All language subtitles for LW_2015_Vol_1_Chap_08_Space_Scene_Proj_and_Final
Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (SoranĂ®)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,249 --> 00:00:03,411
So, to finish up today,
we're going to build
2
00:00:03,435 --> 00:00:06,380
on the principles
that I just showed you,
3
00:00:06,381 --> 00:00:09,446
but we're going to try
to do something a little
4
00:00:09,470 --> 00:00:14,920
bit more exciting with some
more fun-looking imagery.
5
00:00:16,720 --> 00:00:20,751
We just used a basic
sphere and a ground plane
6
00:00:20,775 --> 00:00:24,720
just to demonstrate
the concept of animation.
7
00:00:24,721 --> 00:00:27,275
But in the end, the
whole point of being able
8
00:00:27,299 --> 00:00:29,752
to animate stuff is
so that we can actually
9
00:00:29,753 --> 00:00:33,240
animate, you know,
some cool-looking things.
10
00:00:33,241 --> 00:00:36,028
So what I'm going to
do is I'm going to load
11
00:00:36,052 --> 00:00:38,840
in a spaceship and a
background prop so that
12
00:00:38,841 --> 00:00:40,479
we can do something
maybe just a little bit
13
00:00:40,503 --> 00:00:42,192
more fun, a little bit
exciting, even though
14
00:00:42,193 --> 00:00:47,280
it's only going to be the same
basic concepts of what I just showed.
15
00:00:47,429 --> 00:00:51,640
But like I said, it should be a little bit
more fun because it will look more like a
16
00:00:51,641 --> 00:00:57,480
movie instead of just
like a ball and a flat plane.
17
00:00:58,980 --> 00:01:02,922
Okay, so what I'm
going to do is first, I'm
18
00:01:02,946 --> 00:01:06,992
going to load up a
model that I made a while
19
00:01:09,400 --> 00:01:17,400
ago for a tutorial and let's go load object
and under our objects folder, I'm going to
20
00:01:17,401 --> 00:01:20,654
go and grab my
starfighter model, I'm going
21
00:01:20,678 --> 00:01:31,920
to grab the starfighter model lightwave
merged so it's not in multiple layers.
22
00:01:38,480 --> 00:01:42,513
And it is loaded my
spaceship, let's turn on
23
00:01:42,537 --> 00:01:49,800
a VPR, oh wonderful, and I've got my normal
maps and everything are already working.
24
00:01:49,801 --> 00:01:52,715
So what the normal
maps do, they're sort of,
25
00:01:52,739 --> 00:01:55,520
they give the sort of
like a bumpy detail.
26
00:01:55,521 --> 00:01:57,961
There's other things
called bump maps, they do
27
00:01:57,985 --> 00:02:00,492
similar things but normal
maps create sometimes
28
00:02:00,493 --> 00:02:04,880
a little bit more
realistic looking bumps.
29
00:02:04,881 --> 00:02:06,997
So you can see all
these panels and detail
30
00:02:07,021 --> 00:02:11,000
and stuff, so those are
what's called normal maps.
31
00:02:11,001 --> 00:02:17,320
If we just go to shaded solid, you don't
see the textures, texture shaded solid.
32
00:02:17,321 --> 00:02:19,517
See how you don't
really, you see the color
33
00:02:19,541 --> 00:02:24,120
information but you don't
see the bump detail on this.
34
00:02:24,121 --> 00:02:26,765
But when you go into
VPR mode, it actually
35
00:02:26,789 --> 00:02:29,572
shows like a rendered
version of this model.
36
00:02:30,060 --> 00:02:35,020
Okay, so that's a lot
more fun than that ball.
37
00:02:36,620 --> 00:02:44,620
So we will take this model and we
will set it up now texture shaded solid.
38
00:02:48,440 --> 00:02:52,334
So what I want to do
is I want to create a
39
00:02:52,358 --> 00:02:56,440
nice little space scene,
nothing super fancy
40
00:02:56,441 --> 00:02:58,362
because we just don't
have time for it right
41
00:02:58,386 --> 00:03:03,200
now because we're almost finished this
tutorial for today but almost out of time.
