:06,166 other than that 633 00:21:06,166 --> 00:21:07,200 doesn't matter how big they are 634 00:21:07,200 --> 00:21:07,733 how small they are 635 00:21:07,733 --> 00:21:09,566 as long as they're all exactly the same size 636 00:21:09,733 --> 00:21:11,566 just fill the frame with the lens 637 00:21:11,900 --> 00:21:13,766 shoot it and bring it into nuke and run 638 00:21:13,766 --> 00:21:14,500 run grid analysis 639 00:21:14,500 --> 00:21:16,333 this is by far gonna be your best bet 640 00:21:16,333 --> 00:21:17,766 cause it will work every time 641 00:21:17,766 --> 00:21:19,333 line analysis will work sometimes 642 00:21:19,333 --> 00:21:20,800 and image analysis will work sometimes 643 00:21:20,800 --> 00:21:22,666 a grid analysis will always 644 00:21:22,666 --> 00:21:24,800 always work um 645 00:21:24,800 --> 00:21:25,666 and that goes 646 00:21:25,666 --> 00:21:26,666 uh for I mean 647 00:21:26,666 --> 00:21:27,566 I just can't 648 00:21:27,566 --> 00:21:28,900 preach this enough because 649 00:21:28,900 --> 00:21:30,300 so many shows have gotten much more 650 00:21:30,300 --> 00:21:32,200 difficult because no one shot lens grids 651 00:21:32,333 --> 00:21:33,966 or we couldn't find them after they were shot 652 00:21:33,966 --> 00:21:35,433 or things like that so 653 00:21:35,700 --> 00:21:37,966 uh No. 1 priority for any of those 654 00:21:37,966 --> 00:21:39,300 any of you who supervise the set 655 00:21:39,300 --> 00:21:41,066 get those lens grids okay 656 00:21:41,066 --> 00:21:43,800 so um that's a little detortion tool 657 00:21:43,800 --> 00:21:44,933 now we have a nice clean 658 00:21:44,933 --> 00:21:45,600 undesorted plate 659 00:21:45,600 --> 00:21:47,233 let's go ahead and start checking out 660 00:21:47,400 --> 00:21:48,400 our camera tracker 661 00:21:48,400 --> 00:21:49,800 so let me delete what we don't need 662 00:21:51,500 --> 00:21:52,400 and we still have our rotto paint 663 00:21:52,400 --> 00:21:54,866 which is good because we can use that as well for our 664 00:21:57,000 --> 00:21:58,700 our arc camera tracker 665 00:21:58,700 --> 00:22:00,833 so I'm going to plug that back into our source 666 00:22:02,733 --> 00:22:03,800 and you'll see that we're still have our 667 00:22:03,800 --> 00:22:04,866 undistorted plate 668 00:22:07,300 --> 00:22:08,766 so this is now undistorted 669 00:22:10,100 --> 00:22:11,366 and I'll delete this one 670 00:22:12,500 --> 00:22:14,033 and let's bring in our camera tracker 671 00:22:16,500 --> 00:22:18,266 under 3D camera tracker 672 00:22:18,900 --> 00:22:19,900 and there's lots of settings 673 00:22:19,900 --> 00:22:21,066 and lots of ins and outs of this 674 00:22:21,066 --> 00:22:22,700 but let's just start by getting ourselves 675 00:22:22,700 --> 00:22:24,666 ourselves some data so let me close this 676 00:22:25,500 --> 00:22:28,066 and I'm just gonna click track features 677 00:22:28,966 --> 00:22:30,700 and let it let it start working 678 00:22:35,366 --> 00:22:36,333 and we consider and watch it 679 00:22:36,333 --> 00:22:37,700 you'll see the track of the features track 680 00:22:37,700 --> 00:22:39,266 just like they did one distortion 681 00:22:39,366 --> 00:22:41,000 and because it is gonna take a few minutes 682 00:22:41,000 --> 00:22:43,166 it does go forwards and then all the way back 683 00:22:43,166 --> 00:22:45,466 so I'm gonna let it do that and I'm just gonna uh 684 00:22:46,600 --> 00:22:48,400 pause and come back while when it's done 685 00:22:48,800 --> 00:22:50,400 so my tracks complete 686 00:22:51,000 --> 00:22:52,900 you can see the features I'll track well 687 00:22:52,900 --> 00:22:53,966 if we play through it all 688 00:22:53,966 --> 00:22:56,100 you'll see how many tracking markers were chosen and 689 00:22:56,400 --> 00:22:57,866 they all track relatively well 690 00:23:02,366 --> 00:23:03,466 and there's lots of information 691 00:23:03,466 --> 00:23:04,600 and all these individually will tell you 692 00:23:04,600 --> 00:23:05,800 if you click on them 693 00:23:06,700 --> 00:23:08,066 you'll see the track links being told 694 00:23:08,066 --> 00:23:09,633 how many frames it was tracked for 695 00:23:10,300 --> 00:23:12,300 you can delete ones that aren't very good 696 00:23:17,200 --> 00:23:19,433 you can also choose to display track quality 697 00:23:19,700 --> 00:23:20,800 which is a really useful 698 00:23:20,800 --> 00:23:22,400 you'll see what was good and what isn't 699 00:23:22,400 --> 00:23:24,666 nuke usually discards the ones that aren't for you 700 00:23:24,866 --> 00:23:26,300 but the green is a great track 701 00:23:26,300 --> 00:23:27,666 it means it has a really good track 702 00:23:27,666 --> 00:23:29,100 and it as it gets yellow and yellower 703 00:23:29,100 --> 00:23:31,033 it's getting less and less consistent 704 00:23:31,133 --> 00:23:32,600 and if it goes red it's a 705 00:23:32,933 --> 00:23:34,300 downright bad track 706 00:23:34,300 --> 00:23:36,300 and nuke usually will ignore those already 707 00:23:37,366 --> 00:23:40,900 and this one actually really tracked pretty good and um 708 00:23:42,133 --> 00:23:42,466 and the route 709 00:23:42,466 --> 00:23:43,966 I guess nuke doesn't ignore the red ones 710 00:23:43,966 --> 00:23:45,066 that's that's the wrong thing to say 711 00:23:45,066 --> 00:23:46,166 but because we have our 712 00:23:46,300 --> 00:23:48,600 number of features at a hundred and fifty um 713 00:23:48,600 --> 00:23:50,200 nuke track the hundred and fifty best features 714 00:23:50,200 --> 00:23:51,533 you could find um 715 00:23:51,533 --> 00:23:53,466 so if we added this to 1,000 716 00:23:53,466 --> 00:23:55,100 I'm sure it would take hours to 717 00:23:55,100 --> 00:23:55,933 to find them all 718 00:23:55,933 --> 00:23:57,100 but it would also be lots