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hi this is Derek Ubiling
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and in this course
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I'm going to show you how you can
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get rid of some unwanted objects in your footage
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okay let's have a look
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this is clearly a moving shot
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the train is coming in
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and we've got some things that we wanna get rid of
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for one we've got this little grey control box
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right here and um
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we've also got this area right over here
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which is not so nice
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we've got the reflection of the control box
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in one of the train wagons
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and we wanna get rid of one of the train wagons itself
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so let's have a look
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as you can see
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I've patched up this area over here with a window
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then I've gotten rid of the control box
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I've reduced the reflection
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and I've gotten rid of the last wagon
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okay I think we should have a go
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let's get started
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okay let's load in our footage
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and here's our train
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open that hit one to display in the viewer
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I'm also going to adjust the frame range 50 to 2:50
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that's mostly what I'll be dealing with in this course
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okay so let's get started
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what about removing this controller box first
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what do we need
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yes we need to paint it out
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so let's grab our Roto sorry
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our Roto paint tool
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and as you can see
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as we open it
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we've got a bunch of tools right here
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and we've also got this little clone tool
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so if you hit control
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and then drag to where you want to go
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so control is your sampling area
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and this little cross right here
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is where you're actually drawing
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so now if I just hit my mouse button left one
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you can see that I'm sampling the area
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right next to the box
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I'm just painting over
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so if you want to sample another area
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grab control again
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hold the button readjust
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and there you go
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it takes a little while and I'm not going to do this
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too perfect
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hang on too perfectly here just to get the idea
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there we go
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grab some more from here I think let's see
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always get a bit mixed up with which ones which
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but actually it's not that difficult is it
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we really wanna stay in line here um
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and we don't really want to
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I just copied this and we don't really want that
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so let's take another spot and redo that again
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then I'm going to sample this spot down here
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just to get the tracks back in there
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I think I'll call this good
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I know it's not but I'll think it it'll do the job
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let's see what happens if I um play through the footage
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I'll just step it through it
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frame by frame using the arrow keys
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and right in the next frame
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we've got our box again
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so what do we need to do
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yes we need to hold our brushstrokes
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and we can do that by adjusting the lifetime
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but we need to select all our strokes first
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so let's select the first one
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scroll down and then hit shift to Mark them all
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and single frame to frame range
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and then frame range zero to our last frame
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that would be 3 4 3
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there we go
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so if I step through now
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you can see that the strokes are staying
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but we've got another problem
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that is the strokes aren't sticking to our footage
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so what do we do
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so let's just copy our footage first
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just control our command copy paste and um
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in our tab we will say hold Frame 60
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because that's the frame we painted out
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and then in the frame expression area
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we're going to type in minus 60
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because that's where we'll start at
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so now we have shifted back our footage by
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minus 60 frames
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that means frame 60 is now frame 1
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and we're holding that frame
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so if we now swap the input of our paint tool
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and play our footage
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we can see nothing is moving
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we've got a nice patch here
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everything is fine
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I'm going to add a constant
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place that button right here
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and then need to merge
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and I'm going to merge the two on top of each other
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just going to give this a bit more space
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and I'm going to add a roto paint node again right here
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and I'm going to
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draw out this area that we've just patched
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just very roughly
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I'm going to deselect all the colours
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because we just need the alpha
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I need to premult as well
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and you can see we have a lovely patch right here
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and if we add another merge
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and we are sorry wrong node there we go
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swap these around shift X and connect to the viewer
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now if we go back to frame 60
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you can see
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that our patch is perfectly aligned right here
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but if we play the footage
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we've still got the same problem
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our patch isn't moving with the movement of the camera
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so how are we going to resolve that
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let's see if a little bit of 3D data can help us out
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let's import our 3D data
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let's organize ourselves a little bit more