42
00:03:03,201 --> 00:03:06,273
But what I need to
do is just like what they
43
00:03:06,297 --> 00:03:09,160
do in Hollywood,
they'll have your model,
44
00:03:09,161 --> 00:03:11,708
you'll have your models
and objects that will
45
00:03:11,732 --> 00:03:17,800
be moving and then you usually will
have like some sort of background prop.
46
00:03:17,801 --> 00:03:20,352
Sometimes they use green
screen and blue screen
47
00:03:20,376 --> 00:03:22,612
stuff, or blue screen
and green screen to
48
00:03:22,613 --> 00:03:26,560
mix models and actors and
stuff with a background image.
49
00:03:26,561 --> 00:03:29,452
In this particular
case, we actually have
50
00:03:29,476 --> 00:03:32,580
our own virtual stage
here so I can actually
51
00:03:32,581 --> 00:03:35,813
put the background prop
in behind and we don't
52
00:03:35,837 --> 00:03:39,000
have to green screen
or blue screen anything.
53
00:03:39,001 --> 00:03:42,160
You can mix it or be
mixing it right in here.
54
00:03:42,161 --> 00:03:49,880
So all I'm going to do is take an image
and apply it to a background plane.
55
00:03:51,175 --> 00:03:58,400
So what I need to do first, actually
let's go into, let's first save this out.
56
00:04:16,880 --> 00:04:24,880
Let's go save scene as, and let's go back
to scenes and I'm going to call this space
57
00:04:25,030 --> 00:04:30,280
FighterFlying01.
58
00:04:36,220 --> 00:04:42,320
So let's go into Modeler because I'm going
to create a, it's actually thinking I want
59
00:04:44,680 --> 00:04:52,680
to bring the starfighter over into Modeler
for some reason, I'm not exactly sure why
60
00:05:01,960 --> 00:05:09,960
it's here, and okay, let's give it what it
wants for some reason it wants to, it seems
61
00:05:14,210 --> 00:05:21,560
to want to load this up, I'm going to close
this down, close object, okay, let's just
62
00:05:21,561 --> 00:05:28,680
check to see if it did anything weird
in layout, no, okay, everything's fine.
63
00:05:28,681 --> 00:05:31,900
That's the one thing is
if you have the model
64
00:05:31,924 --> 00:05:35,000
selected it will load
it through, oh, okay,
65
00:05:35,001 --> 00:05:39,960
it loaded everything through but that's not
what we want, we want to close that down.
66
00:05:42,400 --> 00:05:46,478
If I select camera, I'm
going to hit Modeler,
67
00:05:46,502 --> 00:05:50,400
it still brings the
model through so that's
68
00:05:50,401 --> 00:05:52,455
the thing about the
hub, you might say, well
69
00:05:52,479 --> 00:05:54,452
I don't want this
model in here, I want to
70
00:05:54,453 --> 00:05:57,599
do something else,
well, like I said, just close
71
00:05:57,600 --> 00:06:01,320
it out and you'll be
fine, just close the object.
72
00:06:01,321 --> 00:06:08,080
So we want to build a background plane here
right now and I'm going to bring up, click
73
00:06:09,440 --> 00:06:13,428
N for numeric or the
numeric button and actually
74
00:06:13,452 --> 00:06:17,440
before we do that I need
to get the measurements
75
00:06:17,441 --> 00:06:22,760
of an image map that I'm going to be using,
let's go image editor and you can see the
76
00:06:22,761 --> 00:06:26,207
actual image maps
from the Starfighter, this
77
00:06:26,231 --> 00:06:29,612
is the normal map,
that's the color map, if
78
00:06:32,760 --> 00:06:40,760
you double click on them you can actually
see them up large, okay, but I want to load
79
00:06:44,430 --> 00:06:52,280
up, let's go under images, I want to load
up my star field background and you can see
80
00:06:52,920 --> 00:06:57,089
here it tells the size,
6,000 by 3,000 pixels,
81
00:06:57,113 --> 00:07:00,932
so I want something
that has the same kind
82
00:07:02,360 --> 00:07:06,221
of dimensions, I'm not
going to create a 6,000
83
00:07:06,245 --> 00:07:10,360
meter by a 3,000 meter
star field or a background
84
00:07:10,361 --> 00:07:15,520
plate, I'm going to start off, I'm going to
actually make it 60 by 30 just so that it's
85
00:07:15,521 --> 00:07:18,128
not dwarfing my
spaceship when I first bring
86
00:07:18,152 --> 00:07:23,160
it in, but we can size this
up to where we need it.