of red ones 719 00:23:57,100 --> 00:23:58,433 most likely because 720 00:23:58,466 --> 00:24:00,666 it's not gonna find 1,000 great points in this 721 00:24:00,666 --> 00:24:01,866 in this shot to track 722 00:24:02,133 --> 00:24:03,266 now one mistake I made was 723 00:24:03,266 --> 00:24:04,533 even though I have an alpha channel 724 00:24:04,533 --> 00:24:06,300 I didn't tell it to mask anything 725 00:24:06,300 --> 00:24:07,966 I'm not gonna go back and reanalyze 726 00:24:07,966 --> 00:24:08,966 but for future reference 727 00:24:08,966 --> 00:24:10,866 when you have masked out something like moving 728 00:24:10,866 --> 00:24:11,700 moving guys 729 00:24:12,000 --> 00:24:13,933 you wanna make sure you actually have it 730 00:24:13,933 --> 00:24:15,133 tell it to ignore those guys 731 00:24:15,133 --> 00:24:16,833 by telling it what alpha channel to choose 732 00:24:17,000 --> 00:24:17,566 in this case 733 00:24:17,566 --> 00:24:18,766 doesn't think we have any 734 00:24:19,200 --> 00:24:21,700 markers that were tracked by our guy walking around 735 00:24:21,700 --> 00:24:23,033 so I think we might be okay 736 00:24:23,166 --> 00:24:23,866 maybe this one 737 00:24:23,866 --> 00:24:25,666 so I'm gonna go ahead and delete this track 738 00:24:26,400 --> 00:24:28,100 so we definitely can't affect them 739 00:24:28,666 --> 00:24:29,933 and I'll go ahead and take a look at our 740 00:24:29,933 --> 00:24:32,666 gentleman down here and make sure he was never touched 741 00:24:33,366 --> 00:24:34,433 by anything 742 00:24:37,600 --> 00:24:38,966 and this is fine to do after as well 743 00:24:38,966 --> 00:24:40,400 if you don't need to write one you know 744 00:24:40,400 --> 00:24:41,800 there's only a few things you'd have to mask out 745 00:24:41,800 --> 00:24:43,600 there's no reason not to mask out one of these 746 00:24:43,600 --> 00:24:44,733 so I'm gonna go ahead and delete this one 747 00:24:44,733 --> 00:24:46,066 just to make sure it didn't touch him 748 00:24:47,900 --> 00:24:48,866 and this one did touch him 749 00:24:48,866 --> 00:24:50,366 so I'm gonna go ahead and delete that 750 00:24:52,300 --> 00:24:53,733 cause you will sometimes get occasionally 751 00:24:53,733 --> 00:24:55,066 like he's very trackable 752 00:24:55,066 --> 00:24:56,900 you might get a good track Mark on him 753 00:24:57,100 --> 00:24:58,366 but nuke doesn't understand that he's 754 00:24:58,366 --> 00:25:00,133 moving in the frame and not a fixed point 755 00:25:00,133 --> 00:25:01,400 so you definitely wanna make sure that any 756 00:25:01,400 --> 00:25:03,266 tracking marks that touch him are gone 757 00:25:04,400 --> 00:25:05,366 and here's another example 758 00:25:05,366 --> 00:25:06,466 so this is a good thing to do 759 00:25:06,466 --> 00:25:07,666 to go through here and delete these 760 00:25:07,666 --> 00:25:08,600 it's actually kind of a good thing 761 00:25:08,600 --> 00:25:09,900 I didn't mask him out 762 00:25:10,266 --> 00:25:11,133 so just play through 763 00:25:11,133 --> 00:25:11,800 make sure oh 764 00:25:11,800 --> 00:25:12,833 there's another one 765 00:25:16,266 --> 00:25:17,666 make sure we're seeing the whole image 766 00:25:21,666 --> 00:25:22,900 this one wasn't a good track 767 00:25:22,900 --> 00:25:24,100 but we'll get rid of it anyway 768 00:25:27,933 --> 00:25:29,200 make sure none of those popped up 769 00:25:29,200 --> 00:25:30,833 okay he's off frame now 770 00:25:36,800 --> 00:25:38,500 just verify a few more 771 00:25:40,400 --> 00:25:42,366 looks like we avoid him most of the time 772 00:25:42,366 --> 00:25:44,400 anyway alright 773 00:25:44,400 --> 00:25:45,533 so that's because that way of the feature is 774 00:25:45,533 --> 00:25:46,700 you can solve the camera 775 00:25:47,200 --> 00:25:48,200 now before you solve the camera 776 00:25:48,200 --> 00:25:49,266 you wanna fill out 777 00:25:49,300 --> 00:25:51,300 any information you have under solver 778 00:25:51,366 --> 00:25:54,700 so this can come from a camera report 779 00:25:54,866 --> 00:25:56,866 um which the script supervisor will manage for you 780 00:25:56,866 --> 00:25:58,000 and you'll have lens information 781 00:25:58,000 --> 00:25:59,700 you'll have hopefully lens information 782 00:25:59,733 --> 00:26:01,600 potentially angles to start with and everything 783 00:26:01,600 --> 00:26:04,033 but all we really wanna know is um 784 00:26:04,100 --> 00:26:05,366 if we can get the focal length gray 785 00:26:05,366 --> 00:26:07,600 but mostly we need to know is this a constant lens 786 00:26:07,600 --> 00:26:09,700 is it a fixed lens or is it a zoom lens 787 00:26:09,700 --> 00:26:11,200 this shot from everything I'm seeing 788 00:26:11,200 --> 00:26:12,200 it looks like a fixed lens 789 00:26:12,200 --> 00:26:14,200 it doesn't look like we zoom in or zoom out at all 790 00:26:14,200 --> 00:26:17,100 so I'm gonna say it's an unknown constant um 791 00:26:17,100 --> 00:26:19,266 I can also say approximate constant 792 00:26:19,300 --> 00:26:21,733 and then I can tell it what lens I think it is 793 00:26:21,733 --> 00:26:23,700 but it will it won't take that for the bible 794 00:26:23,900 --> 00:26:25,533 if I know for sure with the lenses 795 00:26:25,533 --> 00:26:26,466 I can say it's known 796 00:26:26,466 --> 00:26:28,766 and it's gonna say this is a 50 millimeter lens 797 00:26:29,100 --> 00:26:30,100 nothing else to do 798 00:26:30,100 --> 00:26:31,500 this is definitely a lens 799 00:26:31,500 --> 00:26:32,500 I don't know that's the case 800 00:26:32,500 --> 00:26:34,166 so I'm gonna go with unknown constant 801 00:26:34,300 --> 00:26:35,166 if it was a zoom lens 802 00:26:35,166 --> 00:26:37,366 I would definitely wanna know unknown varying 803 00:26:37,366 --> 00:26:38,966 because I want nuke to do 