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let's maybe just move this up here
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and let's have a look what we got
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we've got our track around here
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I tracked this beforehand
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you can do this in an external application
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or you can also do it within nuke
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um but for the time being I'm just going to deal with
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the data that we already have
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we've got our point cloud right here
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um a scene and our camera
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now let's also add a scan line renderer
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to our scene
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up and we will connect this
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right here cam to the camera
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then the object to the scene
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and we also need a constant
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so that we know our background size
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now let's connect this to the viewer
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and what we can see are little crazy dots
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so what's that
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these are actually our tracking points
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and resemble a position in 3D space
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if we switch to the viewer 3D
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zoom out a bit
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give it a little spin
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we can see right here
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that we have distances relative to the camera position
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now if I hit play
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you can see that we've got camera movement
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merging our scan line renderer
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right over our original footage
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gives us our tracking points
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right on top of our original footage
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and if we zoom in a little bit and play
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we can see that they're actually
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stuck directly on the footage
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so they're moving with the footage
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and if I hit the the tracker
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we can actually see these little crosses
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and they give us position values
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of where they are located
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since we're still
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trying to get rid of our little box here
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let's try to take this position
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to create a 3D plane and project our patch over the box
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so hit the right button mouse button
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create and card
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if we swap into 3D view we can see
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that our card is right in the middle of the scene
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right in the position where our little gray box is
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right where we chose our tracker now
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let's add a Project 3D node
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connect our image our card right to that node
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let's take the two move down
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connect them to the scene
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now we will take this
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input and connect that to our patch
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let me quickly organize this a bit
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there we go
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now the only thing we still need to connect to
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our Project 3D note is a camera
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so let's just use the one we have
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I'll just copy this one
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and we will connect this one as well
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now if we go back to frame 60
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you can see let me quickly reconnect our point cloud
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we can see that our area is pretty mad much patched up
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but if we hit play we still have the same old problem
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our patch is still moving
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because our camera that's projecting onto our card
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our patch onto our card is moving
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that's supposed to be just a static camera
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so let's get rid of the animation here
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choose no animation
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and the same with this one no animation
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now if we hit play
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you can see the patch is pretty much stuck
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where we want it to be
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at the same time
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you can see that we've already
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run into more difficulties
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we've patched up the ground
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but now we've also patched over the wheels of our train
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just quickly to recap what we've done so far
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we've got a static frame
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and we painted out our gray box
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then we connected our patch to a projector
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and projected our patch onto a plane in 3D space
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now our 3D camera
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that's already got the movement of the shot
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films that patch
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and if we merge that on
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top of our original footage here
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we've patched over the area
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and we've introduced exactly the same motion
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that the camera has into the shot
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removing the gray control box
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was pretty much straightforward
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all we had to do was paint it out on a static frame
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now this method is not going to work so well
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on the moving wheels
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so we need different approach
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stabilizing the footage first
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might be a better approach this time
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so let's try that out
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let's first of all
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grab our 3D setup that we already have
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going to take our tracker or seen our camera
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and we're going to copy that
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I'm just going to move right down here
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and I'm just going to paste that into my flow
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now same as before we're going to add another card
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and we also need the projection node
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so there we go
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we connect the two
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connect that to our scene
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and now again we need a camera
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and we're just going to take the camera that we have
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right here I'm going to deconnect it from the render
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going to connect it to my projection node right there
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now I need some material to be projected
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so I'll grab our original footage oops
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there we go right here
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didn't work this time no it did let's just organize it
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supposed to go right in here
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there just tidy things up
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now let's have a look at what we achieved so far