87
00:07:29,640 --> 00:07:37,640
So let's hit N, okay, now I want something,
actually I'm going to delete that out and
88
00:07:37,641 --> 00:07:40,908
I'm going to create it
from the side, let's go
89
00:07:40,932 --> 00:07:44,212
box because that's the
direction the spaceship
90
00:07:50,500 --> 00:07:54,077
is facing, now I'm going
to go over to height
91
00:07:54,101 --> 00:07:57,612
and depth and the
height was 3,000, so we're
92
00:08:02,640 --> 00:08:10,640
only going to make this 30, the depth was
6,000 but we're only going to make this 60
93
00:08:10,641 --> 00:08:18,120
and we'll just hit spacebar and we're going
to go T for move, control, I'm just going
94
00:08:20,400 --> 00:08:28,400
to put this in the middle
here, okay, perfect.
95
00:08:32,949 --> 00:08:36,231
So that's all I need right
now for my background
96
00:08:36,255 --> 00:08:39,412
plate, now under the
surface editor, or sorry,
97
00:08:42,669 --> 00:08:46,347
let's first save this
out, let's save the
98
00:08:46,371 --> 00:08:50,332
background plate and
we'll call this objects
99
00:08:58,640 --> 00:09:06,640
and we'll just call this star
field background plate, perfect.
100
00:09:07,800 --> 00:09:11,646
So you can actually
apply this star field
101
00:09:11,670 --> 00:09:15,812
image to the background
plate either here in
102
00:09:18,640 --> 00:09:22,496
modeler or in layout,
so generally I usually
103
00:09:22,520 --> 00:09:26,639
will do this, I will
actually do this in layout
104
00:09:26,640 --> 00:09:30,339
for most surfacing, I
generally don't do my
105
00:09:30,363 --> 00:09:34,320
surfacing in modeler
unless there's a specific
106
00:09:34,321 --> 00:09:36,291
work pipeline that I
have to follow, usually
107
00:09:36,315 --> 00:09:38,252
if I'm just trying to
give something colors
108
00:09:38,640 --> 00:09:42,671
to differentiate between
something, so because
109
00:09:42,695 --> 00:09:46,640
that's done, let's shoot
this over to layout,
110
00:09:46,641 --> 00:09:53,680
so let's go send object to layout, okay, so
you can see right here that it has loaded
111
00:09:53,681 --> 00:09:58,400
up our star field plate, we also have our
star fighter, so we can select between the
112
00:10:00,844 --> 00:10:08,120
two objects, if I rotate this, now you can
see that it's, see notice that it's kind of
113
00:10:08,121 --> 00:10:11,074
see-through right now,
because once again I
114
00:10:11,098 --> 00:10:14,120
said that if it's not
double-sided, it isn't
115
00:10:14,121 --> 00:10:21,100
clicked, if it's just a flat one thick, one
polygon thick, it will not, there's really
116
00:10:21,101 --> 00:10:23,876
no thickness so you
don't actually see anything,
117
00:10:23,900 --> 00:10:26,572
so what we're going to
do is go to the surface
118
00:10:33,289 --> 00:10:41,040
editor, under star field, let's rename it,
I'll just call this background plate, and
119
00:10:41,041 --> 00:10:47,240
we will, let's click on, move this over so
you can see, let's click on double-sided,
120
00:10:47,241 --> 00:10:50,664
okay, so you can see
that now we can actually
121
00:10:50,688 --> 00:10:53,960
see the actual surface,
okay, but we're not
122
00:10:53,961 --> 00:10:59,520
done yet, now what we need to do is apply
that image to it, and now because we have
123
00:11:04,739 --> 00:11:08,233
the proper dimensions,
so let's go, and we're
124
00:11:08,257 --> 00:11:11,452
going to use a planar
map, okay, and it's
125
00:11:18,849 --> 00:11:21,795
going to face down, oh
so let's pick the image
126
00:11:21,819 --> 00:11:24,712
first, load image, grab
that map right there,
127
00:11:27,760 --> 00:11:31,702
okay, now let's put it
down the x-axis, and
128
00:11:31,726 --> 00:11:35,772
let's click on auto-sizing,
and actually I'm
129
00:11:39,279 --> 00:11:42,988
going to, let's remove
that for now, I just
130
00:11:43,012 --> 00:11:46,992