804 00:26:39,000 --> 00:26:40,266 perform zooms in the camera 805 00:26:40,266 --> 00:26:42,433 so that my CG will track in properly 806 00:26:42,733 --> 00:26:43,766 now the filmback size 807 00:26:43,766 --> 00:26:45,466 although I don't have a camera report 808 00:26:45,466 --> 00:26:47,566 I'm guessing that since this was shot by Epic 809 00:26:47,566 --> 00:26:49,466 PhD was shot with the red camera 810 00:26:49,466 --> 00:26:52,166 so I'm gonna change this to 24.4 811 00:26:53,466 --> 00:26:55,433 and 13.7 which is the 812 00:26:55,533 --> 00:26:57,200 the red cameras film back size 813 00:26:57,400 --> 00:26:58,966 and you can get that information on their website 814 00:26:58,966 --> 00:27:00,066 and most cameras 815 00:27:00,400 --> 00:27:02,366 if you know what camera shot with especially digital 816 00:27:02,366 --> 00:27:03,733 you can look it up online 817 00:27:03,733 --> 00:27:05,300 and find out what the film back size is 818 00:27:05,300 --> 00:27:06,800 and make sure you always convert it to millimeters 819 00:27:06,800 --> 00:27:08,166 or change this to images 820 00:27:08,533 --> 00:27:08,966 for example 821 00:27:08,966 --> 00:27:10,400 the Genesis um 822 00:27:10,400 --> 00:27:11,000 is point nine 823 00:27:11,000 --> 00:27:11,500 three inches 824 00:27:11,500 --> 00:27:12,266 you could change it to inches 825 00:27:12,266 --> 00:27:14,600 instead of doing millimeter conversion okay 826 00:27:14,600 --> 00:27:16,166 now Camera Motion is free camera 827 00:27:16,766 --> 00:27:19,666 this camera might be on a tripod or close enough to it 828 00:27:19,666 --> 00:27:20,733 I mean not a tripod 829 00:27:20,733 --> 00:27:21,466 but someone's holding it 830 00:27:21,466 --> 00:27:23,000 and just kind of shaking it around 831 00:27:23,000 --> 00:27:25,866 I don't believe that there's gonna be much um 832 00:27:25,866 --> 00:27:27,766 dollying or anything involved with this move 833 00:27:27,766 --> 00:27:28,600 but I don't know for sure 834 00:27:28,600 --> 00:27:30,100 so I'm gonna leave free camera on 835 00:27:30,366 --> 00:27:32,000 if I knew for sure this was on a tripod 836 00:27:32,000 --> 00:27:33,133 and someone just moving it around 837 00:27:33,133 --> 00:27:34,566 then I'm gonna get a better result 838 00:27:34,566 --> 00:27:35,833 if I say rotation only 839 00:27:36,000 --> 00:27:36,800 but with this solve 840 00:27:36,800 --> 00:27:39,100 I'm guessing we're gonna get a nodal move only anyway 841 00:27:39,100 --> 00:27:40,166 or rotation only move 842 00:27:40,166 --> 00:27:41,833 so I'm just gonna leave it on free camera 843 00:27:41,933 --> 00:27:43,066 and hope for the best 844 00:27:43,266 --> 00:27:44,966 now keyframe separations are interesting 845 00:27:44,966 --> 00:27:46,000 these are gonna 846 00:27:46,166 --> 00:27:47,200 for most of the case 847 00:27:47,200 --> 00:27:48,033 you're gonna get 848 00:27:48,066 --> 00:27:50,800 the default centers are gonna be fine um 849 00:27:50,933 --> 00:27:51,933 but there definitely 850 00:27:51,933 --> 00:27:53,200 are some powerful features in here to use 851 00:27:53,200 --> 00:27:54,833 when you have a really hard solve 852 00:27:54,900 --> 00:27:56,866 and you're not getting a proper solve 853 00:27:57,566 --> 00:27:59,733 you can change how often nuke looks at the keyframe 854 00:27:59,733 --> 00:28:01,400 you can even set a reference frame to know okay 855 00:28:01,400 --> 00:28:03,666 this is a frame that tracks properly 856 00:28:03,800 --> 00:28:06,133 use this as your reference um 857 00:28:06,133 --> 00:28:07,900 and you can also use 3 frame initialization 858 00:28:07,900 --> 00:28:10,500 which means Nuke's gonna find 3 frames overall 859 00:28:10,600 --> 00:28:11,466 instead of just two 860 00:28:11,466 --> 00:28:12,500 which is default 861 00:28:12,533 --> 00:28:13,566 to find out that okay 862 00:28:13,566 --> 00:28:14,700 these these frames are good 863 00:28:14,700 --> 00:28:15,700 and we're locked on these frames 864 00:28:15,700 --> 00:28:19,666 so use these as a as as frames to to match to um 865 00:28:20,000 --> 00:28:21,700 again most of the time you're not gonna deal with this 866 00:28:21,700 --> 00:28:23,366 but the more tracking you do in anything 867 00:28:23,366 --> 00:28:25,233 you're gonna need to find to some of this stuff 868 00:28:25,333 --> 00:28:25,933 but at this point 869 00:28:25,933 --> 00:28:27,166 I'm happy with the solve 870 00:28:27,333 --> 00:28:28,800 and I'm just gonna go to Camera Tracker 871 00:28:28,800 --> 00:28:30,266 and say solve Camera 872 00:28:31,666 --> 00:28:32,866 and it'll take just a second 873 00:28:32,866 --> 00:28:34,733 not nearly as long as tracking the features did 874 00:28:34,733 --> 00:28:36,566 it's gonna take about 20 seconds 875 00:28:43,166 --> 00:28:44,200 and no one actually has a 876 00:28:44,200 --> 00:28:46,366 reference frame is equals 1:45 oh 877 00:28:46,366 --> 00:28:46,700 it's solved 878 00:28:46,700 --> 00:28:47,300 I had an error 879 00:28:47,300 --> 00:28:48,500 it solved okay 880 00:28:48,500 --> 00:28:50,333 so it does give us our total reprojection error of 881 00:28:50,333 --> 00:28:51,566 1.56 speckles 882 00:28:51,566 --> 00:28:54,000 which is doable for what we're using it for now 883 00:28:54,000 --> 00:28:55,033 I'm fine with that 884 00:28:56,266 --> 00:28:57,533 and so nothing changes 885 00:28:57,533 --> 00:28:59,133 cause we're still just looking at the camera tracker 886 00:28:59,133 --> 00:29:00,633 so we actually haven't done anything yet 887 00:29:00,666 --> 00:29:02,600 so the next thing you do is create a scene 888 00:29:04,566 --> 00:29:05,500 so as soon as I do that 889 00:29:05,500 --> 00:29:07,733 we have three nodes that appear C node 890 00:29:07,733 --> 00:29:09,666 a camera node and a tracker point