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let's just switch to the 3D view
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we've got our camera
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we've got our card and as you can see we've got
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the projection of original footage onto the card
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now let me also connect our point cloud again
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and we know that our little points here
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resemble trackers connected to
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for example
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the buildings
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now if we play the footage
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I mean it's really difficult to see
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but you can see we have some camera movement
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but our little dots
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our point cloud isn't moving at all
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now why is that
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in our original scene
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the only thing that was moving was the camera
275
00:15:40,466 --> 00:15:41,900
we can be pretty sure that
276
00:15:41,900 --> 00:15:44,066
the buildings didn't move at all
277
00:15:44,133 --> 00:15:47,333
so that's why our little tracking dots that are
278
00:15:47,333 --> 00:15:49,666
attached to the buildings don't move at all
279
00:15:49,700 --> 00:15:52,433
it just stay put in their 3D position
280
00:15:53,133 --> 00:15:56,233
okay I will just disconnect the point cloud again
281
00:15:56,333 --> 00:15:58,233
and zoom further in
282
00:15:58,333 --> 00:16:00,233
and now oops sorry
283
00:16:00,266 --> 00:16:03,600
and now if I step through the footage frame by frame
284
00:16:06,466 --> 00:16:07,466
you can see
285
00:16:07,900 --> 00:16:08,766
that now that
286
00:16:08,766 --> 00:16:11,766
the image is just being projected onto our plane
287
00:16:13,000 --> 00:16:15,133
the buildings don't move at all
288
00:16:15,133 --> 00:16:18,200
it's more or less just the frame
289
00:16:18,966 --> 00:16:21,100
of the image moving on our plane
290
00:16:21,100 --> 00:16:23,100
but the buildings are pretty much stuck
291
00:16:23,100 --> 00:16:25,800
I know it's a bit jumpy and it flickers a little bit
292
00:16:25,800 --> 00:16:28,500
but that's more of a display issue
293
00:16:28,900 --> 00:16:31,766
so we noticed that the buildings are stuck on our card
294
00:16:31,766 --> 00:16:34,866
now does that mean if we can just take another camera
295
00:16:34,866 --> 00:16:36,500
and film off that card
296
00:16:36,600 --> 00:16:39,700
that our footage will already be stabilized
297
00:16:40,200 --> 00:16:42,800
well let's just try that out
298
00:16:42,966 --> 00:16:45,400
let's grab the camera that we already have
299
00:16:45,400 --> 00:16:47,866
copy that paste
300
00:16:48,666 --> 00:16:51,466
and connect that to our scan line
301
00:16:51,466 --> 00:16:56,400
render and swap to the 3D view
302
00:16:57,533 --> 00:16:58,866
and zoom out a little bit
303
00:16:59,333 --> 00:17:03,033
of course I will also have to get rid of my animation
304
00:17:03,300 --> 00:17:05,633
so just for the sake of it
305
00:17:05,666 --> 00:17:07,666
let's stay with frame sixty
306
00:17:08,466 --> 00:17:09,966
it's just easy to remember
307
00:17:09,966 --> 00:17:12,166
now that we've started with frame 60
308
00:17:12,700 --> 00:17:17,000
go into our camera and again select no animation
309
00:17:17,000 --> 00:17:20,100
we don't want this camera to move
310
00:17:20,133 --> 00:17:21,900
since we want a stable shot
311
00:17:21,900 --> 00:17:24,600
now if I hit play
312
00:17:26,466 --> 00:17:29,866
we can see that our shot is already pretty stable
313
00:17:32,133 --> 00:17:35,100
and you can see that the frames moving
314
00:17:35,333 --> 00:17:36,600
but the buildings are not
315
00:17:36,600 --> 00:17:38,966
so that's exactly what we are looking for
316
00:17:39,400 --> 00:17:41,266
if we have a closer look though
317
00:17:41,533 --> 00:17:45,766
um we can see that we're not perfectly stable
318
00:17:47,133 --> 00:17:48,366
let's replay this
319
00:17:50,766 --> 00:17:52,500
now it's cashing um
320
00:17:54,733 --> 00:17:56,900
well it's really difficult to see
321
00:17:56,900 --> 00:17:59,600
but there's still a slight shift in the buildings
322
00:17:59,600 --> 00:18:02,266
that's because of perspective changes
323
00:18:02,500 --> 00:18:04,266
to get rid of these shifts
324
00:18:04,266 --> 00:18:07,800
we could project our scene not onto a card
325
00:18:07,800 --> 00:18:10,000
but onto some simple geometry
326
00:18:10,066 --> 00:18:11,200
first of all
327
00:18:11,366 --> 00:18:13,833
let's disconnect our card from the scene
328
00:18:14,266 --> 00:18:17,300
and so that we will still be able to see something
329
00:18:17,300 --> 00:18:19,200
let's disconnect the background
330
00:18:19,366 --> 00:18:23,300
and connect that to our original footage
331
00:18:24,700 --> 00:18:27,066
then we will
332
00:18:28,933 --> 00:18:30,833
double click on our tracker
333
00:18:31,500 --> 00:18:35,766
and we will select one of these points in order
334
00:18:36,000 --> 00:18:39,766
to place our first 3D geometry
335
00:18:39,766 --> 00:18:41,866
so what we want is a cube
336
00:18:42,200 --> 00:18:43,433
okay this will
337
00:18:43,566 --> 00:18:47,633
probably have just dropped it anywhere into our script
338
00:18:48,200 --> 00:18:50,000
let's pull this down here
339
00:18:50,866 --> 00:18:53,066
and let's also create a scene
340
00:18:55,866 --> 00:18:57,566
and we'll connect our scene
341
00:18:58,066 --> 00:18:59,433
to our other scene
342
00:18:59,933 --> 00:19:02,533
and to our cube and
343
00:19:02,533 --> 00:19:06,366
we also want the cube to be connected to our projection
344
00:19:06,566 --> 00:19:09,000
now let's also scale down the cube
345
00:19:09,000 --> 00:19:11,100
so that we can see what we're doing
346
00:19:12,666 --> 00:19:14,900
there now you can see our cube
347
00:19:16,266 --> 00:19:17,966
now you can already see
348
00:19:18,200 --> 00:19:20,800
that these two images don't line up anymore
349
00:19:20,800 --> 00:19:25,166
that is because the cube is now being textured with our
350
00:19:25,366 --> 00:19:27,066
um projection
351
00:19:27,066 --> 00:19:29,266
you can see that here in 3D space
352
00:19:29,800 --> 00:19:34,166
also we want the um little cross here
353
00:19:34,166 --> 00:19:38,400
the coordinates to match the spot right on the corner
354
00:19:38,400 --> 00:19:41,666
our tracker was right on the corner of the building
355
00:19:41,666 --> 00:19:44,600
so we want that to be the case with the cube as well
356
00:19:44,600 --> 00:19:49,400
so let's change our values here to zero
357
00:19:50,066 --> 00:19:51,633
and same with this
358
00:19:52,766 --> 00:19:56,700
and you can see we've now moved our little cross
359
00:19:56,733 --> 00:19:58,766
right to the edge of the cube
360
00:20:00,400 --> 00:20:02,433
back in the 2D view
361
00:20:03,200 --> 00:20:05,533
maybe we should just disconnect the projection
362
00:20:05,533 --> 00:20:09,133
so we can so we won't be irritated by what's happening
363
00:20:09,133 --> 00:20:12,300
we can now just
364
00:20:12,400 --> 00:20:17,200
move our cube around till it kind of meets
365
00:20:19,066 --> 00:20:20,633
the dimensions
366
00:20:21,866 --> 00:20:24,066
I'll grab it right here as well
367
00:20:25,200 --> 00:20:26,600
drag this down
368
00:20:28,533 --> 00:20:30,566
and across a little bit more
369
00:20:31,300 --> 00:20:34,666
oh I think that was the wrong one let's try that again
370
00:20:35,533 --> 00:20:38,366
just into the depth a bit more and to Z
371
00:20:48,733 --> 00:20:51,500
there we are and down
372
00:20:54,533 --> 00:20:57,700
and let's check that our values are still
373
00:20:57,900 --> 00:21:00,533
zero right here and zero right here
374
00:21:00,533 --> 00:21:02,500
so it's still sitting on the corner
375
00:21:02,900 --> 00:21:07,766
now let's have another look in 3D space how we're doing
376
00:21:08,100 --> 00:21:11,033
and let's connect our projection again
377
00:21:12,300 --> 00:21:15,366
and it looks like we're pretty spot on with the
378
00:21:15,366 --> 00:21:16,900
corner of the building
379
00:21:16,900 --> 00:21:21,633
we might be just a tad too long right here
380
00:21:22,500 --> 00:21:25,366
sorry let me try that one more time
381
00:21:26,566 --> 00:21:29,566
there something like this and um
382
00:21:30,133 --> 00:21:33,366
also we could increase the heights probably
383
00:21:37,200 --> 00:21:39,733
and let me yeah that's that's about it
384
00:21:39,733 --> 00:21:40,666
I think that's fine
385
00:21:40,666 --> 00:21:41,633
let's go back
386
00:21:42,933 --> 00:21:45,766
and let's disconnect this one more time
387
00:21:45,866 --> 00:21:48,466
and we'll take this cube and copy it
388
00:21:49,400 --> 00:21:51,600
connect that to our scene as well
389
00:21:52,966 --> 00:21:56,433
and this is this cube will just use the same one
390
00:21:56,466 --> 00:21:59,600
for our other building that's right behind it
391
00:22:01,166 --> 00:22:04,300
so let's switch back to the 3D view
392
00:22:05,866 --> 00:22:10,000
move that back 2D view let's see where we're at
393
00:22:11,166 --> 00:22:13,100
just a bit further I guess
394
00:22:16,300 --> 00:22:19,266
let's also connect our card back
395
00:22:19,733 --> 00:22:22,033
and maybe go back to frame 60
396
00:22:23,266 --> 00:22:26,900
there let's try again to line it
397
00:22:27,600 --> 00:22:31,933
just a bit further back I guess there
398
00:22:31,933 --> 00:22:36,700
that should do the job just a bit more as it seems
399
00:22:37,200 --> 00:22:38,966
and it in the height
400
00:22:42,200 --> 00:22:44,200
and I think this building also looks like it
401
00:22:44,200 --> 00:22:45,466
set back slightly
402
00:22:45,466 --> 00:22:47,200
so I'll move that back
403
00:22:47,733 --> 00:22:49,833
after just this little more
404
00:22:52,800 --> 00:22:54,833
there I think that should do the job
405
00:22:55,300 --> 00:22:57,866
let's just copy one more cube
406
00:22:58,700 --> 00:23:00,700
maybe the first one that we did again
407
00:23:01,533 --> 00:23:04,500
paste that connect to the scene
408
00:23:05,966 --> 00:23:07,866
and um this is going to be
409
00:23:07,866 --> 00:23:10,100
our front building right here sorry
410
00:23:30,866 --> 00:23:33,700
just trying to align this
411
00:23:34,800 --> 00:23:37,033
with our building right over here
412
00:23:42,200 --> 00:23:43,366
there we are
413
00:23:44,000 --> 00:23:46,166
let's have another look in our 3D view
414
00:23:46,733 --> 00:23:48,466
maybe we should connect the others as well
415
00:23:48,466 --> 00:23:50,233
just to have a look
416
00:23:50,566 --> 00:23:54,533