want to show you how
this works as it's coming
131
00:11:48,220 --> 00:11:52,208
in, let's move this over
here so you can watch
132
00:11:52,232 --> 00:11:56,220
this happening on the
fly, how I'm doing this,
133
00:11:56,221 --> 00:12:03,760
so if you go under the color channel, and
you click on T for texture, okay, we want
134
00:12:03,761 --> 00:12:07,661
to put that color photo
on top of this model
135
00:12:07,685 --> 00:12:11,320
here, so I'm going
to click on T, and the
136
00:12:11,321 --> 00:12:14,312
layer type is set to image
map, which is perfect,
137
00:12:14,336 --> 00:12:16,972
projection type is
planar, so it'll project
138
00:12:21,560 --> 00:12:25,548
on a plane like this
flat plane that we just
139
00:12:25,572 --> 00:12:29,572
created, now if we
click on image, right now
140
00:12:34,160 --> 00:12:38,358
there's none, okay we
can load the image directly,
141
00:12:38,382 --> 00:12:42,160
okay, and now you see
that there's just these
142
00:12:42,161 --> 00:12:45,396
bars going across, so
that's not very helpful
143
00:12:45,420 --> 00:12:48,800
to us right now, the
reason why is it's because
144
00:12:48,801 --> 00:12:52,752
it's not being projected
on the correct axis,
145
00:12:52,776 --> 00:12:56,640
so we could try, you
can try, a lot of times
146
00:12:56,641 --> 00:12:59,480
people will just sort
of click through these,
147
00:12:59,504 --> 00:13:02,287
a lot of times you'll
know what axis, I know
148
00:13:02,288 --> 00:13:06,460
that it's on the X axis, but the problem is
saying well I just clicked X, why is it not
149
00:13:06,461 --> 00:13:09,478
working correctly, well
because you need the
150
00:13:09,502 --> 00:13:12,520
proper sizing for this,
and you can see that
151
00:13:12,521 --> 00:13:15,097
the scale is set to one
meter by one meter by
152
00:13:15,121 --> 00:13:17,652
one meter, if I click
on auto sizing, you'll
153
00:13:17,653 --> 00:13:20,595
see these numbers will
automatically jump to
154
00:13:20,619 --> 00:13:23,440
the correct setting
to fit that background
155
00:13:23,441 --> 00:13:27,046
plate image onto
this plane, so let's click
156
00:13:27,070 --> 00:13:30,760
auto sizing, you see
how it just jumped, but
157
00:13:30,761 --> 00:13:35,640
if I go to Y and see look what happens, you
get these weird stretchy images, but X is
158
00:13:38,979 --> 00:13:43,048
the correct plane for
this, so from here you're
159
00:13:43,072 --> 00:13:46,880
saying well we need a
lot bigger image plane
160
00:13:46,881 --> 00:13:50,611
for this spaceship to
work, so we could either
161
00:13:50,635 --> 00:13:54,040
shrink the spaceship
down or we could make
162
00:13:54,041 --> 00:13:57,204
this larger, I'm going
to make this actually
163
00:13:57,228 --> 00:14:00,692
larger, this object, so
let's click use texture,
164
00:14:02,619 --> 00:14:10,520
so that's working great, let's go under the
modify tab and let's zoom back, let's pull
165
00:14:13,984 --> 00:14:17,723
back a bit and let's
go to a left view or
166
00:14:17,747 --> 00:14:21,760
left or a fagonal view,
so see where we have
167
00:14:21,761 --> 00:14:29,160
move currently selected, let's go down to
size, and with our left mouse we're going
168
00:14:33,320 --> 00:14:41,320
to drag and we're going to make this a lot
bigger, okay, and another thing I want to
169
00:14:41,560 --> 00:14:49,560
do, let's go up to perspective, and you can
see that the plane is cutting our spaceship
170
00:14:49,640 --> 00:14:53,493
in half, so remember
we have auto key check
171
00:14:53,517 --> 00:14:57,640
marked, so this is
recording what we're doing,
172
00:14:57,641 --> 00:15:01,120
we have it on frame zero, so make sure you
have it on frame zero otherwise we'll have
173
00:15:01,121 --> 00:15:07,280
a problem because we want to set everything
up on frame zero, let's go back to move and
174
00:15:07,320 --> 00:15:15,320
