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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,999 So far we have just been working with constant retimes. 2 00:00:04,000 --> 00:00:06,999 We've been applying the same speed change to the whole shot, 3 00:00:07,000 --> 00:00:08,666 but there are times where you might need to apply 4 00:00:08,666 --> 00:00:11,000 various speed changes throughout a shot. 5 00:00:11,000 --> 00:00:12,599 Perhaps you want to start the shot fast, 6 00:00:12,599 --> 00:00:15,600 and then slow it down for a specific piece of action, 7 00:00:15,600 --> 00:00:17,999 and then speed it up again. 8 00:00:18,000 --> 00:00:20,999 Retimes like this are called non-linear retimes or TimeWarps, 9 00:00:21,000 --> 00:00:22,999 and like most things in Nuke there are various ways to do them, 10 00:00:23,000 --> 00:00:25,153 but each method can get quite confusing. 11 00:00:25,153 --> 00:00:29,857 First of all, I'm going to show you how you might set up your own retimes, 12 00:00:29,857 --> 00:00:32,500 but often the retime has already been done by the editor, 13 00:00:32,500 --> 00:00:34,250 and we need to recreate it in Nuke, 14 00:00:34,250 --> 00:00:36,500 so I will show you some different techniques for 15 00:00:36,500 --> 00:00:38,333 matching our footage to the edit. 16 00:00:38,333 --> 00:00:42,142 We'll be working with this pretty cool footage of a free runner. 17 00:00:42,142 --> 00:00:44,999 The footage has been shot at a high frame rate, 18 00:00:45,000 --> 00:00:47,000 so it's already playing back in slow motion. 19 00:00:47,000 --> 00:00:49,400 I want to speed the sections up where he's on the ground, 20 00:00:49,400 --> 00:00:50,800 so it plays back in real time, 21 00:00:50,800 --> 00:00:56,000 and then slow it down further than it was shot when the guy is in the air. 22 00:00:56,000 --> 00:01:01,000 The first node we can try is the Retime node. 23 00:01:01,000 --> 00:01:02,571 It feels like you should be able to go through your 24 00:01:02,571 --> 00:01:04,230 timeline and key frame the speed slider, 25 00:01:04,230 --> 00:01:06,999 but if we start with the speed of 2, 26 00:01:07,000 --> 00:01:11,411 and then set a key frame on frame 37 and change the speed to 0. 27 00:01:11,411 --> 00:01:14,999 5 we see that the action jumps backwards after that key frame. 28 00:01:15,000 --> 00:01:17,999 I think this is because the node is applying the speed change to each 29 00:01:18,000 --> 00:01:21,000 frame on the original footage and not taking into account the other 30 00:01:21,000 --> 00:01:24,000 speed changes applied to the previous frames. 31 00:01:24,000 --> 00:01:27,999 So this method won't work for what we want to achieve. 32 00:01:28,000 --> 00:01:30,999 The Retime node has a second tab called TimeWarp. 33 00:01:31,000 --> 00:01:33,307 This graph is similar to the kind of TimeWarp controls 34 00:01:33,307 --> 00:01:35,230 you might see in an editing package. 35 00:01:35,230 --> 00:01:38,571 The slope of the curve represents the speed of the clip. 36 00:01:38,571 --> 00:01:42,266 To add a new key frame onto the curve hold Command and Option, 37 00:01:42,266 --> 00:01:45,999 Command and Alt if you're not on a Mac, and click on the curve. 38 00:01:46,000 --> 00:01:48,999 You can drag the key frames around on the graph to change the slope. 39 00:01:49,000 --> 00:01:51,999 The steeper the curve is the faster the clip plays. 40 00:01:52,000 --> 00:01:55,999 If the curve slopes downwards, then the clip will run backwards. 41 00:01:56,000 --> 00:02:00,230 The odd thing about this graph is that axis goes between 0 and 1 with 0 42 00:02:00,230 --> 00:02:02,999 being the first frame of your clip and 1 being the last, 43 00:02:03,000 --> 00:02:06,999 so the values on the axis don't directly relate to your timeline. 