cloud 891 00:29:09,666 --> 00:29:12,366 so we're just gonna click on seen and press number one 892 00:29:12,400 --> 00:29:14,633 and now we're in our 3D environment 893 00:29:14,933 --> 00:29:16,966 and our point cloud is being generated 894 00:29:16,966 --> 00:29:19,400 and you can see that we are now moving around our point 895 00:29:19,400 --> 00:29:21,233 cloud so if we lock to our camera 896 00:29:21,366 --> 00:29:23,300 I'm just gonna change this camera name to cam 897 00:29:23,300 --> 00:29:24,200 underscore Anna 898 00:29:25,666 --> 00:29:27,333 which I like to do um 899 00:29:27,333 --> 00:29:29,300 anytime I'm gonna use this camera to render anything 900 00:29:29,300 --> 00:29:31,000 any camera any camera nuke is just a habit 901 00:29:31,000 --> 00:29:32,600 I've done this way since I was 902 00:29:32,600 --> 00:29:33,966 I was taught this way 10 years ago 903 00:29:33,966 --> 00:29:35,100 and I just like to keep it this way 904 00:29:35,100 --> 00:29:36,533 so that's good to know 905 00:29:36,533 --> 00:29:37,766 so I'm gonna change this to came in 906 00:29:37,766 --> 00:29:38,766 I'm gonna lock to my view 907 00:29:38,766 --> 00:29:40,833 and just kind of go through and see what we got here 908 00:29:41,300 --> 00:29:43,400 you can actually see looking at through the camera 909 00:29:43,400 --> 00:29:44,700 although just like a bunch of points 910 00:29:44,700 --> 00:29:46,066 you can see that there are some shapes 911 00:29:46,066 --> 00:29:46,666 taking place here 912 00:29:46,666 --> 00:29:48,366 so the top of our buildings here 913 00:29:50,166 --> 00:29:51,633 our little um 914 00:29:52,766 --> 00:29:53,866 bench or whatever that 915 00:29:53,866 --> 00:29:55,566 structure was on the sidewalks right there 916 00:29:55,566 --> 00:29:57,433 and our rounded buildings over here 917 00:29:58,500 --> 00:30:00,200 and our sidewalk and cars over here 918 00:30:00,200 --> 00:30:02,500 so it's we got a good scene right now 919 00:30:03,200 --> 00:30:04,766 and I think if you when you 920 00:30:04,766 --> 00:30:06,500 this is the one place you'll really notice a difference 921 00:30:06,500 --> 00:30:08,400 when you run this through a distorted plate 922 00:30:08,400 --> 00:30:11,100 you'll see that there's some more phantom points 923 00:30:11,366 --> 00:30:12,733 in places that they really shouldn't be 924 00:30:12,733 --> 00:30:14,900 there's really nothing there so okay 925 00:30:14,900 --> 00:30:16,600 so we have our saw 926 00:30:16,600 --> 00:30:17,833 we have our point cloud 927 00:30:18,533 --> 00:30:19,566 and we have our camera 928 00:30:19,966 --> 00:30:21,833 let's go back to 2D view 929 00:30:24,933 --> 00:30:27,000 and let's change our default settings to HD 930 00:30:27,000 --> 00:30:28,566 to make sure we're getting the right data 931 00:30:29,466 --> 00:30:31,800 okay so one thing that I like to do 932 00:30:31,800 --> 00:30:33,366 although this camera actually does a pretty good 933 00:30:33,366 --> 00:30:34,800 job of defining the ground plane 934 00:30:34,800 --> 00:30:36,233 we're actually already like it 935 00:30:36,466 --> 00:30:37,633 pretty much where you wanna be 936 00:30:38,066 --> 00:30:39,466 uh there it is important 937 00:30:39,466 --> 00:30:41,066 you can define a ground plane um 938 00:30:41,066 --> 00:30:42,333 it's not so much important when 939 00:30:42,333 --> 00:30:44,066 you're working by yourself because you know the shot 940 00:30:44,066 --> 00:30:45,300 but when you're working with others 941 00:30:45,300 --> 00:30:47,233 you wanna be able to find a plane of the 942 00:30:47,566 --> 00:30:48,066 of the ground 943 00:30:48,066 --> 00:30:49,300 so we know where to put things 944 00:30:49,300 --> 00:30:50,533 we know where to place things 945 00:30:50,533 --> 00:30:52,100 we know what aren't the camera 946 00:30:52,100 --> 00:30:54,600 so what we wanna do is see if we can find points 947 00:30:54,600 --> 00:30:56,133 there's enough points that are the ground 948 00:30:56,133 --> 00:30:57,366 so let's click this 949 00:30:57,500 --> 00:30:58,633 this is on the ground 950 00:30:58,800 --> 00:31:00,300 and I'll shift click this one 951 00:31:00,666 --> 00:31:02,366 and these points are on the ground 952 00:31:02,366 --> 00:31:03,666 so let's click these 953 00:31:05,400 --> 00:31:07,900 I can move frames and select more points 954 00:31:10,866 --> 00:31:12,266 let's see I think those are the only points that 955 00:31:12,266 --> 00:31:13,500 are actually on this piece of ground 956 00:31:13,500 --> 00:31:15,100 so let's just right click on this 957 00:31:15,666 --> 00:31:17,833 and say ground plane set to selected 958 00:31:19,966 --> 00:31:21,300 so there's our ground plane 959 00:31:21,366 --> 00:31:24,366 and this will reorient the scene based on 960 00:31:24,366 --> 00:31:25,933 the camera tracker data which goes through here 961 00:31:25,933 --> 00:31:27,000 so now we look through a scene again 962 00:31:27,000 --> 00:31:28,433 although it won't change much 963 00:31:31,100 --> 00:31:32,833 we now have our ground plane to find 964 00:31:33,966 --> 00:31:34,566 in the scene 965 00:31:34,566 --> 00:31:36,466 so if we unlock from the camera 966 00:31:36,466 --> 00:31:37,466 and that's what this button does 967 00:31:37,466 --> 00:31:39,000 locking to and from the camera 968 00:31:39,000 --> 00:31:40,333 so when this is locked and I move around 969 00:31:40,333 --> 00:31:42,600 you'll see we don't really get to move around too much 970 00:31:42,866 --> 00:31:44,666 and if I unlock and hold down control 971 00:31:44,666 --> 00:31:46,000 I can rotate around 972 00:31:46,100 --> 00:31:47,200 held that all same thing 973 00:31:47,200 --> 00:31:48,900 so that's the difference 974 00:31:48,900 --> 00:31:50,766 so now you can see that because we chose