grab the little red arrow widget and just
sort of pull this back a bit and just away
175
00:15:21,769 --> 00:15:28,920
from our spaceship, let's go back to, so I
hope you can see the method to my madness
176
00:15:28,921 --> 00:15:32,603
right here, so what's
going to wind up happening
177
00:15:32,627 --> 00:15:36,080
is with my camera I am
going to position this
178
00:15:36,081 --> 00:15:41,360
so that I can sort of follow the spaceship
sort of flying along, now right now you're
179
00:15:44,600 --> 00:15:52,600
seeing this ugly grid, okay, we can get rid
of the grid if we want to, we can turn that
180
00:15:55,020 --> 00:15:58,917
off but we don't really
need to actually do
181
00:15:58,941 --> 00:16:03,020
that right now, so you
can see like grid type
182
00:16:03,021 --> 00:16:05,802
and then it goes off
and then now you can
183
00:16:05,826 --> 00:16:08,880
see closer to what
where I'm actually heading
184
00:16:08,881 --> 00:16:11,692
with this, so I'll be
taking this camera and
185
00:16:11,716 --> 00:16:14,412
positioning it from
the side and I'll sort
186
00:16:14,720 --> 00:16:18,413
of follow the spaceship
along so that we can
187
00:16:18,437 --> 00:16:22,732
actually create this
nifty little little animation,
188
00:16:28,589 --> 00:16:32,411
so we can turn it
back, I think it was set
189
00:16:32,435 --> 00:16:36,440
at 80 for now, so with
that being said let's
190
00:16:36,441 --> 00:16:40,066
start the spaceship
where we want to put it
191
00:16:40,090 --> 00:16:43,812
to get for the beginning
and let's grab that
192
00:16:46,860 --> 00:16:54,860
little arrow, let's pull it back to about
here and I'm going to switch back to that
193
00:16:57,599 --> 00:17:05,599
left view and zoom back, now remember these
move and zoom widgets, so let's pull this
194
00:17:13,119 --> 00:17:21,119
back a little bit more here and so that's
at frame 0 and at, okay let's make it a 120
195
00:17:24,579 --> 00:17:28,787
frame animation, 120
frame animation, so that's
196
00:17:28,811 --> 00:17:32,492
like 4 seconds or
120 divided by 30 is 4,
197
00:17:45,989 --> 00:17:53,440
so that would be 4 seconds and at frame 120
will be over here, okay so let's just save
198
00:17:53,640 --> 00:17:57,534
over top of that
current file and let's go
199
00:17:57,558 --> 00:18:01,652
back to perspective,
okay so you can see the
200
00:18:03,040 --> 00:18:11,040
camera is not where we need it, so this is
our big expensive Hollywood dramatic set we
201
00:18:13,874 --> 00:18:17,911
have here in the background,
now if you want to
202
00:18:17,935 --> 00:18:21,800
get these type of
background images I believe
203
00:18:21,801 --> 00:18:26,600
you can go on the NASA website and you can
kind of download them and you have to kind
204
00:18:26,601 --> 00:18:30,221
of look at the copyrights
for them and things like
205
00:18:30,245 --> 00:18:33,720
that, as far as I know
you can't be distributing
206
00:18:33,721 --> 00:18:39,000
these images, I can't even remember where I
even got this from, I've had it for years,
207
00:18:39,001 --> 00:18:42,688
so do not, I will not
be distributing this
208
00:18:42,712 --> 00:18:46,840
image or any other images
from the NASA website
209
00:18:46,841 --> 00:18:50,760
or any other websites, this is the kind of
stuff you're going to have to kind of find
210
00:18:51,200 --> 00:18:55,094
on your own, I probably
will be giving out
211
00:18:55,118 --> 00:18:59,200
the spaceship for free
because it's actually
212
00:18:59,201 --> 00:19:05,280
mine, but I don't distribute other people's
models or distribute other people's images,
213
00:19:06,809 --> 00:19:10,432
so sorry if you're upset
that you wanted this
214
00:19:10,456 --> 00:19:14,172
image I'm not going
to give that out, so let's
215
00:19:16,959 --> 00:19:20,210
go back to the camera
view and so I'm going
216
00:19:20,234 --> 00:19:23,572