and as you can see we're setting up our like a little
417
00:23:54,533 --> 00:23:58,966
like a couple of miniatures that resemble our scene
418
00:24:01,766 --> 00:24:04,566
so now let's also
419
00:24:05,766 --> 00:24:07,933
add buildings on the other side
420
00:24:07,933 --> 00:24:10,800
so I'll just grab the first cube again
421
00:24:13,600 --> 00:24:17,300
there connect that to our scene again other way around
422
00:24:19,800 --> 00:24:25,766
move that way over to the other side right here down
423
00:24:33,600 --> 00:24:36,600
and we have to increase the size a little bit
424
00:24:59,066 --> 00:25:01,266
now I'm just doing this very roughly
425
00:25:01,466 --> 00:25:06,766
um I just want to show you the concept of this
426
00:25:07,100 --> 00:25:08,933
um of course you know
427
00:25:08,933 --> 00:25:12,266
for these kind of edges and for the chimney and so on
428
00:25:12,266 --> 00:25:13,666
we would usually
429
00:25:13,733 --> 00:25:17,266
you know build proper geometry maybe in a 3D program
430
00:25:17,266 --> 00:25:19,566
the more perfect you can get the geometry
431
00:25:19,600 --> 00:25:21,800
the more stable your result is going to be
432
00:25:21,800 --> 00:25:22,766
that's for sure
433
00:25:24,900 --> 00:25:25,900
um let's connect
434
00:25:25,900 --> 00:25:28,166
the other ones to the projection as well
435
00:25:29,366 --> 00:25:34,266
what we're really missing is also a um ground plane
436
00:25:34,266 --> 00:25:36,300
so let's hit the trackers again
437
00:25:37,666 --> 00:25:41,600
and let's choose one of the tracker positions that
438
00:25:41,600 --> 00:25:43,200
that's close to the ground
439
00:25:43,200 --> 00:25:46,566
I mean probably this one doesn't look too bad
440
00:25:46,733 --> 00:25:50,766
so let's create a card
441
00:25:53,066 --> 00:25:56,600
and where did Arnold go right there
442
00:26:00,266 --> 00:26:02,766
and let's connect that to our scene as well
443
00:26:06,500 --> 00:26:09,100
and let's connect that to our projection as well
444
00:26:10,000 --> 00:26:13,300
and let's have a look where that is in 3D space
445
00:26:15,700 --> 00:26:20,366
now it's right here and we need to scale that up
446
00:26:20,366 --> 00:26:23,600
so it's really so it really covers the whole ground
447
00:26:23,600 --> 00:26:26,366
so I'm just going to make this massive
448
00:26:26,666 --> 00:26:31,433
and in fact I might also just move it back a little
449
00:26:35,500 --> 00:26:37,366
it's really important that it's not
450
00:26:37,366 --> 00:26:38,766
being cut off anywhere
451
00:26:38,766 --> 00:26:42,200
so maybe I do have to increase the size even more
452
00:26:45,533 --> 00:26:47,500
I mean that that might do the job
453
00:26:52,000 --> 00:26:53,533
now I've really turned this into a
454
00:26:53,533 --> 00:26:54,800
proper mess down here
455
00:26:54,800 --> 00:26:57,200
so let me just quickly um
456
00:26:57,466 --> 00:27:00,500
deconnect everything and clean that up
457
00:27:00,500 --> 00:27:04,066
so we won't lose track of what we're actually doing
458
00:27:04,700 --> 00:27:07,666
so let me pull out a little helper here
459
00:27:09,066 --> 00:27:10,433
and connect this
460
00:27:12,533 --> 00:27:15,066
just I just want to straighten things out a bit
461
00:27:16,066 --> 00:27:17,100
just quickly
462
00:27:17,366 --> 00:27:19,366
it's easy to lose the overview
463
00:27:19,866 --> 00:27:21,900
and I should have done it in the first place
464
00:27:21,900 --> 00:27:23,166
but then again
465
00:27:24,600 --> 00:27:26,433
I was just a bit lazy
466
00:27:37,600 --> 00:27:39,633
there I think that's better
467
00:27:41,066 --> 00:27:42,700
now one last thing
468
00:27:43,066 --> 00:27:45,366
if we look into our 3D scene
469
00:27:45,366 --> 00:27:48,000
we can see that the first card that we've
470
00:27:48,166 --> 00:27:49,400
put into our scene
471
00:27:49,400 --> 00:27:51,933
is really kind of blocking everything up
472
00:27:51,933 --> 00:27:58,000
so let's move this card and put that way at the back
473
00:27:58,000 --> 00:28:01,266
because that's kind of our horizon plate so to say
474
00:28:01,266 --> 00:28:04,400
everything that's not being covered by our geometry
475
00:28:04,400 --> 00:28:06,600
it's going to be caught by that plane
476
00:28:06,700 --> 00:28:10,100
again we want to have that really far in the back
477
00:28:10,100 --> 00:28:12,600
and we need to increase the size so that
478
00:28:12,600 --> 00:28:14,966
really everything stays in frame
479
00:28:17,300 --> 00:28:18,766
okay at this point
480
00:28:18,766 --> 00:28:20,866
I'm also going to connect my
481
00:28:21,400 --> 00:28:24,433
constant back to the renderer
482
00:28:24,766 --> 00:28:27,033
and I will write this out
483
00:28:27,766 --> 00:28:30,066
because my machine is already suffering a bit
484
00:28:30,066 --> 00:28:32,700
with the screen capture a software running
485
00:28:32,700 --> 00:28:35,566
and I will stop the screen capture for a second
486
00:28:35,566 --> 00:28:37,066
and I'll be right back
487
00:28:40,366 --> 00:28:43,400
okay as you can see
488
00:28:43,533 --> 00:28:46,933
I have reimported our rendered frames
489
00:28:46,933 --> 00:28:48,600
if I play the footage
490
00:28:51,133 --> 00:28:53,766
the result is a pretty stable shot
491
00:28:54,400 --> 00:28:57,233
now we've got those black edges moving in
492
00:28:57,300 --> 00:28:59,533
but that doesn't really bother us too much
493
00:28:59,533 --> 00:29:01,633
because we just want to get rid of
494
00:29:01,966 --> 00:29:04,066
the box and what the box are covering
495
00:29:04,066 --> 00:29:06,700
so basically the wheels is what is
496
00:29:06,900 --> 00:29:09,266
what is of our interest at the moment
497
00:29:13,466 --> 00:29:16,666
by the way you can skip this step
498
00:29:17,400 --> 00:29:21,133
and this was just for me and you'll probably be fine
499
00:29:21,133 --> 00:29:24,633
just continuing right after the scan line render
500
00:29:26,200 --> 00:29:27,766
and just to recap
501
00:29:28,166 --> 00:29:30,233
how did we get to this result
502
00:29:30,966 --> 00:29:32,800
well let's have a look
503
00:29:33,300 --> 00:29:37,000
we projected our original footage
504
00:29:38,100 --> 00:29:44,300
with our moving camera right onto some 3D geometry
505
00:29:45,000 --> 00:29:50,166
and we filmed that projection with our stable camera
506
00:29:50,466 --> 00:29:53,366
and that stabilized our footage
507
00:29:53,900 --> 00:29:57,100
we still haven't recovered the wheels of the train yet
508
00:29:57,133 --> 00:29:59,066
so that's what we'll do now
509
00:30:00,533 --> 00:30:04,200
okay let's first of all create a rotate shape
510
00:30:04,200 --> 00:30:06,100
again to define
511
00:30:06,100 --> 00:30:09,066
the area of where we want to recover the wheels
512
00:30:09,200 --> 00:30:12,700
connect that to our background or the scanline render
513
00:30:16,166 --> 00:30:19,166
now we want to merge this over
514
00:30:19,966 --> 00:30:21,200
let's create a merge
515
00:30:21,366 --> 00:30:23,666
we want to merge this on top
516
00:30:23,733 --> 00:30:26,166
of our patch that we've already done
517
00:30:27,800 --> 00:30:29,566
so let's connect that
518
00:30:43,333 --> 00:30:45,366
okay let's go into the roto
519
00:30:46,200 --> 00:30:50,700
and I would deactivate the Alto key function
520
00:30:51,666 --> 00:30:57,400
and then just draw my spline right around the area
521
00:30:57,500 --> 00:31:00,066
where we need to recover the wheels
522
00:31:02,500 --> 00:31:04,466
I might just want to adjust this a
523
00:31:04,466 --> 00:31:06,900
bit further back there
524
00:31:09,500 --> 00:31:12,233
now we also need a premote
525
00:31:14,066 --> 00:31:17,766
and I'm going to drop this right in here
526
00:31:18,100 --> 00:31:21,100
and let's have a look what we've got
527
00:31:21,666 --> 00:31:25,333
oh yeah we want to deactivate our color channels here
528
00:31:25,333 --> 00:31:26,800
we just need the alpha
529
00:31:27,200 --> 00:31:29,233
so here we've got our patch
530
00:31:29,666 --> 00:31:33,066
and this is the part that we've rotated out just now
531
00:31:33,200 --> 00:31:35,466
right the area of the wheels that be
532
00:31:35,466 --> 00:31:38,066
that's being covered by the box
533
00:31:39,500 --> 00:31:41,700
okay let's also
534
00:31:44,200 --> 00:31:45,600
add a transform
535
00:31:46,800 --> 00:31:50,066
and we're going to do that behind Naruto
536
00:31:50,333 --> 00:31:52,266
and we also need a shuffle
537
00:31:56,533 --> 00:32:00,233
and I'll set the alpha to be black
538
00:32:01,700 --> 00:32:05,700
and then I'm just going to grab my my transform
539
00:32:07,300 --> 00:32:10,366
readjust the center position a little bit
540
00:32:10,900 --> 00:32:13,700
and then I'm going to connect my viewer
541
00:32:14,266 --> 00:32:16,066
to our final outcome
542
00:32:16,700 --> 00:32:18,466
now as you can see
543
00:32:18,466 --> 00:32:21,333
we still have the box that's covering our wheels
544
00:32:21,333 --> 00:32:24,666
so let's go to our transform that we've just added
545
00:32:27,166 --> 00:32:29,200
and just move it
546
00:32:30,533 --> 00:32:32,600
it'll take a while to update
547
00:32:33,500 --> 00:32:36,233
but you can see we're getting rid of that box
548
00:32:38,666 --> 00:32:43,833
there now that still doesn't seem to be quite right
549
00:32:43,966 --> 00:32:46,666
um the wheels don't really match up
550
00:32:46,766 --> 00:32:50,866
so what we need to do is we need to offset the time
551
00:32:52,600 --> 00:32:59,266
so let's add a time offset here oops
552
00:33:00,733 --> 00:33:04,766
there we go connect that to our transform
553
00:33:05,466 --> 00:33:08,866
and let's just scrub through the frames here
554
00:33:12,733 --> 00:33:14,766
now we can't really see what we're doing
555
00:33:14,766 --> 00:33:17,600
we're moving the the wheels of the train
556
00:33:17,600 --> 00:33:18,500
that's for sure
557
00:33:18,500 --> 00:33:21,266
but we're not really sure in which direction
558
00:33:21,266 --> 00:33:22,100
we're heading
559
00:33:22,100 --> 00:33:25,233
so let's put the offset back to zero for the moment
560
00:33:25,966 --> 00:33:28,033
go back to our transform
561
00:33:30,200 --> 00:33:33,766
and just put our translation back to zero
562
00:33:35,400 --> 00:33:37,600
now let's go to some frames
563
00:33:37,600 --> 00:33:39,666
and that's that's going to be a bit easier
564
00:33:39,666 --> 00:33:42,000
where the train is just
565
00:33:42,866 --> 00:33:45,866
about to disappear behind our box
566
00:33:47,766 --> 00:33:50,866
and now let's grab the transform once more
567
00:34:00,500 --> 00:34:04,900
and just move that away and now we'll grab our offset
568
00:34:09,566 --> 00:34:14,800
and there we can see that we want these two to match up
569
00:34:15,266 --> 00:34:17,766
now at the moment they don't match up properly
570
00:34:17,766 --> 00:34:20,233
so let's adjust our transform
571
00:34:25,200 --> 00:34:27,166
there that doesn't look too bad
572
00:34:27,566 --> 00:34:30,633
and let's step through it frame by frame again
573