44 00:02:07,000 --> 00:02:11,000 By default, there is a key frame at 0 and at 1. 45 00:02:11,000 --> 00:02:12,714 This means that if you make changes in the middle of the 46 00:02:12,714 --> 00:02:14,199 graph the clip will stay the same length, 47 00:02:14,199 --> 00:02:17,538 so if you speed up the first half of the shot the second half 48 00:02:17,538 --> 00:02:20,000 of the shot will slow down to compensate, 49 00:02:20,000 --> 00:02:22,000 and the overall length of the clip will stay the same. 50 00:02:22,000 --> 00:02:25,300 Because the numbers on the axes of the graph relate to the proportional 51 00:02:25,300 --> 00:02:29,333 progress through the clip rather than the actual frame number it can be hard 52 00:02:29,333 --> 00:02:32,000 to be accurate with where you place the key frames. 53 00:02:32,000 --> 00:02:32,666 If this doesn't matter, 54 00:02:32,666 --> 00:02:35,200 and you just want to create something cool you can get some 55 00:02:35,200 --> 00:02:37,000 really interesting results with this technique, 56 00:02:37,000 --> 00:02:38,928 but usually we need to be more frame accurate, 57 00:02:38,928 --> 00:02:42,250 so I don't often use this node either. 58 00:02:42,250 --> 00:02:50,285 OFlow and Kronos allow you to key frame speed changes in a more logical fashion. 59 00:02:50,285 --> 00:02:56,000 In fact, they let you do it in two different ways, input speed or output speed. 60 00:02:56,000 --> 00:03:00,000 Output speed is the default, so let's look at that first. 61 00:03:00,000 --> 00:03:02,857 This is the most logical way of working of all the options, in my opinion. 62 00:03:02,857 --> 00:03:06,142 While you view the output of the node you can scrub through 63 00:03:06,142 --> 00:03:07,857 the footage and set key frames at the points in the action 64 00:03:07,857 --> 00:03:09,538 you want to change the speed. 65 00:03:09,538 --> 00:03:12,923 You can even set negative values to play the footage backwards. 66 00:03:12,923 --> 00:03:16,615 So, in this case, we would start with a speed of two, 67 00:03:16,615 --> 00:03:20,000 and then create a key frame just before he takes off. 68 00:03:20,000 --> 00:03:23,000 We can move a few frames along before we create a second key frame. 69 00:03:23,000 --> 00:03:26,000 This will give us a nice smooth run between the two speeds. 70 00:03:26,000 --> 00:03:29,692 At the second key frame we can set the speed to 0. 71 00:03:29,692 --> 00:03:30,000 5. 72 00:03:30,000 --> 00:03:33,000 We can go through the clip setting key frames like this, 73 00:03:33,000 --> 00:03:35,000 speeding up and slowing down as we go. 74 00:03:35,000 --> 00:03:38,000 This is what I want the final result to look like. 75 00:03:38,000 --> 00:03:40,076 The clip starts off at double speed before slowing 76 00:03:40,076 --> 00:03:43,142 down to half speed when he jumps, back to double speed when he lands, 77 00:03:43,142 --> 00:03:45,714 and then half speed again, when he does his flip, 78 00:03:45,714 --> 00:03:48,750 then back to double speed as he spins off the screen. 79 00:03:48,750 --> 00:03:51,000 The Input Speed option works in a similar way, 80 00:03:51,000 --> 00:03:56,000 except it expects you to view the raw footage while you set the key frames. 81 00:03:56,000 --> 00:03:59,000 This means that you can't actually see the result until you're done. 82 00:03:59,000 --> 00:04:01,250 The Input Speed method does not allow negative speeds, 83 00:04:01,250 --> 00:04:03,000 so you can't reverse your footage. 84 00:04:03,000 --> 00:04:06,000 Other than that, the final results are very similar. 85 00:04:06,000 --> 00:04:08,857 The main difference between the two is where the key 86 00:04:08,857 --> 00:04:10,461 frames end up on the timeline. 87 00:04:10,461 --> 00:04:13,615 The key frames for the Output Speed are relative to the final result, 88 00:04:13,615 --> 00:04:19,000 whereas the key frames for the Input Speed are based on the original footage. 