to hit, so let's click
the camera button and
217
00:19:25,440 --> 00:19:33,440
let's go Y for rotate and let's find where
we are here, let's zoom back and rotate and
218
00:19:33,441 --> 00:19:37,312
rotate everything into
position here, so now
219
00:19:37,336 --> 00:19:41,132
you can see that we're
coming in and out of
220
00:19:44,720 --> 00:19:48,566
frame here, we also
need to set our image
221
00:19:48,590 --> 00:19:52,732
size of what we're
going to, how we're going
222
00:20:03,800 --> 00:20:07,744
to render this out,
let's go 19 HD and let's,
223
00:20:07,768 --> 00:20:11,812
now we're on frame 0,
T for move and I'm going
224
00:20:14,719 --> 00:20:22,520
to go Y for rotate, T for move and I want
to make sure that I'm within the bars here,
225
00:20:25,140 --> 00:20:33,140
let's go to VPR mode for a second and you
can see here that this looks pretty cool,
226
00:20:33,141 --> 00:20:35,157
now there's all sorts of
other lighting information
227
00:20:35,181 --> 00:20:36,887
and different things
that we can do to this
228
00:20:36,888 --> 00:20:39,368
to make this look even
cooler but we're just
229
00:20:39,392 --> 00:20:41,892
sort of, like I said
we're starting with the
230
00:20:41,893 --> 00:20:47,520
basics here, so that's what a render would
look like right now, I mean you could add
231
00:20:49,114 --> 00:20:52,702
stuff like engine
lights and fire and all
232
00:20:52,726 --> 00:20:56,840
sorts of stuff and you
could, once again lasers
233
00:20:56,841 --> 00:21:00,149
and but at some
point we will get into all
234
00:21:00,173 --> 00:21:03,640
of that but for now I
might be showing a lot
235
00:21:03,641 --> 00:21:10,680
of this stuff in a VFX series, I'm going to
start soon and so let's go back to, so we
236
00:21:11,040 --> 00:21:14,939
have our camera, once
again it says auto key
237
00:21:14,963 --> 00:21:19,052
create, we had to make
sure that our spaceship
238
00:21:23,324 --> 00:21:27,418
and our background prop
are within frame and that
239
00:21:27,442 --> 00:21:31,200
we're not seeing any
of that grey background,
240
00:21:31,201 --> 00:21:34,460
otherwise we'll give
the dead, because we'll
241
00:21:34,484 --> 00:21:37,532
kill the illusion if
you actually can see
242
00:21:38,320 --> 00:21:46,320
the outside of this background, where are
we here, you can see how even though it's
243
00:21:46,369 --> 00:21:51,880
black you can see the edge, we don't want
to be able to see this edge, we just want
244
00:21:51,881 --> 00:21:55,675
to be able to see stars
in our image, so let's
245
00:21:55,699 --> 00:21:59,080
go back to shade
solid and go back to our
246
00:21:59,081 --> 00:22:02,721
camera view, so now
from here we want to go
247
00:22:02,745 --> 00:22:06,640
to frame 90, so you can
see that the spaceship
248
00:22:06,641 --> 00:22:09,771
is flying away, what
we want to do with our
249
00:22:09,795 --> 00:22:13,012
camera is we want to
move and kind of follow
250
00:22:17,120 --> 00:22:25,120
it along the way, so I'm going to hit T for
move and I'm going to follow this and I'm
251
00:22:28,009 --> 00:22:32,085
just going to try to
create a different position
252
00:22:32,109 --> 00:22:35,772
and we want to make
sure that everything is
253
00:22:48,299 --> 00:22:55,200
in frame, Y for rotate, T for move, ok so
let's follow this along and see if anything
254
00:23:00,514 --> 00:23:07,640
goes out of frame along the way, oops, ok
so it looks like everything is staying in
255
00:23:20,119 --> 00:23:27,520
the frame, ok so let's save that and let's
go into VPR mode, ok so that's cool, now
256
00:23:27,521 --> 00:23:30,268
you can also notice
that in solid shade texture
257
00:23:30,292 --> 00:23:33,052
mode the background,
the backdrop image doesn't
258
00:23:41,879 --> 00:23:48,880
look as clear as the final render, you know
there are some settings that you can change