those points 975 00:31:50,766 --> 00:31:51,900 every single one of those points 976 00:31:51,900 --> 00:31:54,166 was orientated so that it's on our ground 977 00:31:54,166 --> 00:31:55,900 our zero or on the ground plane 978 00:31:56,266 --> 00:31:56,866 and I should have shown 979 00:31:56,866 --> 00:31:58,200 you what it looked like before with those points 980 00:31:58,200 --> 00:31:59,200 but that's okay 981 00:31:59,200 --> 00:32:00,100 these are their ground plan 982 00:32:00,100 --> 00:32:02,166 they're all exactly intercepting the grid 983 00:32:02,566 --> 00:32:03,933 and they were probably pretty close before 984 00:32:03,933 --> 00:32:05,400 but now they're definitely intersecting the grid 985 00:32:05,400 --> 00:32:07,433 exactly so anything we place on here 986 00:32:07,466 --> 00:32:08,566 will be on the ground now 987 00:32:08,566 --> 00:32:10,400 so if I throw in a piece of geometry 988 00:32:11,766 --> 00:32:12,566 just make something 989 00:32:12,566 --> 00:32:13,500 let's make a 990 00:32:14,100 --> 00:32:15,200 make a cylinder 991 00:32:16,066 --> 00:32:19,033 and let's bring it way down in size 992 00:32:19,866 --> 00:32:21,166 and you'll see that it's 993 00:32:21,266 --> 00:32:22,933 spliced through our ground plant 994 00:32:22,933 --> 00:32:23,866 so just bring it right up 995 00:32:23,866 --> 00:32:25,400 so that it's right on the grid 996 00:32:28,466 --> 00:32:30,866 and let's bring it back in Z space 997 00:32:33,666 --> 00:32:34,800 and because we defined our grid 998 00:32:34,800 --> 00:32:36,200 we didn't have to do anything else 999 00:32:36,300 --> 00:32:38,300 I'm just gonna make it a little bit smaller still 1000 00:32:40,133 --> 00:32:41,233 and make sure it's 1001 00:32:43,900 --> 00:32:46,500 directly on the ground plane 1002 00:32:52,700 --> 00:32:54,066 which does appear to be 1003 00:32:56,166 --> 00:32:59,000 okay it's in camera view 1004 00:33:01,366 --> 00:33:02,333 okay there it is 1005 00:33:02,333 --> 00:33:04,666 and let's go ahead and throw color bars on it 1006 00:33:04,666 --> 00:33:06,766 just so we can see what it looks like when we render it 1007 00:33:07,866 --> 00:33:08,966 add it to the scene 1008 00:33:14,666 --> 00:33:16,000 and hit I'm hitting tab 1009 00:33:16,000 --> 00:33:18,966 I'm sorry hitting tab to go back between 2D and 3D 1010 00:33:18,966 --> 00:33:21,100 and let's add a scale and render so we can see this 1011 00:33:22,000 --> 00:33:23,266 so when you add a scale and render 1012 00:33:23,266 --> 00:33:24,400 connected to the object 1013 00:33:24,400 --> 00:33:27,000 scene arrow goes to the object scene 1014 00:33:27,333 --> 00:33:28,466 object or the scene 1015 00:33:28,600 --> 00:33:29,800 and then our camera 1016 00:33:30,333 --> 00:33:33,900 and as long as you um have your settings set properly 1017 00:33:33,900 --> 00:33:36,100 which is what we did just a second ago with HD 1018 00:33:36,166 --> 00:33:38,066 you don't need to connect anything to the background 1019 00:33:38,333 --> 00:33:40,266 um of course if you wanna see what it looks like 1020 00:33:40,266 --> 00:33:41,966 comp on top of the background you certainly can 1021 00:33:41,966 --> 00:33:44,400 so let's make sure we connect to the lens distortion 1 1022 00:33:44,400 --> 00:33:46,466 otherwise it won't be tracking properly 1023 00:33:48,666 --> 00:33:50,600 and although I'm on the ground playing with my cylinder 1024 00:33:50,600 --> 00:33:52,366 I put it too far to the right 1025 00:33:52,366 --> 00:33:55,400 so it's actually not gonna be on the ground because 1026 00:33:55,400 --> 00:33:56,366 or not appear to be on the ground 1027 00:33:56,366 --> 00:33:57,566 because I moved it too far to the right 1028 00:33:57,566 --> 00:33:59,166 so let's go ahead and move that back in 1029 00:34:07,166 --> 00:34:08,633 and let's move it a little bit 1030 00:34:13,400 --> 00:34:15,500 short hits of Z is gonna be facing us 1031 00:34:21,666 --> 00:34:23,300 and bring a closer to us in camera 1032 00:34:30,933 --> 00:34:32,400 and now if we play through that 1033 00:34:34,266 --> 00:34:35,966 it should lock to the ground pretty well 1034 00:34:44,733 --> 00:34:45,533 and it is 1035 00:34:48,700 --> 00:34:49,500 okay so then that's 1036 00:34:49,500 --> 00:34:50,966 if you're gonna put this thing on the ground 1037 00:34:51,366 --> 00:34:53,000 and you don't necessarily have points 1038 00:34:53,000 --> 00:34:54,000 way back there on the ground 1039 00:34:54,000 --> 00:34:55,366 so we just by defying the ground plane 1040 00:34:55,366 --> 00:34:56,600 now we can put anything on the ground we want 1041 00:34:56,600 --> 00:34:58,066 we know exactly where the ground is 1042 00:34:58,600 --> 00:35:00,733 but we don't know necessarily where 1043 00:35:00,733 --> 00:35:02,066 say the top of this building is 1044 00:35:02,866 --> 00:35:03,900 we go down further 1045 00:35:04,466 --> 00:35:07,200 so say we want to put an item on top of the building 1046 00:35:08,000 --> 00:35:08,966 it's not as easy as that 1047 00:35:08,966 --> 00:35:10,366 cause we've only to found the ground plane 1048 00:35:10,366 --> 00:35:12,200 and although we know where this point cloud is 1049 00:35:12,200 --> 00:35:12,866 we don't actually 1050 00:35:12,866 --> 00:35:14,300 we don't wanna have to hand 1051 00:35:14,366 --> 00:35:16,966 you know go find out which exact point this is and then 1052 00:35:17,300 --> 00:35:18,533 copy its math somehow 1053 00:35:18,533 --> 00:35:19,600 it would just be too annoying 1054 00:35:19,600 --> 00:35:20,466 so we need to find 1055 00:35:20,466 --> 00:35:22,533 out where that point is as quickly as possible 1056 00:35:22,533 --> 00:35:24,566 so I'm gonna open up the camera tracker again 1057 00:35:26,700 --> 00:35:28,800 and you'll see that this feature