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These are the user uploaded subtitles that are being translated: 1 00:00:00,366 --> 00:00:01,166 1 2 00:00:02,133 --> 00:00:03,233 2 3 3 00:00:26,300 --> 00:00:28,300 hi this is Derek Ubiling 4 00:00:28,300 --> 00:00:29,166 and in this course 5 00:00:29,166 --> 00:00:31,133 I'm going to show you how you can 6 00:00:31,133 --> 00:00:33,900 get rid of some unwanted objects in your footage 7 00:00:34,100 --> 00:00:35,500 okay let's have a look 8 00:00:39,500 --> 00:00:41,266 this is clearly a moving shot 9 00:00:41,266 --> 00:00:42,500 the train is coming in 10 00:00:42,800 --> 00:00:45,833 and we've got some things that we wanna get rid of 11 00:00:46,066 --> 00:00:48,966 for one we've got this little grey control box 12 00:00:48,966 --> 00:00:51,500 right here and um 13 00:00:52,133 --> 00:00:54,600 we've also got this area right over here 14 00:00:54,600 --> 00:00:56,033 which is not so nice 15 00:00:56,266 --> 00:00:58,333 we've got the reflection of the control box 16 00:00:58,333 --> 00:00:59,866 in one of the train wagons 17 00:00:59,866 --> 00:01:03,266 and we wanna get rid of one of the train wagons itself 18 00:01:03,533 --> 00:01:04,833 so let's have a look 19 00:01:07,066 --> 00:01:08,266 as you can see 20 00:01:09,333 --> 00:01:12,366 I've patched up this area over here with a window 21 00:01:14,900 --> 00:01:17,600 then I've gotten rid of the control box 22 00:01:18,566 --> 00:01:20,466 I've reduced the reflection 23 00:01:21,266 --> 00:01:23,400 and I've gotten rid of the last wagon 24 00:01:24,100 --> 00:01:26,033 okay I think we should have a go 25 00:01:26,100 --> 00:01:27,300 let's get started 26 00:01:30,600 --> 00:01:32,900 okay let's load in our footage 27 00:01:34,566 --> 00:01:36,666 and here's our train 28 00:01:36,900 --> 00:01:40,333 open that hit one to display in the viewer 29 00:01:40,333 --> 00:01:44,600 I'm also going to adjust the frame range 50 to 2:50 30 00:01:44,600 --> 00:01:47,600 that's mostly what I'll be dealing with in this course 31 00:01:47,966 --> 00:01:49,866 okay so let's get started 32 00:01:50,300 --> 00:01:53,700 what about removing this controller box first 33 00:01:53,700 --> 00:01:54,833 what do we need 34 00:01:55,133 --> 00:01:56,866 yes we need to paint it out 35 00:01:56,866 --> 00:01:59,833 so let's grab our Roto sorry 36 00:02:00,366 --> 00:02:02,666 our Roto paint tool 37 00:02:05,000 --> 00:02:05,800 and as you can see 38 00:02:05,800 --> 00:02:06,533 as we open it 39 00:02:06,533 --> 00:02:09,000 we've got a bunch of tools right here 40 00:02:09,000 --> 00:02:11,666 and we've also got this little clone tool 41 00:02:11,700 --> 00:02:14,300 so if you hit control 42 00:02:14,933 --> 00:02:17,000 and then drag to where you want to go 43 00:02:17,000 --> 00:02:19,433 so control is your sampling area 44 00:02:19,766 --> 00:02:22,166 and this little cross right here 45 00:02:22,166 --> 00:02:23,866 is where you're actually drawing 46 00:02:24,900 --> 00:02:30,200 so now if I just hit my mouse button left one 47 00:02:30,600 --> 00:02:32,700 you can see that I'm sampling the area 48 00:02:32,700 --> 00:02:34,066 right next to the box 49 00:02:34,100 --> 00:02:35,800 I'm just painting over 50 00:02:36,200 --> 00:02:39,000 so if you want to sample another area 51 00:02:39,000 --> 00:02:40,400 grab control again 52 00:02:40,400 --> 00:02:42,400 hold the button readjust 53 00:02:43,533 --> 00:02:44,566 and there you go 54 00:02:48,200 --> 00:02:50,800 it takes a little while and I'm not going to do this 55 00:02:52,133 --> 00:02:53,266 too perfect 56 00:02:53,566 --> 00:02:59,600 hang on too perfectly here just to get the idea 57 00:03:05,933 --> 00:03:07,033 