259
00:23:52,389 --> 00:23:55,102
for output if we want
something a little bit
260
00:23:55,126 --> 00:23:57,852
more higher res, ok so
you can see over here
261
00:24:02,499 --> 00:24:05,976
under GL under
preferences, so if I hit the O
262
00:24:06,000 --> 00:24:09,400
key and I go under GL,
ok open GL, see where
263
00:24:09,401 --> 00:24:12,096
it says open GL
textures, if I turn that off
264
00:24:12,120 --> 00:24:15,012
see how it kills all the
textures on our object
265
00:24:15,013 --> 00:24:17,904
and our background
plate, if you change this
266
00:24:17,928 --> 00:24:20,712
right now it's under
1K, if you bring this
267
00:24:27,060 --> 00:24:31,272
up higher it will up the
res of the background,
268
00:24:31,296 --> 00:24:35,072
it took a little bit
for it to kick in, so
269
00:24:36,359 --> 00:24:44,360
it's a little cleaner, yeah so you can see
that it's gone cleaner, let's go back to
270
00:24:45,820 --> 00:24:49,714
256, see how it
blurs it out, a little bit
271
00:24:49,738 --> 00:24:53,820
more steeper progression,
512 the background
272
00:24:53,821 --> 00:24:56,268
is a little clearer,
so if you're running
273
00:24:56,292 --> 00:24:58,927
out of memory or you're
worried you're going
274
00:24:58,928 --> 00:25:04,000
to run out of memory you can change these
settings just for setup purposes because we
275
00:25:04,001 --> 00:25:06,562
don't really have
much going on I can get
276
00:25:06,586 --> 00:25:09,412
away with having some
higher settings but the
277
00:25:09,960 --> 00:25:14,079
default was at 1K which
was perfect for setting
278
00:25:14,103 --> 00:25:17,960
things up but it's not
really necessary just
279
00:25:17,961 --> 00:25:20,083
to set something up
like this unless you're
280
00:25:20,107 --> 00:25:22,292
specifically looking
for some sort of detail
281
00:25:24,179 --> 00:25:31,280
in the background, you might want to try 2K
or 4K if it's really that necessary but it
282
00:25:31,281 --> 00:25:34,146
goes all the way up to
16K, 8K and 16K which
283
00:25:34,170 --> 00:25:36,852
you probably won't
use just for something
284
00:25:42,520 --> 00:25:46,464
like this but the
option is there, let's just
285
00:25:46,488 --> 00:25:50,532
put it back to 1K and
go back to VPR, so let's
286
00:25:53,739 --> 00:25:57,254
save that and you can
see as we scrub along
287
00:25:57,278 --> 00:26:01,052
and the VPR update
so it's like it's rendering
288
00:26:13,199 --> 00:26:14,319
things like pixels at a time
289
00:26:18,560 --> 00:26:22,689
and we're just kind
of following this along,
290
00:26:22,713 --> 00:26:26,572
now for fun let's
make a preview and it's
291
00:26:30,799 --> 00:26:34,446
already set for 120,
click OK, now this will
292
00:26:34,470 --> 00:26:38,212
actually take a little
while for it to render
293
00:26:51,709 --> 00:26:55,072
here see it's on frame
2, we'll see what kind
294
00:26:55,096 --> 00:26:58,160
of resolution we're
actually going to get
295
00:26:58,161 --> 00:27:05,240
so what I'm going to do is I'm just going
to pause our video and when it's rendered
296
00:27:07,689 --> 00:27:11,596
we'll come back so we'll
be back in a moment,
297
00:27:11,620 --> 00:27:15,452
OK so now that our
animation is rendered the
298
00:27:17,320 --> 00:27:25,320
preview playback controls show up so let's
press play and see what we got, OK so not
299
00:27:39,480 --> 00:27:43,558
bad for preview, OK
now generally if you want
300
00:27:43,582 --> 00:27:47,480
something to look
probably for a space kind
301
00:27:47,481 --> 00:27:50,018
of scene you can kind
of see the depth is a
302
00:27:50,042 --> 00:27:52,652
little odd, you can
kind of tell to a degree
303
00:27:52,653 --> 00:27:56,463
that this is a background
plate just by the
304
00:27:56,487 --> 00:28:00,400
way the angle is going,
a lot of times a lot
305
00:28:00,401 --> 00:28:02,656
of these space images