00:34:34,566 --> 00:34:37,966
and we can see where the patch ends right here
574
00:34:38,400 --> 00:34:40,266
that doesn't line up as well
575
00:34:44,600 --> 00:34:47,566
now this doesn't line up properly either
576
00:34:48,500 --> 00:34:50,366
but in the middle it's quite good
577
00:34:51,333 --> 00:34:53,366
so we need to do some tweaking
578
00:34:58,900 --> 00:35:00,500
and will add a grid warp
579
00:35:02,600 --> 00:35:03,766
there we go
580
00:35:04,466 --> 00:35:06,500
and it'll be right down here in the corner
581
00:35:06,500 --> 00:35:07,766
you can see the grip war
582
00:35:07,800 --> 00:35:09,633
let's reset the image size
583
00:35:11,400 --> 00:35:14,900
and we'll remove this line right here
584
00:35:14,900 --> 00:35:16,466
because we want to set our own
585
00:35:18,100 --> 00:35:20,866
and we'll add one right here
586
00:35:21,466 --> 00:35:23,566
and we'll add another line right here
587
00:35:24,800 --> 00:35:27,900
add one right around here
588
00:35:29,200 --> 00:35:31,166
and another one right around here
589
00:35:33,333 --> 00:35:36,666
and I always do some safety borders
590
00:35:36,666 --> 00:35:40,900
so we won't have the stretch all over the image
591
00:35:45,333 --> 00:35:46,866
there that looks pretty good
592
00:35:49,533 --> 00:35:54,300
now I'll hide and lock the source grid
593
00:35:55,000 --> 00:35:59,566
and so that I can adjust the destination grid
594
00:36:01,466 --> 00:36:02,500
before I do that
595
00:36:02,500 --> 00:36:03,566
it might be a
596
00:36:03,600 --> 00:36:08,100
little bit easier to activate the red channel so
597
00:36:08,466 --> 00:36:14,766
that we have a better view of what's happening okay so
598
00:36:16,266 --> 00:36:18,966
let me also give us a little bit more room
599
00:36:19,500 --> 00:36:22,166
let's step back a couple of frames
600
00:36:24,733 --> 00:36:27,600
just to where it starts there
601
00:36:27,933 --> 00:36:30,300
so I'll move the top corner over
602
00:36:38,200 --> 00:36:40,100
just want to realign it
603
00:36:43,200 --> 00:36:46,700
there and then I'll step through
604
00:36:47,966 --> 00:36:50,366
to where the trains almost passed
605
00:36:51,066 --> 00:36:54,033
and try to realign that corner
606
00:36:57,900 --> 00:37:00,066
I think that's a pretty good match
607
00:37:00,600 --> 00:37:02,500
I'm not going to tweak it anymore
608
00:37:02,500 --> 00:37:05,000
now you can do that if you want to
609
00:37:05,000 --> 00:37:07,600
but it'll take some time to get it right
610
00:37:08,000 --> 00:37:09,600
okay let's continue
611
00:37:09,600 --> 00:37:13,066
I'll just get rid of the red channel again
612
00:37:14,000 --> 00:37:16,566
and we can see our result isn't too bad
613
00:37:16,766 --> 00:37:20,233
what we could also do to improve it is just
614
00:37:20,300 --> 00:37:22,166
feather our shape a little bit
615
00:37:24,200 --> 00:37:27,833
then it won't stand out quite like that
616
00:37:29,933 --> 00:37:30,900
and of course
617
00:37:30,900 --> 00:37:33,966
the movement on the train is also on our side
618
00:37:34,133 --> 00:37:37,266
our eyes won't be able to pick on the fast movement
619
00:37:37,266 --> 00:37:40,966
so these little glitches will be harder to see
620
00:37:41,400 --> 00:37:44,066
still I've just decided I can't leave it
621
00:37:44,066 --> 00:37:45,700
in this terrible state
622
00:37:45,700 --> 00:37:49,566
I think I've must have offset the time too much
623
00:37:49,566 --> 00:37:52,500
and it's already copying in the shadow right here
624
00:37:53,466 --> 00:37:55,300
this doesn't look too great
625
00:37:55,300 --> 00:37:58,500
let me quickly see if I can just tweak this a little
626
00:37:59,366 --> 00:38:01,266
let's go back to the time off set
627
00:38:01,466 --> 00:38:04,633
and maybe just do six frames
628
00:38:05,166 --> 00:38:12,366
and and then we also have to correct the position
629
00:38:12,466 --> 00:38:15,666
so just let's just move our transform
630
00:38:18,400 --> 00:38:23,566
something like that then let's correct our shape here
631
00:38:24,666 --> 00:38:30,000
roto shape and maybe also feather it a little bit more
632
00:38:32,300 --> 00:38:35,433
okay if I step back now
633
00:38:38,800 --> 00:38:40,500
and step forward
634
00:38:42,500 --> 00:38:46,100
I think this already looks a lot better um
635
00:38:50,166 --> 00:38:52,900
we've also got this area now where our patches
636
00:38:53,400 --> 00:38:56,366
are right here and we want to get rid of that as well
637
00:38:56,366 --> 00:39:02,266
so let's just quickly animate the opacity right here
638
00:39:02,700 --> 00:39:06,166
in the Commons tab and set capacity
639
00:39:06,166 --> 00:39:07,700
let's take another look
640
00:39:08,566 --> 00:39:10,700
I think probably right here
641
00:39:10,866 --> 00:39:12,500
let's add a key frame
642
00:39:13,766 --> 00:39:19,966
set key and then step back a frame or two
643
00:39:20,266 --> 00:39:25,033
and let's just set the key and put that to zero
644
00:39:25,966 --> 00:39:27,266
now what have we got
645
00:39:28,166 --> 00:39:29,566
there's our patch
646
00:39:30,133 --> 00:39:31,466
I mean you know
647
00:39:31,466 --> 00:39:34,900
we would have to tweak that make it a big bit nicer
648
00:39:34,900 --> 00:39:39,433
and we certainly could also go ahead and
649
00:39:39,666 --> 00:39:43,533
you know change our shape that we did here
650
00:39:43,533 --> 00:39:45,100
feather that a little bit
651
00:39:48,600 --> 00:39:51,466
there that's probably better
652
00:39:51,466 --> 00:39:52,300
and then we could yeah
653
00:39:52,300 --> 00:39:54,700
of course tweak that and move it so it
654
00:39:54,900 --> 00:39:55,766
you know matches up
655
00:39:55,766 --> 00:39:59,100
and maybe we would also move it so it's just on top of
656
00:39:59,100 --> 00:40:01,266
the track or just a little bit to the side
657
00:40:01,266 --> 00:40:03,700
so there's plenty of things we could do
658
00:40:03,700 --> 00:40:06,200
but I just didn't want to leave it um
659
00:40:06,366 --> 00:40:07,600
like we just had it
660
00:40:07,600 --> 00:40:08,866
that looked awful
661
00:40:08,866 --> 00:40:10,700
I mean now you get the idea
662
00:40:10,700 --> 00:40:13,500
this is more of how it's supposed to look
663
00:40:13,600 --> 00:40:16,800
but we really had that really strong shadow
664
00:40:16,800 --> 00:40:18,866
so I'm happy that we got rid of that
665
00:40:18,866 --> 00:40:23,466
now again how did we recover the wheels
666
00:40:28,100 --> 00:40:30,466
we rotate out the part
667
00:40:30,466 --> 00:40:33,766
where the wheels were still covered by the box
668
00:40:34,566 --> 00:40:40,933
then we moved the area with clean wheels into its place
669
00:40:40,933 --> 00:40:43,033
and match the time accordingly
670
00:40:43,533 --> 00:40:47,066
we also did some tweaking with our grid warp
671
00:40:47,700 --> 00:40:50,033
and that's how we recovered the wheels
672
00:40:50,300 --> 00:40:53,366
let's move on and see if we can get rid of one of the
673
00:40:53,366 --> 00:40:56,566
train wagons okay
674
00:40:57,133 --> 00:41:01,966
before we get into rotoing away one of the train wagons
675
00:41:02,533 --> 00:41:06,166
let me quickly show you a nice way to roto
676
00:41:06,166 --> 00:41:09,833
anything static using our stable footage
677
00:41:10,166 --> 00:41:13,666
so let's create a roto paint mode
678
00:41:14,100 --> 00:41:15,133
there we are
679
00:41:15,133 --> 00:41:18,500
connect that to our stabilized footage
680
00:41:19,600 --> 00:41:21,466
and will merge that
681
00:41:25,166 --> 00:41:27,566
on top of up
682
00:41:29,366 --> 00:41:30,466
right here
683
00:41:33,933 --> 00:41:35,900
and connect that to our shape
684
00:41:37,333 --> 00:41:41,100
quickly give us a little bit more space there
685
00:41:41,100 --> 00:41:42,666
let's organize ourselves
686
00:41:44,466 --> 00:41:48,666
and right out here didn't grab that there
687
00:41:49,933 --> 00:41:51,633
now let's say
688
00:41:51,800 --> 00:41:55,333
we wanted to do something with this little thing here
689
00:41:55,333 --> 00:41:59,133
so let's get the shape right
690
00:41:59,133 --> 00:42:01,266
I'll turn off auto key as well
691
00:42:01,666 --> 00:42:07,300
and let's draw a roto shape right around this post
692
00:42:13,800 --> 00:42:16,666
I'll also quickly just deactivate the channels
693
00:42:16,666 --> 00:42:18,833
because we'll just use the alpha channel
694
00:42:19,133 --> 00:42:21,000
then I'll need to shuffle
695
00:42:27,133 --> 00:42:30,033
and I want to shuffle the alpha
696
00:42:30,266 --> 00:42:34,233
into a new channel that I'm going to create now
697
00:42:35,566 --> 00:42:40,266
and let's just call this roto and roto
698
00:42:45,600 --> 00:42:48,400
there I'll just block all these
699
00:42:51,333 --> 00:42:54,100
now if we go to the merge that we've just created
700
00:42:55,000 --> 00:42:59,833
we also merge the channel that we've just created
701
00:43:00,666 --> 00:43:02,800
there it is roto
702
00:43:06,666 --> 00:43:09,033
sorry I'm in the wrong merge here
703
00:43:10,066 --> 00:43:12,233
this was the merge I was looking for
704
00:43:12,733 --> 00:43:14,833
and here we have our roto
705
00:43:15,400 --> 00:43:18,933
and we'll also do that to our final merge
706
00:43:18,933 --> 00:43:21,233
that comes right here through our projection
707
00:43:21,966 --> 00:43:25,666
and we'll add our roto here as well
708
00:43:25,933 --> 00:43:28,800
now if I add a color correction
709
00:43:34,466 --> 00:43:39,633
and I adjust our mask to be a roto
710
00:43:41,266 --> 00:43:46,000
and I just then change our let's say gain
711
00:43:48,166 --> 00:43:49,533
ah I can't see it
712
00:43:49,533 --> 00:43:52,233
because it's probably in a different position
713
00:43:52,600 --> 00:43:54,566
maybe I should just gamma this way up
714
00:43:54,566 --> 00:43:55,400
so that I can see it
715
00:43:55,400 --> 00:43:56,266
there it is
716
00:43:56,266 --> 00:44:01,033
so let me just correct the position here
717
00:44:01,800 --> 00:44:02,966
sorry wrong one
718
00:44:02,966 --> 00:44:03,966
there we go
719
00:44:09,266 --> 00:44:12,966
the staff said that we get through the projection
720
00:44:13,533 --> 00:44:15,266
now it's in the right position
721
00:44:15,400 --> 00:44:21,100
and okay let me tone this color correction down a bit
722
00:44:21,100 --> 00:44:22,800
there we can still see it
723
00:44:22,966 --> 00:44:24,300
and if I hit play
724
00:44:25,000 --> 00:44:28,033
you can see that our roto is stuck on there
725
00:44:28,366 --> 00:44:33,300
without anything but just have drawn a single shape
726
00:44:33,900 --> 00:44:35,600
now this is quite impressive
727
00:44:35,600 --> 00:44:37,866
and you can use that for color correction
728
00:44:37,866 --> 00:44:40,766
you can use that to cover up and paint things out
729
00:44:40,766 --> 00:44:43,300
I just wanted to show that quickly on the side
730
00:44:43,300 --> 00:44:47,266
so this is a really nice way to do roto using
731
00:44:47,266 --> 00:44:48,666
the 3D environment
732
00:44:49,766 --> 00:44:53,500
okay we can get rid of the color correction now
733