there we go 58 00:03:15,933 --> 00:03:20,400 grab some more from here I think let's see 59 00:03:21,366 --> 00:03:25,066 always get a bit mixed up with which ones which 60 00:03:26,566 --> 00:03:28,766 but actually it's not that difficult is it 61 00:03:30,366 --> 00:03:33,766 we really wanna stay in line here um 62 00:03:35,266 --> 00:03:36,500 and we don't really want to 63 00:03:36,500 --> 00:03:39,100 I just copied this and we don't really want that 64 00:03:39,100 --> 00:03:43,366 so let's take another spot and redo that again 65 00:03:44,733 --> 00:03:47,200 then I'm going to sample this spot down here 66 00:03:49,266 --> 00:03:52,333 just to get the tracks back in there 67 00:03:52,333 --> 00:03:55,233 I think I'll call this good 68 00:03:55,266 --> 00:03:58,500 I know it's not but I'll think it it'll do the job 69 00:03:58,500 --> 00:04:01,933 let's see what happens if I um play through the footage 70 00:04:01,933 --> 00:04:03,066 I'll just step it through it 71 00:04:03,066 --> 00:04:05,100 frame by frame using the arrow keys 72 00:04:05,333 --> 00:04:07,400 and right in the next frame 73 00:04:08,766 --> 00:04:10,966 we've got our box again 74 00:04:10,966 --> 00:04:12,600 so what do we need to do 75 00:04:12,666 --> 00:04:14,866 yes we need to hold our brushstrokes 76 00:04:15,566 --> 00:04:18,433 and we can do that by adjusting the lifetime 77 00:04:18,533 --> 00:04:21,300 but we need to select all our strokes first 78 00:04:21,300 --> 00:04:23,533 so let's select the first one 79 00:04:23,533 --> 00:04:26,766 scroll down and then hit shift to Mark them all 80 00:04:26,933 --> 00:04:31,133 and single frame to frame range 81 00:04:31,133 --> 00:04:34,800 and then frame range zero to our last frame 82 00:04:34,800 --> 00:04:37,566 that would be 3 4 3 83 00:04:37,566 --> 00:04:38,566 there we go 84 00:04:41,100 --> 00:04:43,100 so if I step through now 85 00:04:44,733 --> 00:04:50,366 you can see that the strokes are staying 86 00:04:50,533 --> 00:04:52,666 but we've got another problem 87 00:04:52,666 --> 00:04:57,166 that is the strokes aren't sticking to our footage 88 00:04:57,566 --> 00:04:58,566 so what do we do 89 00:04:58,566 --> 00:05:00,800 so let's just copy our footage first 90 00:05:00,800 --> 00:05:07,466 just control our command copy paste and um 91 00:05:09,466 --> 00:05:14,466 in our tab we will say hold Frame 60 92 00:05:15,533 --> 00:05:17,700 because that's the frame we painted out 93 00:05:18,200 --> 00:05:21,566 and then in the frame expression area 94 00:05:22,366 --> 00:05:26,100 we're going to type in minus 60 95 00:05:26,300 --> 00:05:29,100 because that's where we'll start at 96 00:05:30,666 --> 00:05:33,333 so now we have shifted back our footage by 97 00:05:33,333 --> 00:05:34,666 minus 60 frames 98 00:05:34,666 --> 00:05:38,100 that means frame 60 is now frame 1 99 00:05:38,100 --> 00:05:39,966 and we're holding that frame 100 00:05:40,066 --> 00:05:44,800 so if we now swap the input of our paint tool 101 00:05:45,400 --> 00:05:47,000 and play our footage 102 00:05:47,266 --> 00:05:49,366 we can see nothing is moving 103 00:05:49,466 --> 00:05:51,133 we've got a nice patch here 104 00:05:51,133 --> 00:05:52,433 everything is fine 105 00:05:53,300 --> 00:05:55,500 I'm going to add a constant 106 00:05:58,500 --> 00:06:00,300 place that button right here 107 00:06:01,933 --> 00:06:03,766 and then need to merge 108 00:06:07,700 --> 00:06:11,433 and I'm going to merge the two on top of each other 109 00:06:12,866 --> 00:06:15,166 just going to give this a bit more space 110 00:06:15,466 --> 00:06:19,800 and I'm going to add a roto paint node again right here 111 00:06:23,066 --> 00:06:24,500 and I'm going to 112 