89 00:04:19,000 --> 00:04:21,307 Working with speed values is a logical way of thinking, 90 00:04:21,307 --> 00:04:24,999 and it makes it easy to experiment and come up with some creative work. 91 00:04:25,000 --> 00:04:27,000 If you're working on your own within Nuke, 92 00:04:27,000 --> 00:04:28,999 using speed controls will probably be fine, 93 00:04:28,999 --> 00:04:33,599 but if you need to share this retime information with other pieces of 94 00:04:33,599 --> 00:04:37,090 software or other departments speed doesn't translate very well. 95 00:04:37,090 --> 00:04:40,500 Different pieces of software refer to speed in different ways, 96 00:04:40,500 --> 00:04:43,800 and the slopes created between the key frames can be interpolated 97 00:04:43,800 --> 00:04:47,000 differently between different applications. 98 00:04:47,000 --> 00:04:47,642 For that reason, 99 00:04:47,642 --> 00:04:50,428 we almost always have to set up our retimes to be based 100 00:04:50,428 --> 00:04:53,000 on frame numbers rather than speed, 101 00:04:53,000 --> 00:04:56,000 but trying to set up a nonlinear retime like this one is much less 102 00:04:56,000 --> 00:04:58,999 intuitive if we have to think in frame numbers. 103 00:04:59,000 --> 00:05:01,000 We have to do a lot more mental arithmatic. 104 00:05:01,000 --> 00:05:01,500 For example, 105 00:05:01,500 --> 00:05:04,799 if we want to play this clip at double speed until he makes his 106 00:05:04,799 --> 00:05:08,090 first jump at frame 70 we would need to work out that we need 107 00:05:08,090 --> 00:05:11,000 frame 70 at frame 35 of the timeline. 108 00:05:11,000 --> 00:05:14,750 We then want 70 to 112 to be half speed, 109 00:05:14,750 --> 00:05:18,199 so those 42 frames need to last 84 frames, 110 00:05:18,199 --> 00:05:20,999 starting at frame 35 on the timeline. 111 00:05:21,000 --> 00:05:25,500 So frame 112 needs to land on frame 119. 112 00:05:25,500 --> 00:05:29,000 This is going to get quickly confusing. 113 00:05:29,000 --> 00:05:31,571 If you have already created a retime using speed you might be 114 00:05:31,571 --> 00:05:33,999 able to recreate it with frame numbers. 115 00:05:33,999 --> 00:05:37,153 While this is a pain, it's relatively simple to do. 116 00:05:37,153 --> 00:05:40,090 We often have to do it to match retimes done elsewhere. 117 00:05:40,090 --> 00:05:44,999 In Visual Effects we don't often get to actually create the retime ourselves. 118 00:05:44,999 --> 00:05:48,846 It has usually already been figured out by the editorial team, 119 00:05:48,846 --> 00:05:51,000 and we just have to recreate it. 120 00:05:51,000 --> 00:05:52,799 While there are ways to export retime information from 121 00:05:52,799 --> 00:05:55,666 editing software to VFX software the reality of production 122 00:05:55,666 --> 00:05:57,923 is that we don't often get it. 123 00:05:57,923 --> 00:06:02,000 If it's a linear speed change this might come through in the shop notes. 124 00:06:02,000 --> 00:06:04,000 It might say something like, 200% speed up, 125 00:06:04,000 --> 00:06:08,999 but if it's a nonlinear retime we can't actually describe this in words. 126 00:06:09,000 --> 00:06:11,000 We usually just get an edit reference QuickTime, 127 00:06:11,000 --> 00:06:13,714 which shows us the final retime that the editor has decided on, 128 00:06:13,714 --> 00:06:17,500 and it's up to us to figure out how they did it. 129 00:06:17,500 --> 00:06:21,363 Hopefully the QuickTime file has the original timecode burned into it. 130 00:06:21,363 --> 00:06:23,666 The timecode will relate to the original frame 131 00:06:23,666 --> 00:06:25,666 numbers before the retime was applied, 132 00:06:25,666 --> 00:06:28,250 and we can use this to recreate the retime. 