00:44:54,300 --> 00:44:59,633
and I'm also going to change these merges back to none
734
00:45:01,733 --> 00:45:05,833
because we don't need that channel anymore there
735
00:45:06,733 --> 00:45:09,866
now to get rid of the train wagon
736
00:45:09,866 --> 00:45:11,833
let's find a good spot first
737
00:45:14,900 --> 00:45:20,400
um well let's see let's get rid of this last one
738
00:45:20,400 --> 00:45:23,100
so let's go to a frame where
739
00:45:24,566 --> 00:45:25,766
it's fully in picture
740
00:45:25,766 --> 00:45:29,166
so we can get a nice shot at it in the roto
741
00:45:29,300 --> 00:45:32,066
and the first thing that we will do is of course
742
00:45:32,600 --> 00:45:34,300
create another roto node
743
00:45:34,866 --> 00:45:38,700
now we'll just connect that to our stabilized footage
744
00:45:43,566 --> 00:45:47,200
and this time I'm going to leave out to key enabled
745
00:45:47,733 --> 00:45:52,066
and we're just going to start um drawing away here
746
00:45:53,366 --> 00:45:55,966
I'm not going to do a really
747
00:45:55,966 --> 00:45:58,966
really nice roto just a really quick and dirty one
748
00:45:58,966 --> 00:46:00,766
so you get what it's all about
749
00:46:01,300 --> 00:46:03,966
this was important that we get this nice and clean here
750
00:46:03,966 --> 00:46:06,233
because we wanna get rid of the last wagon
751
00:46:06,266 --> 00:46:08,166
just this transition here
752
00:46:08,166 --> 00:46:10,400
has to be a really good road of other
753
00:46:10,566 --> 00:46:12,500
the other parts here can be really rough
754
00:46:14,100 --> 00:46:15,266
okay there
755
00:46:17,133 --> 00:46:20,633
okay let's move back to
756
00:46:22,700 --> 00:46:24,766
somewhere around here
757
00:46:25,566 --> 00:46:27,166
let's move our roto
758
00:46:29,800 --> 00:46:31,233
and make that fit
759
00:46:56,533 --> 00:47:00,833
just adjust the shape a little bit that looks alright
760
00:47:01,000 --> 00:47:02,033
there we are
761
00:47:04,000 --> 00:47:07,300
now we would have to go to somewhere in between these
762
00:47:07,900 --> 00:47:11,266
and align our shapes again
763
00:47:12,933 --> 00:47:15,200
and that's how we would in the end get a
764
00:47:15,200 --> 00:47:16,466
fairly decent roto
765
00:47:16,466 --> 00:47:18,600
now I'm going to cut corners here
766
00:47:18,600 --> 00:47:21,100
because I've already done a little roto
767
00:47:21,100 --> 00:47:23,166
so I'm just going to copy that in
768
00:47:25,600 --> 00:47:27,466
and I'm going to use that instead
769
00:47:36,600 --> 00:47:41,166
okay so here we are here's a roto
770
00:47:43,400 --> 00:47:45,900
it's not it's not a perfect road to either
771
00:47:45,900 --> 00:47:46,700
but I thought
772
00:47:46,700 --> 00:47:48,400
you know I'd spare you the
773
00:47:48,466 --> 00:47:51,166
time of me going through every single frame and
774
00:47:51,166 --> 00:47:52,566
doing a nice job
775
00:47:52,566 --> 00:47:57,033
well let's also add a primot
776
00:47:57,666 --> 00:47:58,700
here we are
777
00:47:59,400 --> 00:48:02,433
and we want to merge that over
778
00:48:05,133 --> 00:48:06,900
over our patch right here
779
00:48:06,900 --> 00:48:07,933
so I think I'll just
780
00:48:07,933 --> 00:48:10,700
leave that merchant to connect this one
781
00:48:12,066 --> 00:48:16,433
and grab this one and connect my new rotor to that
782
00:48:16,533 --> 00:48:18,866
I can get rid of the one that I just did
783
00:48:18,866 --> 00:48:21,866
to show you about the color correction there
784
00:48:22,466 --> 00:48:24,433
let me quickly sort this out
785
00:48:24,866 --> 00:48:25,800
there we are
786
00:48:25,933 --> 00:48:28,833
if we now connect our viewer to this merge here
787
00:48:30,966 --> 00:48:34,100
you can see that we've added the train wagon
788
00:48:34,200 --> 00:48:35,766
to our patch
789
00:48:36,400 --> 00:48:38,966
now we don't really want the train wagon there
790
00:48:38,966 --> 00:48:41,166
but just the clean tracks
791
00:48:41,466 --> 00:48:43,000
so how do we get that
792
00:48:43,066 --> 00:48:46,900
let us go back down to our stabilized footage
793
00:48:47,100 --> 00:48:51,433
and let's add a retime node
794
00:48:52,733 --> 00:48:53,600
there we are
795
00:48:53,600 --> 00:48:55,433
a dent in here
796
00:48:56,500 --> 00:48:58,700
now if we have a look at the footage
797
00:48:59,700 --> 00:49:01,300
our stabilized footage
798
00:49:01,733 --> 00:49:04,100
we've got a certain point where the whole train
799
00:49:04,100 --> 00:49:05,300
leaves our shot
800
00:49:05,866 --> 00:49:07,800
which is probably more or less the last
801
00:49:07,800 --> 00:49:09,333
last frame of that shot
802
00:49:09,333 --> 00:49:15,033
so let's set our re time to our last frame here
803
00:49:16,300 --> 00:49:18,066
343
804
00:49:19,566 --> 00:49:24,866
and that will hold this last frame for the entire shot
805
00:49:24,866 --> 00:49:28,133
so if I connect my viewer to the re time
806
00:49:28,133 --> 00:49:29,933
and I just hit play anywhere
807
00:49:29,933 --> 00:49:31,500
you can see nothing is moving
808
00:49:31,500 --> 00:49:33,766
it's just the last frame
809
00:49:36,566 --> 00:49:37,533
moving up again
810
00:49:37,533 --> 00:49:41,266
now to connect to the the viewer to the merge
811
00:49:41,266 --> 00:49:43,866
we can see that we've actually
812
00:49:44,066 --> 00:49:48,600
added an empty space where the train wagon was
813
00:49:48,800 --> 00:49:51,200
now let's connect that to our final output
814
00:49:53,000 --> 00:49:56,300
and you can see we've got this patch right here
815
00:49:56,933 --> 00:49:58,966
where our train wagon used to be
816
00:49:58,966 --> 00:50:01,666
but we haven't completely gotten rid of that
817
00:50:01,700 --> 00:50:02,966
well now why is that
818
00:50:03,600 --> 00:50:06,466
if I look at my 3D card here
819
00:50:06,466 --> 00:50:08,566
it's just probably too small
820
00:50:09,200 --> 00:50:10,400
swapping over
821
00:50:10,966 --> 00:50:12,766
you can see that somewhere
822
00:50:12,766 --> 00:50:14,733
there's a projection right here
823
00:50:14,733 --> 00:50:18,033
and it's probably just being cut off by the plane
824
00:50:18,966 --> 00:50:20,733
so let's return to our shot here
825
00:50:20,733 --> 00:50:23,033
if I just go and then
826
00:50:23,133 --> 00:50:24,533
you know change the scale
827
00:50:24,533 --> 00:50:27,066
I can probably get rid of that problem
828
00:50:27,066 --> 00:50:28,033
there we are
829
00:50:28,566 --> 00:50:30,266
so if we hit play now
830
00:50:31,966 --> 00:50:33,833
we can say Hooray
831
00:50:33,933 --> 00:50:36,566
we've gotten rid of the dragon here
832
00:50:36,600 --> 00:50:40,700
but oh no our gray box is back
833
00:50:40,933 --> 00:50:41,966
so what do we do
834
00:50:41,966 --> 00:50:44,466
that's just because we merge this over
835
00:50:44,466 --> 00:50:46,366
and we need to merge that under
836
00:50:46,366 --> 00:50:48,300
so if you hit shift and X
837
00:50:48,300 --> 00:50:50,333
you can just swap in and outputs
838
00:50:50,333 --> 00:50:52,233
and that will solve the problem
839
00:50:52,566 --> 00:50:53,966
now notice that also
840
00:50:53,966 --> 00:50:56,300
we've got the pair of train wheels here
841
00:50:56,300 --> 00:50:57,166
because of course
842
00:50:57,166 --> 00:51:00,133
the train was longer when we first animated this
843
00:51:00,133 --> 00:51:02,700
so you would need to correct this part
844
00:51:02,700 --> 00:51:05,200
I'm just going to leave it as is for now
845
00:51:06,100 --> 00:51:06,600
and of course
846
00:51:06,600 --> 00:51:07,800
looking at the edge
847
00:51:07,800 --> 00:51:11,166
this would need to be feathered and you know
848
00:51:11,166 --> 00:51:12,900
dealt with a bit properly
849
00:51:12,900 --> 00:51:14,200
but you can see
850
00:51:14,200 --> 00:51:17,800
we've fairly simply gotten rid of one of the wagons
851
00:51:17,800 --> 00:51:19,033
and that would have
852
00:51:19,066 --> 00:51:21,600
taken quite a long time to rotate around
853
00:51:21,600 --> 00:51:24,966
if we wouldn't have done that on the stabilized chant
854
00:51:25,200 --> 00:51:29,233
so how did this cart vanish again
855
00:51:31,133 --> 00:51:35,766
we started by simply rotating out our shape here
856
00:51:36,000 --> 00:51:39,966
we then connected that to the stabilized footage
857
00:51:39,966 --> 00:51:42,466
which we changed with a retime
858
00:51:42,466 --> 00:51:44,700
to just the last frame that we held
859
00:51:44,700 --> 00:51:47,333
for the entire length of the clip then
860
00:51:47,333 --> 00:51:50,900
we merged that on top of the patch that we already had
861
00:51:52,333 --> 00:51:55,166
and that was projected onto a card
862
00:51:55,600 --> 00:51:57,200
in 3D space
863
00:51:57,733 --> 00:52:01,800
and then refilm by our moving camera
864
00:52:02,000 --> 00:52:03,100
rendered out
865
00:52:03,166 --> 00:52:06,866
and the result is our vanished wagon
866
00:52:07,200 --> 00:52:09,266
um or better to say
867
00:52:09,533 --> 00:52:11,166
our tracks patch
868
00:52:11,166 --> 00:52:14,000
that already has the correct movement with it
869
00:52:14,000 --> 00:52:18,166
so far we've gotten rid of the little control box
870
00:52:18,333 --> 00:52:20,833
and we also recovered the
871
00:52:21,000 --> 00:52:24,200
wheels of the train that had been covered by the box
872
00:52:24,566 --> 00:52:28,600
now we also erased one of the train wagons
873
00:52:28,600 --> 00:52:30,100
so what's missing
874
00:52:30,933 --> 00:52:34,933
yep there's still the reflection of that old box in
875
00:52:34,933 --> 00:52:36,366
our train wagons
876
00:52:36,533 --> 00:52:37,900
so in the next step
877
00:52:37,900 --> 00:52:41,000
I'm going to show you how to get rid of that as well
878
00:52:41,766 --> 00:52:45,200
to paint out the reflection of that gray control box
879
00:52:45,333 --> 00:52:47,666
in the in the train wagons
880
00:52:47,766 --> 00:52:49,766
that would be a lot of work
881
00:52:49,766 --> 00:52:51,266
so in this course
882
00:52:51,266 --> 00:52:54,400
I'm going to show you how we might get around it
883
00:52:54,400 --> 00:52:57,066
my approach would be to just solve it
884
00:52:57,066 --> 00:52:59,366
with a little color correction
885
00:52:59,700 --> 00:53:01,566
so how do we go about
886
00:53:02,400 --> 00:53:06,500
let's just first add a roto shape to our merge here
887
00:53:11,366 --> 00:53:14,600
and again I want to get rid of the outer key here
888
00:53:14,600 --> 00:53:15,800
disable that
889
00:53:16,066 --> 00:53:18,600
now if I would start drawing my rotor shape
890
00:53:18,600 --> 00:53:19,800
right in here
891
00:53:20,100 --> 00:53:21,500
I mean would I again
892
00:53:21,500 --> 00:53:25,533
have to go through all the steps of row doing so that
893
00:53:25,533 --> 00:53:28,900
my roto shape or my color correction stays in place
894
00:53:29,100 --> 00:53:31,733
well we've just talked about a method
895
00:53:31,733 --> 00:53:33,300
where we would have to just
896
00:53:33,300 --> 00:53:35,600
draw our roto shape on one frame
897
00:53:35,600 --> 00:53:38,066
doing that again would be a bit boring