is actually 1058 00:35:28,800 --> 00:35:29,900 one of our tracking marks 1059 00:35:29,900 --> 00:35:30,966 I'm gonna right click 1060 00:35:31,300 --> 00:35:34,200 and say create and I'm gonna have a create an axis 1061 00:35:35,133 --> 00:35:38,266 and this axis is now created on that point 1062 00:35:40,400 --> 00:35:42,366 as you can see there so if we move through 1063 00:35:44,166 --> 00:35:45,566 take a second to buffer 1064 00:35:46,566 --> 00:35:47,800 you'll see that axis is stuck there 1065 00:35:47,800 --> 00:35:49,633 so now we can put any piece of geometry 1066 00:35:50,266 --> 00:35:52,566 attach this axis and it's gonna be mapped right there 1067 00:35:52,800 --> 00:35:53,966 now if you want something 1068 00:35:54,066 --> 00:35:55,400 already created instead of an axis 1069 00:35:55,400 --> 00:35:56,566 let's go ahead and delete that 1070 00:35:56,566 --> 00:35:57,966 let's click that point again 1071 00:35:58,966 --> 00:36:00,133 and you can say right click create 1072 00:36:00,133 --> 00:36:01,366 and let's create a cube 1073 00:36:02,166 --> 00:36:05,200 and collect that cube to our scene 1074 00:36:07,933 --> 00:36:09,400 connect that to Color Bar so we can see it 1075 00:36:09,400 --> 00:36:11,566 and it's way too big so let me just scale way down 1076 00:36:18,366 --> 00:36:19,833 okay close that 1077 00:36:20,066 --> 00:36:21,600 and let me close our camera tracker 1078 00:36:21,600 --> 00:36:22,800 so we can just see the plate 1079 00:36:22,800 --> 00:36:24,466 and the scale and the point cloud 1080 00:36:25,466 --> 00:36:27,600 and let's play through that see how it tracks 1081 00:36:30,700 --> 00:36:31,966 so there we have it just a right click 1082 00:36:31,966 --> 00:36:33,700 we created our cube and there it is 1083 00:36:36,800 --> 00:36:38,500 I'll just play a few a few frames there 1084 00:36:38,500 --> 00:36:40,666 and I'll go back and make sure it does track well 1085 00:36:42,966 --> 00:36:43,866 and there it is 1086 00:36:50,133 --> 00:36:51,566 this is a very brief overview of 1087 00:36:51,566 --> 00:36:52,900 1 distortion of camera tracking 1088 00:36:52,900 --> 00:36:53,666 and honestly 1089 00:36:53,666 --> 00:36:55,166 we can spend an entire semester 1090 00:36:55,166 --> 00:36:56,533 just going over these two notes 1091 00:36:56,533 --> 00:36:57,933 especially the camera tracker 1092 00:36:57,933 --> 00:37:00,500 um and since there are camera tracking classes in 1093 00:37:00,500 --> 00:37:02,266 FXPG that are cover whole term 1094 00:37:02,266 --> 00:37:04,600 that proves the point that there's always so many ins 1095 00:37:04,600 --> 00:37:06,666 and outs with any kind of camera track 1096 00:37:06,900 --> 00:37:08,166 and it comes down to really 1097 00:37:08,166 --> 00:37:09,700 the more information you have from set 1098 00:37:09,700 --> 00:37:11,700 the better and easier it will be to track 1099 00:37:11,800 --> 00:37:13,566 and also the more tracking markers you have 1100 00:37:13,566 --> 00:37:14,333 and you know 1101 00:37:14,333 --> 00:37:16,166 Fusion Blue screen is their tracking markers 1102 00:37:16,166 --> 00:37:17,366 not only on the screen 1103 00:37:17,466 --> 00:37:19,833 but in front of the screen so that we can see parallax 1104 00:37:19,900 --> 00:37:20,466 things like that 1105 00:37:20,466 --> 00:37:21,933 there's lots of ins and out to camera tracking 1106 00:37:21,933 --> 00:37:22,566 and there's nothing 1107 00:37:22,566 --> 00:37:24,433 there's no one gonna be able to cover all that 1108 00:37:24,600 --> 00:37:26,100 in this wholesome in this whole semester 1109 00:37:26,100 --> 00:37:27,200 let alone in one class 1110 00:37:27,200 --> 00:37:28,200 so I'm just walking through a 1111 00:37:28,200 --> 00:37:29,866 couple of the other gimmes that 1112 00:37:29,866 --> 00:37:30,566 are gotchas 1113 00:37:30,566 --> 00:37:32,000 rather than with the camera tracker 1114 00:37:32,133 --> 00:37:33,166 so most of the time 1115 00:37:33,166 --> 00:37:34,066 when you have a decent shot 1116 00:37:34,066 --> 00:37:35,100 you're gonna be able to follow 1117 00:37:35,100 --> 00:37:36,333 the steps we did in this class 1118 00:37:36,333 --> 00:37:37,633 and you're gonna get a track 1119 00:37:37,733 --> 00:37:39,766 especially if you can get the lens distortion done 1120 00:37:39,766 --> 00:37:41,366 if you can't get that done 1121 00:37:41,466 --> 00:37:42,900 um it's gonna make a little more difficult 1122 00:37:42,900 --> 00:37:44,100 but not impossible 1123 00:37:44,166 --> 00:37:44,933 so there's a couple of 1124 00:37:44,933 --> 00:37:46,700 the settings in the camera tracker 1125 00:37:46,700 --> 00:37:48,200 so obviously 1126 00:37:48,200 --> 00:37:49,000 by doing lens distortion 1127 00:37:49,000 --> 00:37:49,600 when we did it 1128 00:37:49,600 --> 00:37:50,666 we had to run 1129 00:37:50,666 --> 00:37:52,166 the feature track twice 1130 00:37:52,200 --> 00:37:53,333 once for lens distortion 1131 00:37:53,333 --> 00:37:55,800 and once for camera tracking when we did image analysis 1132 00:37:55,866 --> 00:37:57,500 so to avoid that 1133 00:37:57,500 --> 00:37:59,100 you can actually undistort the 1134 00:37:59,100 --> 00:38:01,500 the image in the camera tracker 1135 00:38:01,500 --> 00:38:02,566 so you can just say 1136 00:38:02,566 --> 00:38:03,466 unknown lens 1137 00:38:03,533 --> 00:38:04,466 lens type is spherical 1138 00:38:04,466 --> 00:38:05,166 that's correct 1139 00:38:05,166 --> 00:38:06,266 instead of anamorphic 1140 00:38:06,300 --> 00:38:07,700 and click undistort 1141 00:38:07,700 --> 00:38:08,366 and it'll actually 1142 00:38:08,366 --> 00:38:09,300 undistort the image 1143 00:38:09,300 --> 00:38:12,133 and use the features to um 1144 00:38:12,133 --> 00:38:12,766 track the camera 1145 00:38:12,766 --> 