133 00:06:28,250 --> 00:06:31,333 The time code is different from the frame numbers of the 134 00:06:31,333 --> 00:06:33,999 exr that we will usually be working with, 135 00:06:34,000 --> 00:06:37,000 but we can often find it in the metadata of the files. 136 00:06:37,000 --> 00:06:40,384 To check that you have the timecode in your exr files 137 00:06:40,384 --> 00:06:42,999 connect a ViewMetaData node to your Read node, 138 00:06:42,999 --> 00:06:45,400 and look for a field called input/timecode. 139 00:06:45,400 --> 00:06:47,799 There are various types of timecode, 140 00:06:47,799 --> 00:06:53,999 but this is usually the original timecode from the camera's source file. 141 00:06:54,000 --> 00:06:56,000 There could be other timecodes included in the metadata, 142 00:06:56,000 --> 00:06:57,500 including timecode from the edit timeline, 143 00:06:57,500 --> 00:07:00,923 so you might have to look for a different field name. 144 00:07:00,923 --> 00:07:05,428 If you can't see a timecode field I'll show you a different way 145 00:07:05,428 --> 00:07:07,999 to match up the frames later in the video. 146 00:07:08,000 --> 00:07:08,923 In this case, 147 00:07:08,923 --> 00:07:12,555 I have an input/timecode field in my exr's and a reference 148 00:07:12,555 --> 00:07:16,999 QuickTime from editorial with the timecode burnt in. 149 00:07:17,000 --> 00:07:19,307 This QuickTime only has one piece of information burnt in, 150 00:07:19,307 --> 00:07:22,153 but in a feature film production there will be all 151 00:07:22,153 --> 00:07:24,000 kinds of text around the image. 152 00:07:24,000 --> 00:07:26,571 You might have to do some detective work to figure out which 153 00:07:26,571 --> 00:07:29,799 set of numbers you need to pay attention to. 154 00:07:29,799 --> 00:07:33,999 If you're lucky, the editor might have included individual shot frame numbers, 155 00:07:34,000 --> 00:07:37,000 which will match directly to the frame numbers of your source footage, 156 00:07:37,000 --> 00:07:37,999 starting at 1001. 157 00:07:37,999 --> 00:07:41,461 The main thing that matters is that the numbers need to 158 00:07:41,461 --> 00:07:43,769 be from the source frames not the resulting frames after 159 00:07:43,769 --> 00:07:45,333 the retime has been applied. 160 00:07:45,333 --> 00:07:48,799 You can usually tell if the numbers have been applied 161 00:07:48,799 --> 00:07:51,999 before the retime because the numbers don't increase 162 00:07:52,000 --> 00:07:53,750 linearly as you step through the frames. 163 00:07:53,750 --> 00:07:56,999 If the footage has been sped up you'll skip frame numbers. 164 00:07:56,999 --> 00:08:00,666 If the footage has been slowed down you'll see repeating numbers, 165 00:08:00,666 --> 00:08:04,636 and if the editor has applied some kind of frame blending or optical 166 00:08:04,636 --> 00:08:06,900 flow you'll see weird blended numbers like this. 167 00:08:06,900 --> 00:08:09,923 Ultimately, it doesn't really matter where the timecode is from, 168 00:08:09,923 --> 00:08:13,000 as long as it relates to the original source frames, 169 00:08:13,000 --> 00:08:15,357 and you can find a matching set of numbers in the 170 00:08:15,357 --> 00:08:16,666 metadata of your source material. 171 00:08:16,666 --> 00:08:20,571 Once you know which numbers to match you need to create a 172 00:08:20,571 --> 00:08:23,142 Text node and add the metadata to your clip, 173 00:08:23,142 --> 00:08:25,846 like we've done in previous videos in the class. 174 00:08:25,846 --> 00:08:33,000 In this case, I'm going to type metadata input/timecode inside square brackets. 