would be paced to more
306
00:28:02,680 --> 00:28:05,047
like a sphere kind of
object but I just wanted
307
00:28:05,048 --> 00:28:09,200
to give you an idea of something a little
bit more simple, now one of the reasons why
308
00:28:09,201 --> 00:28:13,042
you're actually able
to see the, you can tell
309
00:28:13,066 --> 00:28:17,080
that it's more of a
background plate is because
310
00:28:17,081 --> 00:28:22,080
of the camera rotation that I use because
I kind of I'm starting to rotate and you're
311
00:28:22,081 --> 00:28:26,760
actually getting to look at things it's no
longer perpendicular to the camera, if we
312
00:28:26,761 --> 00:28:30,467
would have just stuck
with a right square
313
00:28:30,491 --> 00:28:34,572
dead on shot right from
the side you wouldn't
314
00:28:37,440 --> 00:28:41,341
notice the so much of
a change in perspective
315
00:28:41,365 --> 00:28:45,452
to the actual image but
anyways I'm just hoping
316
00:28:46,120 --> 00:28:50,237
that this actually gives
you an idea of what you
317
00:28:50,261 --> 00:28:54,132
can actually do, you
know blending background
318
00:28:55,360 --> 00:28:59,118
images with models
just so that you don't
319
00:28:59,142 --> 00:29:03,360
have to recreate an
entire galaxy from scratch
320
00:29:03,361 --> 00:29:05,656
or you don't have to
create an entire background
321
00:29:05,680 --> 00:29:07,652
from scratch you can
you know like I said
322
00:29:07,653 --> 00:29:15,520
you can use stock photos, you can use stock
video and blend it with you know animations
323
00:29:15,521 --> 00:29:22,600
with your models, there's lots of different
things you can do but background plates are
324
00:29:22,601 --> 00:29:30,040
very very popular because they don't take
a long time to render like the images don't
325
00:29:30,041 --> 00:29:32,837
like just using a background
image plate whereas
326
00:29:32,861 --> 00:29:35,612
if you build everything
from scratch and you've
327
00:29:35,613 --> 00:29:38,655
got you know hundreds
of thousands of polygons
328
00:29:38,679 --> 00:29:41,612
or millions of polygons
then things can take
329
00:29:43,160 --> 00:29:47,054
a lot longer to process
in the computer so
330
00:29:47,078 --> 00:29:51,172
this is actually like
I said it's a now that
331
00:29:52,240 --> 00:29:56,443
we have vpr it's a pretty
cool before we couldn't
332
00:29:56,467 --> 00:30:00,240
do like a preview like
this in lightwave you
333
00:30:00,241 --> 00:30:04,320
generally always had to render it out and
then once again bring it into like an image
334
00:30:04,321 --> 00:30:06,865
sequence and bring it
out into Adobe Premiere
335
00:30:06,889 --> 00:30:09,327
or After Effects or
whatever other software
336
00:30:09,328 --> 00:30:14,640
and and and then play it back from here so
this is a sort of a quick way that you can
337
00:30:16,089 --> 00:30:20,233
play it back right within
lightwaves interface
338
00:30:20,257 --> 00:30:24,040
and just get an idea
of what it looks like
339
00:30:24,041 --> 00:30:27,125
you can see it's a
little pixelated on this is
340
00:30:27,149 --> 00:30:30,100
playing back smooth on
on my computer screen
341
00:30:30,101 --> 00:30:32,952
but because you guys
are viewing this at 10
342
00:30:32,976 --> 00:30:36,172
frames per second because
that's what I recorded
343
00:30:37,940 --> 00:30:42,062
it at for the screen
capture software it might
344
00:30:42,086 --> 00:30:45,940
look a little jaggy at
your end but anyways
345
00:30:45,941 --> 00:30:48,689
I hope you guys learned
lots once again we're
346
00:30:48,713 --> 00:30:51,412
just scratching the
surface here on what can
347
00:30:51,413 --> 00:30:55,235
be done so until next
time this is Adam Gibson
348
00:30:55,259 --> 00:31:01,440
from learn3dsoftware.com and
we'll see you again next time.
32822
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.