00:38:15,433 so it'll actually undistort for you um 1146 00:38:16,700 --> 00:38:18,766 the reason to do this inside the tracker is 1147 00:38:18,766 --> 00:38:20,566 really feeling gonna work alone because then you know 1148 00:38:20,566 --> 00:38:21,866 you don't need to worry about the distortion 1149 00:38:21,866 --> 00:38:23,900 and if you're also not gonna be putting a CG in 1150 00:38:24,066 --> 00:38:26,366 you're just gonna be doing stuff in 2D and that's it 1151 00:38:26,366 --> 00:38:28,966 then there's no reason to really not do it this way uh 1152 00:38:28,966 --> 00:38:31,200 however it's just when you're working with a team or 1153 00:38:31,200 --> 00:38:32,166 you're working on a bigger project 1154 00:38:32,166 --> 00:38:34,400 it's always good to have its own lens distortion tool 1155 00:38:34,566 --> 00:38:36,266 you can see the results easier it's 1156 00:38:36,700 --> 00:38:37,733 you know for sure it's working 1157 00:38:37,733 --> 00:38:39,766 cause you can check it um 1158 00:38:40,066 --> 00:38:41,200 and it's just a little bit easier to do 1159 00:38:41,200 --> 00:38:43,166 plus you get a lot more data out of the distortion node 1160 00:38:43,166 --> 00:38:44,800 you can actually apply to a 3D card 1161 00:38:44,800 --> 00:38:47,133 you can do a lot of different things with it so um 1162 00:38:47,133 --> 00:38:48,866 and we might talk about that later in the term 1163 00:38:48,866 --> 00:38:50,566 but just so you know 1164 00:38:50,566 --> 00:38:51,866 when you're in a rush you can do 1165 00:38:51,866 --> 00:38:54,500 have the camera tracker do the lens distortion for you 1166 00:38:55,500 --> 00:38:56,866 now there's another note that are tab 1167 00:38:56,866 --> 00:38:57,600 the scene tab 1168 00:38:57,600 --> 00:38:58,866 this allows you to change 1169 00:38:59,000 --> 00:39:00,166 the translation order 1170 00:39:00,166 --> 00:39:01,566 rotation order of the scene 1171 00:39:01,666 --> 00:39:03,200 you can actually change the whole scene 1172 00:39:03,200 --> 00:39:04,700 so if we wanted to make this thing bigger 1173 00:39:04,700 --> 00:39:05,566 for some reason 1174 00:39:07,566 --> 00:39:10,133 now the scene's monstrous so if we had done this now 1175 00:39:10,133 --> 00:39:11,366 let's go ahead and take a look at our scan right here 1176 00:39:11,366 --> 00:39:13,333 so our cube went away um 1177 00:39:13,333 --> 00:39:14,900 let's make this 111 1178 00:39:16,266 --> 00:39:17,500 wow this is nice and big 1179 00:39:17,500 --> 00:39:20,100 so now if we right click on one of these points 1180 00:39:20,100 --> 00:39:21,600 let's pick a different point now 1181 00:39:22,133 --> 00:39:23,566 and I say create cube 1182 00:39:24,733 --> 00:39:27,300 that cube is gonna be extraordinarily tiny 1183 00:39:27,900 --> 00:39:29,133 once it's plugged into the scene 1184 00:39:29,133 --> 00:39:31,066 instead of being too big like it was before 1185 00:39:31,733 --> 00:39:32,200 as you can see 1186 00:39:32,200 --> 00:39:32,500 there it is 1187 00:39:32,500 --> 00:39:33,500 we can barely see it 1188 00:39:33,566 --> 00:39:35,500 even though the uniform scale still 1 1189 00:39:35,500 --> 00:39:39,800 so this can be useful when you want your scene to um 1190 00:39:40,566 --> 00:39:42,066 you know be able to bring in geometry that's 1191 00:39:42,066 --> 00:39:43,766 closer to the right size out and do anything 1192 00:39:43,766 --> 00:39:45,566 so the bigger I make this 1193 00:39:45,566 --> 00:39:47,533 obviously the smaller the cube will get 1194 00:39:47,533 --> 00:39:49,600 so if we just go to a uniform scale of 10 1195 00:39:49,600 --> 00:39:50,600 and let's go ahead and delete the cube 1196 00:39:50,600 --> 00:39:52,200 I just create and do one more 1197 00:39:52,533 --> 00:39:54,200 on this will do the same point 1198 00:39:57,266 --> 00:39:58,433 and connect to our scene 1199 00:39:59,400 --> 00:40:01,500 so there's a little bit more of what we'd expect 1200 00:40:01,500 --> 00:40:02,766 so the uniform scale is 10 1201 00:40:02,766 --> 00:40:04,200 and now our cubes are coming in 1202 00:40:04,333 --> 00:40:06,700 closer to a normal size and not filling the frame 1203 00:40:06,900 --> 00:40:08,133 so those are just useful things 1204 00:40:08,133 --> 00:40:09,100 you can rotate the scene 1205 00:40:09,100 --> 00:40:11,466 do things like that just to kind of orientate yourself 1206 00:40:11,466 --> 00:40:12,166 so for example 1207 00:40:12,166 --> 00:40:13,900 if I wanted this built the face of this building 1208 00:40:13,900 --> 00:40:15,566 this is gonna be the heart of my shot 1209 00:40:15,566 --> 00:40:17,366 this is gonna be where I'm gonna put a lot of stuff 1210 00:40:17,366 --> 00:40:19,700 I may wanna rotate the scene until this 1211 00:40:19,700 --> 00:40:21,800 is the ground plane or just select points on this 1212 00:40:21,800 --> 00:40:23,066 and call it the ground plane 1213 00:40:23,666 --> 00:40:24,766 and actually when we do that real quick 1214 00:40:24,766 --> 00:40:27,000 that'll be kind of a fun little experiment 1215 00:40:28,533 --> 00:40:30,333 so just click on a few of these points 1216 00:40:30,333 --> 00:40:32,400 let's go to a frame where we see more of that building 1217 00:40:40,066 --> 00:40:41,000 and the good thing about this 1218 00:40:41,000 --> 00:40:42,600 you can you can constantly 1219 00:40:43,500 --> 00:40:45,500 reset the ground point so let me just 1220 00:40:45,866 --> 00:40:47,200 click on a few of these shift 1221 00:40:47,700 --> 00:40:49,400 shift to try to pick green one 1222 00:40:49,400 --> 00:40:51,033 so I know that it's good tracking 1223 00:40:54,933 --> 00:40:57,066 anywhere on the face of this building is gonna be good 1224 00:41:02,266 --> 00:41:04,300 I can also drag and select 1225 00:41:04,300 --> 00:41:05,900 