00:06:25,266 --> 00:06:28,066 draw out this area that we've just patched 113 00:06:28,066 --> 00:06:29,366 just very roughly 114 00:06:30,566 --> 00:06:32,733 I'm going to deselect all the colours 115 00:06:32,733 --> 00:06:34,433 because we just need the alpha 116 00:06:37,533 --> 00:06:39,300 I need to premult as well 117 00:06:40,866 --> 00:06:43,500 and you can see we have a lovely patch right here 118 00:06:43,866 --> 00:06:45,833 and if we add another merge 119 00:06:48,266 --> 00:06:51,200 and we are sorry wrong node there we go 120 00:06:53,066 --> 00:06:57,433 swap these around shift X and connect to the viewer 121 00:06:58,133 --> 00:07:00,100 now if we go back to frame 60 122 00:07:03,600 --> 00:07:04,466 you can see 123 00:07:04,466 --> 00:07:07,700 that our patch is perfectly aligned right here 124 00:07:11,333 --> 00:07:13,100 but if we play the footage 125 00:07:14,133 --> 00:07:16,200 we've still got the same problem 126 00:07:16,266 --> 00:07:19,866 our patch isn't moving with the movement of the camera 127 00:07:20,933 --> 00:07:23,266 so how are we going to resolve that 128 00:07:23,466 --> 00:07:27,033 let's see if a little bit of 3D data can help us out 129 00:07:29,166 --> 00:07:32,300 let's import our 3D data 130 00:07:39,900 --> 00:07:42,400 let's organize ourselves a little bit more 131 00:07:42,400 --> 00:07:45,366 let's maybe just move this up here 132 00:07:45,466 --> 00:07:48,866 and let's have a look what we got 133 00:07:49,733 --> 00:07:51,533 we've got our track around here 134 00:07:51,533 --> 00:07:53,300 I tracked this beforehand 135 00:07:53,300 --> 00:07:55,600 you can do this in an external application 136 00:07:55,600 --> 00:07:57,866 or you can also do it within nuke 137 00:07:57,866 --> 00:08:01,166 um but for the time being I'm just going to deal with 138 00:08:01,166 --> 00:08:02,966 the data that we already have 139 00:08:03,100 --> 00:08:05,233 we've got our point cloud right here 140 00:08:05,466 --> 00:08:07,666 um a scene and our camera 141 00:08:07,700 --> 00:08:10,700 now let's also add a scan line renderer 142 00:08:14,333 --> 00:08:15,500 to our scene 143 00:08:16,800 --> 00:08:19,433 up and we will connect this 144 00:08:20,733 --> 00:08:23,200 right here cam to the camera 145 00:08:23,866 --> 00:08:25,900 then the object to the scene 146 00:08:25,933 --> 00:08:28,766 and we also need a constant 147 00:08:29,866 --> 00:08:32,400 so that we know our background size 148 00:08:32,800 --> 00:08:35,200 now let's connect this to the viewer 149 00:08:36,000 --> 00:08:40,466 and what we can see are little crazy dots 150 00:08:40,766 --> 00:08:41,966 so what's that 151 00:08:42,066 --> 00:08:44,466 these are actually our tracking points 152 00:08:44,466 --> 00:08:47,366 and resemble a position in 3D space 153 00:08:47,366 --> 00:08:51,066 if we switch to the viewer 3D 154 00:08:51,866 --> 00:08:52,900 zoom out a bit 155 00:08:53,333 --> 00:08:54,766 give it a little spin 156 00:08:54,900 --> 00:08:56,600 we can see right here 157 00:08:56,866 --> 00:09:01,433 that we have distances relative to the camera position 158 00:09:01,533 --> 00:09:02,800 now if I hit play 159 00:09:02,933 --> 00:09:06,000 you can see that we've got camera movement 160 00:09:08,100 --> 00:09:10,766 merging our scan line renderer 161 00:09:11,700 --> 00:09:14,100 right over our original footage 162 00:09:15,766 --> 00:09:19,966 gives us our tracking points 163 00:09:20,000 --> 00:09:22,666 right on top of our original footage 164 00:09:22,700 --> 00:09:26,366 and if we zoom in a little bit and play 165 00:09:26,966 --> 00:09:29,000 we can see that they're actually 166 00:09:29,000 --> 00:09:30,466 stuck directly on the footage 167 00:09:30,466 --> 00:09:32,500 so they're moving with the footage 168 00:09:32,666 --> 00:09:37,366 and if I hit the the tracker 169 00:09:39,566 --> 00:09:42,433 we can actually see these little crosses 170 00:09:42,666 --> 00:09:45,666 and they give us position values 171 00:09:45,666 --> 00:09:47,400 of where they are located 172 00:09:48,366 --> 00:09:49,333 since we're still 173 00:09:49,333 --> 00:09:52,066 trying to get rid of our little box here 174 00:09:52,400 --> 00:09:54,700 let's try to take this position 175 00:09:54,766 --> 00:09:59,866 to create a 3D plane and project our patch over the box 176 00:10:00,933 --> 00:10:03,766 so hit the right button mouse button 177 00:10:03,933 --> 00:10:06,700 create and card 178 00:10:08,866 --> 00:10:12,733 if we swap into 3D view we can see 179 00:10:12,733 --> 00:10:15,766 that our card is right in the middle of the scene 180 00:10:15,766 --> 00:10:19,566 right in the position where our little gray box is 181 00:10:19,566 --> 00:10:23,400 right where we chose our tracker now 182 00:10:24,900 --> 00:10:27,900 let's add a Project 3D node 183 00:10:28,733 --> 00:10:33,166 connect our image our card right to that node 184 00:10:33,733 --> 00:10:37,466 let's take the two move down 185 00:10:37,500 --> 00:10:39,066 connect them to the scene 186 00:10:40,566 --> 00:10:42,200 now we will take this 187 00:10:44,733 --> 00:10:49,433 input and connect that to our patch 188 00:10:52,066 --> 00:10:55,366 let me quickly organize this a bit 189 00:11:01,000 --> 00:11:02,033 there we go 190 00:11:03,966 --> 00:11:06,666 now the only thing we still need to connect to 191 00:11:06,666 --> 00:11:08,900 our Project 3D note is a camera 192 00:11:08,900 --> 00:11:11,500 so let's just use the one we have 193 00:11:11,500 --> 00:11:13,233 I'll just copy this one 194 00:11:13,766 --> 00:11:15,833 and we will connect this one as well 195 00:11:15,900 --> 00:11:18,100 now if we go back to frame 60 196 00:11:21,133 --> 00:11:25,900 you can see let me quickly reconnect our point cloud 197 00:11:26,400 --> 00:11:30,166 we can see that our area is pretty mad much patched up 198 00:11:30,266 --> 00:11:34,833 but if we hit play we still have the same old problem 199 00:11:36,933 --> 00:11:38,600 our patch is still moving 200 00:11:38,600 --> 00:11:42,800 because our camera that's projecting onto our card 201 00:11:42,800 --> 00:11:45,366 our patch onto our card is moving 202 00:11:45,400 --> 00:11:48,166 that's supposed to be just a static camera 203 00:11:48,266 --> 00:11:50,700 so let's get rid of the animation here 204 00:11:55,300 --> 00:11:57,100 choose no animation 205 00:11:58,766 --> 00:12:02,433 and the same with this one no animation 206 00:12:03,400 --> 00:12:04,766 now if we hit play 207 00:12:09,066 --> 00:12:12,233 you can see the patch is pretty much stuck 208 00:12:12,466 --> 00:12:13,900 where we want it to be 209 00:12:16,500 --> 00:12:17,833 at the same time 210 00:12:17,900 --> 00:12:20,266 you can see that we've already 211 00:12:20,366 --> 00:12:22,366 run into more difficulties 212 00:12:22,466 --> 00:12:24,200 we've patched up the ground 213 00:12:24,200 --> 00:12:27,866 but now we've also patched over the wheels of our train 214 00:12:30,333 --> 00:12:33,666 just quickly to recap what we've done so far 215 00:12:35,166 --> 00:12:36,866 we've got a static frame 216 00:12:37,466 --> 00:12:40,833 and we painted out our gray box 217 00:12:41,333 --> 00:12:46,500 then we connected our patch to a projector 218 00:12:46,500 --> 00:12:51,500 and projected our patch onto a plane in 3D space 219 00:12:51,533 --> 00:12:53,300 now our 3D camera 220 00:12:53,300 --> 00:12:55,566 that's already got the movement of the shot 221 00:12:55,566 --> 00:12:56,900 films that patch 222 00:12:56,900 --> 00:12:58,266 and if we merge that on 223 00:12:58,266 --> 00:13:00,633 top of our original footage here 224 00:13:00,866 --> 00:13:02,600 we've patched over the area 225 00:13:02,600 --> 00:13:05,500 and we've introduced exactly the same motion 226 00:13:05,500 --> 00:13:08,000 that the camera has into the shot 227 00:13:09,266 --> 00:13:11,666 removing the gray control box 228 00:13:11,733 --> 00:13:14,033 was pretty much straightforward 229 00:13:14,066 --> 00:13:17,833 all we had to do was paint it out on a static frame 230 00:13:18,400 --> 00:13:21,000 now this method is not going to work so well 231 00:13:21,000 --> 00:13:22,333 on the moving wheels 232 00:13:22,333 --> 00:13:24,566 so we need different approach 233 00:13:25,133 --> 00:13:27,133 stabilizing the footage first 234 00:13:27,133 --> 00:13:29,433 might be a better approach this time 235 00:13:29,900 --> 00:13:31,466 so let's try that out 236 00:13:31,466 --> 00:13:32,700 let's first of all 237 00:13:32,900 --> 00:13:36,233 grab our 3D setup that we already have 238 00:13:36,500 --> 00:13:39,466 going to take our tracker or seen our camera 239 00:13:40,066 --> 00:13:41,800 and we're going to copy that 240 00:13:43,000 --> 00:13:45,633 I'm just going to move right down here 241 00:13:46,166 --> 00:13:49,300 and I'm just going to paste that into my flow 242 00:13:50,400 --> 00:13:55,000 now same as before we're going to add another card 243 00:13:58,466 --> 00:14:02,066 and we also need the projection node 244 00:14:02,866 --> 00:14:03,933 so there we go 245 00:14:03,933 --> 00:14:05,300 we connect the two 246 00:14:05,600 --> 00:14:07,466 connect that to our scene 247 00:14:08,000 --> 00:14:10,000 and now again we need a camera 248 00:14:10,333 --> 00:14:13,500 and we're just going to take the camera that we have 249 00:14:14,500 --> 00:14:17,900 right here I'm going to deconnect it from the render 250 00:14:17,933 --> 00:14:21,166 going to connect it to my projection node right there 251 00:14:21,600 --> 00:14:24,966 now I need some material to be projected 252 00:14:25,533 --> 00:14:29,833 so I'll grab our original footage oops 253 00:14:31,333 --> 00:14:34,000 there we go right here 254 00:14:34,800 --> 00:14:38,966 didn't work this time no it did let's just organize it 255 00:14:40,200 --> 00:14:42,266 supposed to go right in here 256 00:14:44,166 --> 00:14:47,433 there just tidy things up 257 00:14:50,800 --> 00:14:53,700 now let's have a look at what we achieved so far 258 00:14:54,300 --> 00:14:56,366 let's just switch to the 3D view 259 00:14:56,900 --> 00:14:58,033 we've got our camera 260 00:14:58,166 --> 00:15:00,733 we've got our card and as you can see we've got 261 00:15:00,733 --> 00:15:03,600 the projection of original footage onto the card 262 00:15:04,000 --> 00:15:09,433 now let me also connect our point cloud again 263 00:15:13,266 --> 00:15:16,166 and we know that our little points here 264 00:15:16,200 --> 00:15:18,900 resemble trackers connected to 265 00:15:18,900 --> 00:15:19,533 for example 266 00:15:19,533 --> 00:15:20,566 the buildings 267 00:15:21,900 --> 00:15:23,400 now if we play the footage 268 00:15:25,166 --> 00:15:27,266 I mean it's really difficult to see 269 00:15:27,733 --> 00:15:30,666 but you can see we have some camera movement 270 00:15:30,700 --> 00:15:32,000 but our little dots 271 00:15:32,000 --> 00:15:34,233 our point cloud isn't moving at all 272 00:15:35,000 --> 00:15:36,166 now why is that 273 00:15:36,266 --> 00:15:37,933 in our original scene 274 00:15:37,933 --> 00:15:40,466 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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