898
00:53:38,066 --> 00:53:41,466
so I'm going to show you another way how to go about
899
00:53:41,533 --> 00:53:43,833
do you remember our little
900
00:53:44,700 --> 00:53:48,566
point cloud and crack camera trackers that we have here
901
00:53:50,133 --> 00:53:51,300
if we take a look
902
00:53:51,300 --> 00:53:53,766
yes we had this one point that was
903
00:53:53,800 --> 00:53:55,766
more or less in this location
904
00:53:55,900 --> 00:53:59,300
so let's right click on that tracking point again
905
00:53:59,300 --> 00:54:01,900
go to create and create an axis
906
00:54:03,100 --> 00:54:04,766
here we have our axis
907
00:54:05,566 --> 00:54:08,866
if you take a look in our 3D environment
908
00:54:09,700 --> 00:54:12,266
the axis is this little cross right here
909
00:54:12,266 --> 00:54:13,400
and as you can see
910
00:54:13,400 --> 00:54:15,533
it's already sitting on the patch
911
00:54:15,533 --> 00:54:17,300
that we've used beforehand
912
00:54:17,300 --> 00:54:20,266
now switching back into the 2D view
913
00:54:21,333 --> 00:54:23,100
we still need the method
914
00:54:23,266 --> 00:54:26,833
to access the coordinates of this axis
915
00:54:26,900 --> 00:54:30,666
luckily there's the reconcile 3D
916
00:54:33,166 --> 00:54:35,666
node and we're going to use that
917
00:54:36,100 --> 00:54:36,933
as you can see
918
00:54:36,933 --> 00:54:40,066
it's already connected to our axis now
919
00:54:40,066 --> 00:54:44,000
we're also going to connect it to our original footage
920
00:54:44,366 --> 00:54:46,133
and to our camera
921
00:54:46,133 --> 00:54:50,133
so the reconcile 3D node will actually convert
922
00:54:50,133 --> 00:54:53,733
the 3D position of our axis into a 2D position
923
00:54:53,733 --> 00:54:57,700
so let's choose a frame where the train
924
00:54:57,900 --> 00:55:00,100
where the reflection isn't in the train yet
925
00:55:00,100 --> 00:55:00,933
right about here
926
00:55:00,933 --> 00:55:02,333
let's say frame 80
927
00:55:02,333 --> 00:55:05,666
and then where the train is already passed
928
00:55:07,533 --> 00:55:09,500
maybe at 2:25
929
00:55:09,500 --> 00:55:13,466
so in the reconcile 3 d node at on the button
930
00:55:13,466 --> 00:55:20,800
Create Frames will choose K d to 2:25
931
00:55:21,400 --> 00:55:23,500
if we hit okay
932
00:55:23,500 --> 00:55:27,366
we can see that the reconcile node is doing its magic
933
00:55:27,533 --> 00:55:29,866
and it's calculating the 2D position
934
00:55:30,733 --> 00:55:34,500
now back in our Roto paint in our transform tab
935
00:55:34,500 --> 00:55:40,233
we will drag the input of our Reconcile 3D node
936
00:55:41,266 --> 00:55:43,200
to this translate position here
937
00:55:43,200 --> 00:55:46,733
so this is the animated 2D path that you can also
938
00:55:46,733 --> 00:55:47,800
see right here
939
00:55:48,100 --> 00:55:49,500
and we'll just shift
940
00:55:49,500 --> 00:55:52,466
drag that right into our translate
941
00:55:52,900 --> 00:55:55,066
oh okay this is not working
942
00:55:55,066 --> 00:55:56,700
hang on let's scroll up
943
00:55:57,133 --> 00:55:59,300
okay we need to select our route
944
00:55:59,333 --> 00:56:01,433
so let's try that one more time
945
00:56:03,066 --> 00:56:05,166
grab these values holding shift
946
00:56:05,166 --> 00:56:09,200
and drag them onto our curve here and there
947
00:56:11,100 --> 00:56:13,066
now let's skip
948
00:56:13,066 --> 00:56:16,000
to a frame where we can see our reflection again
949
00:56:17,333 --> 00:56:18,666
maybe a little bit more there
950
00:56:18,666 --> 00:56:23,433
that's a pretty good one and let's draw our roto shape
951
00:56:24,700 --> 00:56:27,000
just do this really rough there we go
952
00:56:30,000 --> 00:56:31,300
I'll also
953
00:56:35,300 --> 00:56:36,966
deactivate our channels
954
00:56:37,533 --> 00:56:39,800
and now if I step through the footage
955
00:56:39,933 --> 00:56:43,833
you can see that our rotor shape is pretty much stuck
956
00:56:44,066 --> 00:56:47,333
with the position of our reflection
957
00:56:47,333 --> 00:56:50,833
I would say that's a pretty good start here already
958
00:56:50,933 --> 00:56:53,600
now let's add a cure
959
00:56:55,200 --> 00:56:57,100
and connect that to our merge
960
00:56:58,100 --> 00:57:01,400
now I will also go to the alpha view
961
00:57:02,700 --> 00:57:06,200
ah now we can see that we also have our other
962
00:57:06,300 --> 00:57:07,800
alpha shapes right in there
963
00:57:07,800 --> 00:57:12,966
so um let's quickly remove those with a shuffle
964
00:57:15,733 --> 00:57:19,266
and just check on Alpha zero
965
00:57:21,900 --> 00:57:27,666
now connect the viewer to the Kia of course and let's
966
00:57:28,966 --> 00:57:31,300
raise the contrast a little bit
967
00:57:31,333 --> 00:57:34,200
so we want to get the splotch right here
968
00:57:39,133 --> 00:57:41,366
maybe something like this and
969
00:57:43,466 --> 00:57:46,466
and now we want to connect these two
970
00:57:46,466 --> 00:57:48,100
with a channel merge
971
00:57:54,800 --> 00:57:57,266
and we need to set this 2 in
972
00:57:58,300 --> 00:58:01,766
now this is giving me a pretty good mask already um
973
00:58:01,766 --> 00:58:05,600
I would want to feather our shape a little bit though
974
00:58:05,733 --> 00:58:08,166
so we have a nice drop off there
975
00:58:09,866 --> 00:58:13,700
and let's have a look with all the channels again
976
00:58:14,133 --> 00:58:16,800
and we'll add a few correct
977
00:58:20,766 --> 00:58:23,933
and let's choose all our channels
978
00:58:23,933 --> 00:58:26,100
the blue green and red
979
00:58:27,366 --> 00:58:28,833
and let's just
980
00:58:29,366 --> 00:58:33,433
tweak these values here maybe lower them a bit
981
00:58:34,900 --> 00:58:38,766
now I'm lowering the values for everything
982
00:58:39,133 --> 00:58:43,400
choose the mask alpha of course where is it
983
00:58:43,400 --> 00:58:44,433
there we are
984
00:58:45,600 --> 00:58:48,033
and now if we make this passive
985
00:58:48,366 --> 00:58:51,333
we can see that that's already made a huge difference
986
00:58:51,333 --> 00:58:54,766
maybe we can even pull that down a bit further
987
00:58:55,666 --> 00:58:57,900
now that's creating a little bit of a border
988
00:58:58,100 --> 00:58:59,700
but I won't be too bothered with that
989
00:58:59,700 --> 00:59:02,266
I'll just quickly add a blur
990
00:59:05,300 --> 00:59:08,000
I don't know maybe three
991
00:59:12,066 --> 00:59:15,800
and of course I just want that blur on the Alpha
992
00:59:16,966 --> 00:59:19,066
and let's just check how that looks
993
00:59:19,466 --> 00:59:22,666
and I mean I must say we've toned it down quite a bit
994
00:59:22,733 --> 00:59:25,300
so this is already looking quite good
995
00:59:33,900 --> 00:59:35,500
I just wanted to show you that
996
00:59:35,500 --> 00:59:37,500
you always have the option to look
997
00:59:37,500 --> 00:59:40,800
if you can find a cheap and cheerful solution first
998
00:59:40,800 --> 00:59:42,800
before you go through the
999
00:59:42,966 --> 00:59:45,600
effort of maybe painting out every frame
1000
00:59:45,766 --> 00:59:47,866
so let's take a look at how we
1001
00:59:47,866 --> 00:59:51,466
achieve to reduce the amount of reflection quite a bit
1002
00:59:56,200 --> 00:59:57,166
first of all
1003
00:59:57,166 --> 01:00:02,600
we created an axis close to the position we needed
1004
01:00:02,900 --> 01:00:07,666
and then we connected our Reconcile 3D node to find out
1005
01:00:08,300 --> 01:00:11,566
where this 3D position is in 2D
1006
01:00:13,333 --> 01:00:18,366
we then connected our 2D animation or 2D data to our
1007
01:00:18,466 --> 01:00:22,800
roto shape so that it would stay in place right here
1008
01:00:22,866 --> 01:00:24,833
um over the reflection
1009
01:00:25,200 --> 01:00:29,266
and then we took our cure to create the mat
1010
01:00:29,366 --> 01:00:31,766
just out of the brightness values
1011
01:00:31,766 --> 01:00:33,366
the luminance values
1012
01:00:33,900 --> 01:00:38,566
and we connected our two shapes or our two mats
1013
01:00:38,733 --> 01:00:42,900
and added a color correction using that as a mask
1014
01:00:43,066 --> 01:00:45,866
stepping through the frames
1015
01:00:46,300 --> 01:00:48,066
you can see that we've reduced
1016
01:00:48,066 --> 01:00:49,766
the reflection quite a bit
1017
01:00:50,000 --> 01:00:52,466
I think you know
1018
01:00:52,466 --> 01:00:55,000
it could also be something else
1019
01:00:55,000 --> 01:00:56,700
being reflected on the ground
1020
01:00:56,700 --> 01:00:58,066
we don't really know
1021
01:00:58,066 --> 01:00:59,966
but it's not really obvious
1022
01:00:59,966 --> 01:01:01,266
so if we zoom out
1023
01:01:02,900 --> 01:01:05,400
it doesn't catch her eyes right away
1024
01:01:06,000 --> 01:01:08,900
so I think this is really less obvious
1025
01:01:09,700 --> 01:01:13,200
up to now we spend a lot of time removing things
1026
01:01:13,533 --> 01:01:15,166
the last thing that I want to
1027
01:01:15,166 --> 01:01:17,900
cover with you is actually adding something
1028
01:01:18,333 --> 01:01:24,166
and we will be adding a window to this area right here
1029
01:01:25,100 --> 01:01:27,300
now the 3D environment can be
1030
01:01:27,300 --> 01:01:30,400
really helpful if we want to add additional elements
1031
01:01:30,400 --> 01:01:32,166
so let's try that out
1032
01:01:32,733 --> 01:01:34,700
let's go ahead and add a seat
1033
01:01:36,666 --> 01:01:37,933
and we'll connect that to
1034
01:01:37,933 --> 01:01:39,700
the scene that we already have
1035
01:01:40,200 --> 01:01:43,066
okay let's also create a card
1036
01:01:46,500 --> 01:01:51,400
connect the scene to it and we want to import an image
1037
01:01:53,600 --> 01:01:55,800
and we'll grab the frame right here
1038
01:01:56,366 --> 01:01:59,100
open that and connect that to our card
1039
01:02:00,866 --> 01:02:03,600
now you can see right away that we've got this
1040
01:02:03,600 --> 01:02:06,233
massive frame in our view
1041
01:02:06,766 --> 01:02:08,200
in our 3D space
1042
01:02:08,200 --> 01:02:10,833
yes we've got our 3D card
1043
01:02:11,000 --> 01:02:11,900
but how do we know
1044
01:02:11,900 --> 01:02:14,100
how far that has to be from the camera
1045
01:02:14,200 --> 01:02:17,400
so let's remove these elements again
1046
01:02:18,300 --> 01:02:21,300
and then switch to the 2D view
1047
01:02:22,700 --> 01:02:26,266
and let us get back to our original trackers
1048
01:02:26,500 --> 01:02:29,233
and we'll choose a tracker that's
1049
01:02:29,333 --> 01:02:31,833
right on the corner here of that building
1050
01:02:31,866 --> 01:02:34,933
so that's where we at 1 have the corner of the frame
1051
01:02:34,933 --> 01:02:40,000
so let's go create card XY
1052
01:02:40,900 --> 01:02:42,400
and here's our card
1053
01:02:42,766 --> 01:02:44,566
and we'll connect that to our scene
1054
01:02:44,766 --> 01:02:47,000
and if we swap into our 3D view
1055
01:02:47,200 --> 01:02:52,400
we can see it's now probably the position that we want
1056
01:02:52,400 --> 01:02:56,000