so if I have a couple of those I know are good 1226 00:41:05,900 --> 00:41:06,966 or a couple tracks I know are good 1227 00:41:06,966 --> 00:41:08,033 I can do it that way 1228 00:41:09,600 --> 00:41:11,200 again try to stay to green ones 1229 00:41:11,200 --> 00:41:12,866 just can you can get a better result 1230 00:41:16,600 --> 00:41:17,466 it's like that 1231 00:41:17,466 --> 00:41:19,800 so now I right click and say ground plane 1232 00:41:19,800 --> 00:41:20,966 set to selected 1233 00:41:20,966 --> 00:41:22,833 I've now reorientated my camera 1234 00:41:22,933 --> 00:41:24,233 so if I hit tab 1235 00:41:24,333 --> 00:41:26,500 you'll see my scene is now completely changing 1236 00:41:26,500 --> 00:41:28,633 the angles kind of confusing in a lot of ways 1237 00:41:28,900 --> 00:41:30,433 and if I take this away 1238 00:41:33,400 --> 00:41:35,266 you'll see that nuke did the best it could 1239 00:41:35,600 --> 00:41:37,366 to make that the ground plane 1240 00:41:37,533 --> 00:41:39,400 not nearly as clean as it's not the ground plane 1241 00:41:39,400 --> 00:41:41,433 I probably picked a couple bad markers in there 1242 00:41:41,666 --> 00:41:42,600 but it did do its best 1243 00:41:42,600 --> 00:41:43,100 and now I want to 1244 00:41:43,100 --> 00:41:44,633 put things on the face of that building 1245 00:41:44,700 --> 00:41:46,100 it reorientated my camera 1246 00:41:46,100 --> 00:41:47,466 and everything based on that building 1247 00:41:47,466 --> 00:41:49,866 so although it's not going to be a perfect 1248 00:41:49,866 --> 00:41:50,766 perfect mix 1249 00:41:51,166 --> 00:41:53,566 it is something that can be used 1250 00:41:53,800 --> 00:41:54,800 in that kind of situation 1251 00:41:54,800 --> 00:41:55,466 but ideally 1252 00:41:55,466 --> 00:41:58,100 if you want to make it the ground plane um okay 1253 00:41:58,100 --> 00:41:59,633 so let's see 1254 00:42:00,000 --> 00:42:01,066 um everything else in here 1255 00:42:01,066 --> 00:42:02,366 I mean I would definitely look at the manual 1256 00:42:02,366 --> 00:42:03,666 there's there's lots of 1257 00:42:03,666 --> 00:42:05,866 ins and outs and and tweaking that can be done 1258 00:42:06,133 --> 00:42:07,366 with the camera tracker 1259 00:42:07,366 --> 00:42:09,466 I did hit on the all the major points 1260 00:42:09,466 --> 00:42:11,500 and I would say 75% of your tracks are gonna 1261 00:42:11,500 --> 00:42:13,866 be able to be done with what I described today in class 1262 00:42:14,300 --> 00:42:16,300 I am hoping for lots of questions on the form 1263 00:42:16,300 --> 00:42:17,633 because this is new tools 1264 00:42:17,700 --> 00:42:18,200 not just for you 1265 00:42:18,200 --> 00:42:19,800 but for me as it just came out 1266 00:42:20,466 --> 00:42:22,400 and I look forward to talking more about it 1267 00:42:22,400 --> 00:42:23,866 and if there's more questions this term 1268 00:42:23,866 --> 00:42:24,666 I'll certainly 1269 00:42:24,766 --> 00:42:25,866 be hitting up 1270 00:42:27,066 --> 00:42:28,266 so those questions 1271 00:42:28,400 --> 00:42:29,200 not sure on the forms 1272 00:42:29,200 --> 00:42:30,100 but if there's enough demand 1273 00:42:30,100 --> 00:42:31,433 I'll do it in class as well 1274 00:42:31,500 --> 00:42:33,533 and just one last thing in here I didn't talk about 1275 00:42:33,533 --> 00:42:34,400 which I'm not gonna go into 1276 00:42:34,400 --> 00:42:36,100 you can also add user tracks 1277 00:42:36,200 --> 00:42:37,100 so although 1278 00:42:37,100 --> 00:42:39,066 usually Nukes auto trackers gonna work great 1279 00:42:39,066 --> 00:42:40,400 if there's any points that you know 1280 00:42:40,400 --> 00:42:42,033 or you can track well 1281 00:42:42,166 --> 00:42:44,066 and maybe Nukes Tracker just can't get enough points 1282 00:42:44,066 --> 00:42:46,166 you can hand track using the tracker 1283 00:42:46,200 --> 00:42:47,700 the regular 2D tracker 1284 00:42:48,366 --> 00:42:50,600 right here and import tracks 1285 00:42:50,666 --> 00:42:52,400 into your camera 1286 00:42:52,700 --> 00:42:54,400 so once you have some tracks done in here 1287 00:42:54,400 --> 00:42:55,433 you could literally 1288 00:42:58,333 --> 00:43:00,633 say add user track and you can import 1289 00:43:00,766 --> 00:43:02,400 um tracks into it 1290 00:43:02,400 --> 00:43:04,266 and you can also import user tracks and 1291 00:43:04,533 --> 00:43:05,600 use that to define the camera 1292 00:43:05,600 --> 00:43:07,366 so that can work as well if you have a really 1293 00:43:07,366 --> 00:43:10,100 really really difficult track and nuke just can't get 1294 00:43:10,100 --> 00:43:11,333 the auto tracker can't do it 1295 00:43:11,333 --> 00:43:13,700 so that's good stuff to know about and um 1296 00:43:14,733 --> 00:43:16,100 otherwise that's it for now 1297 00:43:16,100 --> 00:43:16,900 I guess and 1298 00:43:17,933 --> 00:43:20,100 look forward to hearing your questions in the forms and 1299 00:43:20,100 --> 00:43:21,466 seeing you guys give it a go with this shot 1300 00:43:21,466 --> 00:43:22,600 it's a lot of fun to do 1301 00:43:22,600 --> 00:43:24,066 a lot of stuff you can add to it after 1302 00:43:24,066 --> 00:43:24,800 once you have the track 1303 00:43:24,800 --> 00:43:27,100 so I encourage you to experiment 1304 00:43:27,333 --> 00:43:28,733 and that look forward to see you next week 1305 00:43:28,733 --> 00:43:29,966 where we'll be covering gizmos 1306 00:43:29,966 --> 00:43:31,366 and a little tiny bit of Python 1307 00:43:31,366 --> 00:43:33,300 that'll just be enough to get you started 1308 00:43:33,300 --> 00:43:35,200 and start creating some of your own custom tools 1309 00:43:35,533 --> 00:43:37,633 thanks for watching and see you in Week 3 95646

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