175 00:08:33,000 --> 00:08:35,357 Now it's just a case of matching up the frame numbers, 176 00:08:35,357 --> 00:08:38,142 but I'm afraid this is a very manual task. 177 00:08:38,142 --> 00:08:41,000 Add a TimeWarp node below your Text node. 178 00:08:41,000 --> 00:08:43,357 Go to the Curve Editor and select the two existing key 179 00:08:43,357 --> 00:08:44,923 frames that are in the TimeWarp node. 180 00:08:44,923 --> 00:08:48,538 Hit the L key to make sure that the interpolation is set to linear. 181 00:08:48,538 --> 00:08:51,545 Now go to the first frame of your reference QuickTime, 182 00:08:51,545 --> 00:08:53,999 and adjust the first key frame of your TimeWarp, 183 00:08:54,000 --> 00:08:57,214 so that the timecodes of your source file matches 184 00:08:57,214 --> 00:08:59,000 the timecode of your reference. 185 00:08:59,000 --> 00:09:00,250 Watch your reference clip through, 186 00:09:00,250 --> 00:09:02,857 and try and spot the points where the speed changes. 187 00:09:02,857 --> 00:09:06,666 Whenever you spot a change add a key frame to the TimeWarp node, 188 00:09:06,666 --> 00:09:10,666 and adjust it until the timecode of your clip matches the reference. 189 00:09:10,666 --> 00:09:14,000 You'll need to treat this process a bit like rotoscoping. 190 00:09:14,000 --> 00:09:16,357 Try to pick out all the key frames where changes happen, 191 00:09:16,357 --> 00:09:18,846 and then go back through the sequence and add more key 192 00:09:18,846 --> 00:09:21,000 frames if you need to refine the result. 193 00:09:21,000 --> 00:09:25,499 If the respeeds are quite simple you might get away with only a few key frames, 194 00:09:25,499 --> 00:09:28,666 but if there are lots of fluid time rems you could end 195 00:09:28,666 --> 00:09:31,000 up with key frames in most frames. 196 00:09:31,000 --> 00:09:33,769 If we don't have access to either the burnt in timecode in 197 00:09:33,769 --> 00:09:36,076 the reference or the timecode metadata in our source files 198 00:09:36,076 --> 00:09:37,833 we have to do this visually. 199 00:09:37,833 --> 00:09:41,999 Here's my method to making sure we get it right. 200 00:09:42,000 --> 00:09:43,615 Connect your TimeWarp node to your source, 201 00:09:43,615 --> 00:09:48,000 and then add a Merge node below that, and connect it to your reference. 202 00:09:48,000 --> 00:09:50,181 Set the Merge node to difference. 203 00:09:50,181 --> 00:09:53,384 This difference operation will show you when your two frames match. 204 00:09:53,384 --> 00:09:55,727 A complete match will give you a black frame. 205 00:09:55,727 --> 00:09:59,692 Bear in mind that your reference QuickTime will often be a different 206 00:09:59,692 --> 00:10:02,000 format and in a different color space to your source, 207 00:10:02,000 --> 00:10:04,750 so you'll often need to apply a reformat and some color 208 00:10:04,750 --> 00:10:07,133 operations to get it as close as you can. 209 00:10:07,133 --> 00:10:08,999 It might never be an exact match, 210 00:10:09,000 --> 00:10:10,733 but as long as it's close you should be able to tell when 211 00:10:10,733 --> 00:10:14,692 your frames line up because you'll have a relatively flat 212 00:10:14,692 --> 00:10:16,999 gray result to your difference. 213 00:10:17,000 --> 00:10:18,999 Once you have this set up you'll need to go through the clip in the 214 00:10:19,000 --> 00:10:21,076 same as we did when we were matching timecodes, 215 00:10:21,076 --> 00:10:23,666 setting key frames in the TimeWarp as you go. 216 00:10:23,666 --> 00:10:27,250 Once you think you're finished preview the whole shot through the difference 217 00:10:27,250 --> 00:10:30,666 key to make sure that there aren't any frames that pop out. 218 00:10:30,666 --> 00:10:35,428 Now that we have set up the Retime and the TimeWarp node we can use 219 00:10:35,428 --> 00:10:38,000 this to control other Retime nodes in your script. 220 00:10:38,000 --> 00:10:49,000 I'll show you how to do that in our next video. 20104

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