because it's connected to our 3D position tracker point
1057
01:02:59,100 --> 01:03:02,200
now let's one more time add our window frame
1058
01:03:08,266 --> 01:03:10,600
and you can see we still get this massive window
1059
01:03:10,600 --> 01:03:12,566
in fact this one is even bigger
1060
01:03:13,266 --> 01:03:14,500
so what do we do
1061
01:03:14,533 --> 01:03:19,033
yes we have to scale that down quite a bit actually
1062
01:03:20,733 --> 01:03:21,900
not that much
1063
01:03:24,100 --> 01:03:25,800
maybe around here
1064
01:03:26,900 --> 01:03:29,000
and then we'll just move it
1065
01:03:29,733 --> 01:03:32,666
because we know that the Z position is correct
1066
01:03:32,666 --> 01:03:38,433
so we just move X and y to hit that corner right here
1067
01:03:43,133 --> 01:03:45,000
there we've almost got it
1068
01:03:45,566 --> 01:03:48,333
and sometimes your images won't line up
1069
01:03:48,333 --> 01:03:50,266
so there is a good function within
1070
01:03:50,266 --> 01:03:52,166
our cards that we can use
1071
01:03:52,166 --> 01:03:54,533
and it's actually the deform right here
1072
01:03:54,533 --> 01:03:56,666
and if you click by cubic
1073
01:03:57,666 --> 01:04:00,000
and then create a new shape
1074
01:04:00,000 --> 01:04:03,600
let's say with two um points
1075
01:04:04,500 --> 01:04:06,033
hit new shape yes
1076
01:04:07,200 --> 01:04:09,866
and you can see we've now got these additional points
1077
01:04:09,866 --> 01:04:11,366
and we can just move them around
1078
01:04:11,366 --> 01:04:13,566
and that will distort our image
1079
01:04:13,566 --> 01:04:15,566
so we can make that match
1080
01:04:15,566 --> 01:04:18,733
this is actually quite a neat feature I think
1081
01:04:18,733 --> 01:04:21,366
okay this is starting to look like a window
1082
01:04:21,366 --> 01:04:23,200
let's just copy this card
1083
01:04:24,733 --> 01:04:26,900
um connect that to the scene again
1084
01:04:27,200 --> 01:04:29,633
and import another image
1085
01:04:29,666 --> 01:04:32,233
let's take the glass this time
1086
01:04:32,933 --> 01:04:35,500
connect that to our card
1087
01:04:36,066 --> 01:04:39,833
and we'll move that in
1088
01:04:40,733 --> 01:04:42,100
the Z direction
1089
01:04:42,100 --> 01:04:46,100
just so it won't be sitting on top of the other card
1090
01:04:46,100 --> 01:04:48,666
and also because we want that
1091
01:04:49,066 --> 01:04:51,033
glass to be behind the frame
1092
01:04:52,700 --> 01:04:54,400
that's what it looks like
1093
01:04:54,866 --> 01:04:57,033
and we'll copy that card as well
1094
01:04:59,366 --> 01:05:01,066
connect that to the scene whoops
1095
01:05:01,066 --> 01:05:02,766
wrong way around what am I doing
1096
01:05:03,133 --> 01:05:06,566
and import the curtains
1097
01:05:09,333 --> 01:05:13,166
and we can move those back quite a bit
1098
01:05:13,200 --> 01:05:15,600
since we really want to have that
1099
01:05:15,600 --> 01:05:19,566
feeling with a moving camera that we have some parallax
1100
01:05:20,800 --> 01:05:22,533
this is what I'm talking about you know
1101
01:05:22,533 --> 01:05:23,600
the moving camera
1102
01:05:23,600 --> 01:05:26,633
and then you can see your curtains shift around
1103
01:05:27,933 --> 01:05:30,966
um so we might want to just scale them up a little bit
1104
01:05:30,966 --> 01:05:33,100
so we won't see their edges
1105
01:05:33,100 --> 01:05:34,033
there we go
1106
01:05:35,800 --> 01:05:37,433
there we've got our curtains
1107
01:05:37,500 --> 01:05:41,066
now what else could we add let's see
1108
01:05:42,300 --> 01:05:45,566
let's put in a read geometry
1109
01:05:46,933 --> 01:05:49,233
connect that to our scene oops
1110
01:05:52,333 --> 01:05:53,766
and choose a file
1111
01:05:56,866 --> 01:05:57,800
and open
1112
01:06:00,100 --> 01:06:02,333
now this does look a bit strange
1113
01:06:02,333 --> 01:06:10,366
so we need to import all the objects of our FBX file
1114
01:06:10,766 --> 01:06:13,033
now let's go into our 3D environment
1115
01:06:15,900 --> 01:06:17,566
and we can and you can see
1116
01:06:17,566 --> 01:06:19,600
we've got this massive lamp right here
1117
01:06:19,600 --> 01:06:20,800
it's way too big
1118
01:06:20,800 --> 01:06:23,033
so let's also add a transform
1119
01:06:24,533 --> 01:06:25,600
there we go
1120
01:06:25,866 --> 01:06:29,000
and we can really scale that down quite a bit I guess
1121
01:06:34,533 --> 01:06:37,600
um even more let's say
1122
01:06:39,000 --> 01:06:39,900
how's that
1123
01:06:41,800 --> 01:06:45,033
now let's move that into the correct position
1124
01:06:59,733 --> 01:07:01,266
lamp or
1125
01:07:02,900 --> 01:07:03,866
way past
1126
01:07:07,066 --> 01:07:10,200
and the last couple of
1127
01:07:11,266 --> 01:07:12,666
oh that's not pretty bad
1128
01:07:12,666 --> 01:07:16,300
I was going to say the last couple of inches
1129
01:07:16,300 --> 01:07:20,033
I'm just going to move in the 2D viewer here
1130
01:07:20,700 --> 01:07:22,700
so we can see what we're doing
1131
01:07:24,966 --> 01:07:26,833
so basically you could go in
1132
01:07:26,966 --> 01:07:29,666
and texture this lamp and make it look really nice
1133
01:07:29,666 --> 01:07:31,000
you could go and
1134
01:07:31,100 --> 01:07:33,000
and add another um
1135
01:07:33,000 --> 01:07:38,200
FBX maybe a room or furniture or really fancy geometry
1136
01:07:38,200 --> 01:07:39,266
you could do that
1137
01:07:39,466 --> 01:07:41,300
and a nice thing about that is
1138
01:07:42,000 --> 01:07:43,966
once we render this out here
1139
01:07:43,966 --> 01:07:46,866
through a scanline renderer and hit play
1140
01:07:49,666 --> 01:07:50,966
this can now really
1141
01:07:50,966 --> 01:07:52,833
create a convincing
1142
01:07:53,600 --> 01:07:55,033
solution here
1143
01:07:55,200 --> 01:07:57,800
because it's all moving with the shot
1144
01:07:57,866 --> 01:08:00,200
and it's got depth well
1145
01:08:00,200 --> 01:08:01,900
I could have added the room and then it
1146
01:08:01,900 --> 01:08:02,900
looked real nice
1147
01:08:02,900 --> 01:08:05,500
but it it creates depth and it's got parallax
1148
01:08:05,500 --> 01:08:09,033
so the curtains are shifting the lamp is shifting
1149
01:08:09,100 --> 01:08:11,566
and the 3D environment can really get you that
1150
01:08:11,566 --> 01:08:13,433
little extra bit for your shot
1151
01:08:15,200 --> 01:08:17,466
adding these window elements was really
1152
01:08:17,466 --> 01:08:20,766
the last thing that I wanted to cover in this course
1153
01:08:21,100 --> 01:08:23,200
now to finalize
1154
01:08:23,200 --> 01:08:26,400
let's just go through the script one more time and see
1155
01:08:26,400 --> 01:08:27,366
what we did
1156
01:08:29,933 --> 01:08:31,366
so we started
1157
01:08:31,766 --> 01:08:33,166
with our footage
1158
01:08:34,333 --> 01:08:38,633
right here we had the box that we wanted to remove
1159
01:08:38,700 --> 01:08:41,400
we had the reflection that we wanted to remove
1160
01:08:41,466 --> 01:08:46,266
we had the last train wagon that we wanted to remove
1161
01:08:46,300 --> 01:08:49,600
and we wanted to add a window element right here
1162
01:08:49,700 --> 01:08:53,366
the first thing we did is we created a patch
1163
01:08:53,366 --> 01:08:58,600
we we took one still frame and we painted out that box
1164
01:08:58,866 --> 01:09:01,966
then we then we
1165
01:09:02,400 --> 01:09:07,366
projected that patch onto a car in 3D space
1166
01:09:07,366 --> 01:09:11,033
we used our moving camera that we received through
1167
01:09:11,133 --> 01:09:12,133
the tracking data
1168
01:09:12,133 --> 01:09:15,166
we just imported that and we rendered that out
1169
01:09:15,166 --> 01:09:16,466
and that gave us
1170
01:09:16,466 --> 01:09:19,033
our patch with the movement that we needed
1171
01:09:19,133 --> 01:09:21,466
covering over that gray box
1172
01:09:21,700 --> 01:09:22,966
now additionally
1173
01:09:22,966 --> 01:09:24,500
we also added
1174
01:09:27,000 --> 01:09:29,800
a patch where our wheels
1175
01:09:29,800 --> 01:09:33,766
that were covered by the gray box were then recovered
1176
01:09:34,000 --> 01:09:36,366
and how did we go about doing that
1177
01:09:37,300 --> 01:09:40,966
well we selected the area of our interest
1178
01:09:40,966 --> 01:09:44,100
and then we moved that to the correct position
1179
01:09:44,100 --> 01:09:46,633
so that the box wasn't visible anymore
1180
01:09:46,666 --> 01:09:48,800
and then we offset the time
1181
01:09:48,800 --> 01:09:52,066
so that the wheels were in the right position again
1182
01:09:54,266 --> 01:09:59,000
and we merged that over the patch that we already had
1183
01:10:03,566 --> 01:10:06,833
now to get rid of one of the wagons
1184
01:10:06,900 --> 01:10:09,533
we constructed the setup here
1185
01:10:09,533 --> 01:10:12,400
which was our 3D geometry
1186
01:10:12,666 --> 01:10:14,933
where we projected our scene onto
1187
01:10:14,933 --> 01:10:18,000
and filmed that back off and rendered that out
1188
01:10:18,100 --> 01:10:20,400
and that gave us a stable plate
1189
01:10:20,666 --> 01:10:24,433
now we use the stable plate for the patch of the wheels
1190
01:10:24,533 --> 01:10:27,433
but we also use that to create the roto
1191
01:10:27,466 --> 01:10:30,066
to roto out our train wagon
1192
01:10:34,866 --> 01:10:37,700
then to get rid of the reflection
1193
01:10:39,366 --> 01:10:44,000
we simply turned a 3D point into 2D data
1194
01:10:44,866 --> 01:10:46,733
and used that so that
1195
01:10:46,733 --> 01:10:50,166
our roto shape would stick in place with a reflection
1196
01:10:50,800 --> 01:10:53,300
we then pulled off a luminance key
1197
01:10:53,666 --> 01:10:56,266
merged it to the rotor and the luminance key
1198
01:10:56,400 --> 01:10:59,133
and Hugh corrected that area
1199
01:10:59,133 --> 01:11:00,366
just darkened it down
1200
01:11:00,366 --> 01:11:03,300
so the reflection wouldn't be that apparent
1201
01:11:03,566 --> 01:11:05,233
last but not least
1202
01:11:05,333 --> 01:11:09,400
we added some 3D geometry to our scene
1203
01:11:09,866 --> 01:11:13,466
just a couple of 3D cards with images
1204
01:11:13,466 --> 01:11:14,300
window frame
1205
01:11:14,300 --> 01:11:15,100
window glass
1206
01:11:15,100 --> 01:11:16,366
window curtains
1207
01:11:16,566 --> 01:11:20,933
and we also imported an FBX and added that to our scene
1208
01:11:20,933 --> 01:11:22,200
that gave us
1209
01:11:23,300 --> 01:11:25,300
a window that moved with our shot
1210
01:11:25,300 --> 01:11:29,066
in the correct position and also a parallax shift
1211
01:11:29,066 --> 01:11:31,000
if you would look inside the window
1212
01:11:32,866 --> 01:11:34,500
now hopefully
1213
01:11:34,500 --> 01:11:38,266
next time you have some footage with unwanted objects
1214
01:11:38,266 --> 01:11:40,933
I hope you will be able to make use of
1215
01:11:40,933 --> 01:11:43,833
the 3D environment in order to get rid of them
1216
01:11:44,866 --> 01:11:46,966
thank you very much for watching
1217
01:11:46,966 --> 01:11:49,633
and my name is Derek Evelyn thank you
89708
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