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So far we have just been working with constant retimes.
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We've been applying the same speed change to the whole shot,
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but there are times where you might need to apply
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various speed changes throughout a shot.
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Perhaps you want to start the shot fast,
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and then slow it down for a specific piece of action,
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and then speed it up again.
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Retimes like this are called non-linear retimes or TimeWarps,
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and like most things in Nuke there are various ways to do them,
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but each method can get quite confusing.
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First of all, I'm going to show you how you might set up your own retimes,
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but often the retime has already been done by the editor,
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and we need to recreate it in Nuke,
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so I will show you some different techniques for
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matching our footage to the edit.
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We'll be working with this pretty cool footage of a free runner.
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The footage has been shot at a high frame rate,
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so it's already playing back in slow motion.
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I want to speed the sections up where he's on the ground,
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so it plays back in real time,
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and then slow it down further than it was shot when the guy is in the air.
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The first node we can try is the Retime node.
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It feels like you should be able to go through your
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timeline and key frame the speed slider,
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but if we start with the speed of 2,
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and then set a key frame on frame 37 and change the speed to 0.
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5 we see that the action jumps backwards after that key frame.
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I think this is because the node is applying the speed change to each
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frame on the original footage and not taking into account the other
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speed changes applied to the previous frames.
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So this method won't work for what we want to achieve.
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The Retime node has a second tab called TimeWarp.
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This graph is similar to the kind of TimeWarp controls
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you might see in an editing package.
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The slope of the curve represents the speed of the clip.
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To add a new key frame onto the curve hold Command and Option,
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Command and Alt if you're not on a Mac, and click on the curve.
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You can drag the key frames around on the graph to change the slope.
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The steeper the curve is the faster the clip plays.
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If the curve slopes downwards, then the clip will run backwards.
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The odd thing about this graph is that axis goes between 0 and 1 with 0
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being the first frame of your clip and 1 being the last,
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so the values on the axis don't directly relate to your timeline.
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By default, there is a key frame at 0 and at 1.
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This means that if you make changes in the middle of the
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graph the clip will stay the same length,
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so if you speed up the first half of the shot the second half
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of the shot will slow down to compensate,
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and the overall length of the clip will stay the same.
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Because the numbers on the axes of the graph relate to the proportional
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progress through the clip rather than the actual frame number it can be hard
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to be accurate with where you place the key frames.
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If this doesn't matter,
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and you just want to create something cool you can get some
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really interesting results with this technique,
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but usually we need to be more frame accurate,
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so I don't often use this node either.
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OFlow and Kronos allow you to key frame speed changes in a more logical fashion.
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In fact, they let you do it in two different ways, input speed or output speed.
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Output speed is the default, so let's look at that first.
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This is the most logical way of working of all the options, in my opinion.
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While you view the output of the node you can scrub through
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the footage and set key frames at the points in the action
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you want to change the speed.
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You can even set negative values to play the footage backwards.
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So, in this case, we would start with a speed of two,
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and then create a key frame just before he takes off.
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We can move a few frames along before we create a second key frame.
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This will give us a nice smooth run between the two speeds.
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At the second key frame we can set the speed to 0.
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5.
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We can go through the clip setting key frames like this,
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speeding up and slowing down as we go.
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This is what I want the final result to look like.
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The clip starts off at double speed before slowing
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down to half speed when he jumps, back to double speed when he lands,
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and then half speed again, when he does his flip,
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then back to double speed as he spins off the screen.
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The Input Speed option works in a similar way,
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except it expects you to view the raw footage while you set the key frames.
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This means that you can't actually see the result until you're done.
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The Input Speed method does not allow negative speeds,
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so you can't reverse your footage.
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Other than that, the final results are very similar.
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The main difference between the two is where the key
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frames end up on the timeline.
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The key frames for the Output Speed are relative to the final result,
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whereas the key frames for the Input Speed are based on the original footage.
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Working with speed values is a logical way of thinking,
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and it makes it easy to experiment and come up with some creative work.
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If you're working on your own within Nuke,
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using speed controls will probably be fine,
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but if you need to share this retime information with other pieces of
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software or other departments speed doesn't translate very well.
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Different pieces of software refer to speed in different ways,
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and the slopes created between the key frames can be interpolated
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differently between different applications.
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For that reason,
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we almost always have to set up our retimes to be based
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on frame numbers rather than speed,
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but trying to set up a nonlinear retime like this one is much less
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intuitive if we have to think in frame numbers.
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We have to do a lot more mental arithmatic.
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For example,
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if we want to play this clip at double speed until he makes his
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first jump at frame 70 we would need to work out that we need
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frame 70 at frame 35 of the timeline.
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We then want 70 to 112 to be half speed,
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so those 42 frames need to last 84 frames,
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starting at frame 35 on the timeline.
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So frame 112 needs to land on frame 119.
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This is going to get quickly confusing.
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If you have already created a retime using speed you might be
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able to recreate it with frame numbers.
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While this is a pain, it's relatively simple to do.
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We often have to do it to match retimes done elsewhere.
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In Visual Effects we don't often get to actually create the retime ourselves.
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It has usually already been figured out by the editorial team,
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and we just have to recreate it.
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While there are ways to export retime information from
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editing software to VFX software the reality of production
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is that we don't often get it.
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If it's a linear speed change this might come through in the shop notes.
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It might say something like, 200% speed up,
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but if it's a nonlinear retime we can't actually describe this in words.
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We usually just get an edit reference QuickTime,
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which shows us the final retime that the editor has decided on,
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and it's up to us to figure out how they did it.
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Hopefully the QuickTime file has the original timecode burned into it.
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The timecode will relate to the original frame
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numbers before the retime was applied,
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and we can use this to recreate the retime.
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The time code is different from the frame numbers of the
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exr that we will usually be working with,
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but we can often find it in the metadata of the files.
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To check that you have the timecode in your exr files
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connect a ViewMetaData node to your Read node,
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and look for a field called input/timecode.
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There are various types of timecode,
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but this is usually the original timecode from the camera's source file.
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There could be other timecodes included in the metadata,
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including timecode from the edit timeline,
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so you might have to look for a different field name.
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If you can't see a timecode field I'll show you a different way
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to match up the frames later in the video.
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In this case,
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I have an input/timecode field in my exr's and a reference
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QuickTime from editorial with the timecode burnt in.
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This QuickTime only has one piece of information burnt in,
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but in a feature film production there will be all
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kinds of text around the image.
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You might have to do some detective work to figure out which
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set of numbers you need to pay attention to.
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If you're lucky, the editor might have included individual shot frame numbers,
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which will match directly to the frame numbers of your source footage,
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starting at 1001.
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The main thing that matters is that the numbers need to
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be from the source frames not the resulting frames after
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the retime has been applied.
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You can usually tell if the numbers have been applied
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before the retime because the numbers don't increase
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linearly as you step through the frames.
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If the footage has been sped up you'll skip frame numbers.
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If the footage has been slowed down you'll see repeating numbers,
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and if the editor has applied some kind of frame blending or optical
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flow you'll see weird blended numbers like this.
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Ultimately, it doesn't really matter where the timecode is from,
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as long as it relates to the original source frames,
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and you can find a matching set of numbers in the
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metadata of your source material.
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Once you know which numbers to match you need to create a
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Text node and add the metadata to your clip,
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like we've done in previous videos in the class.
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In this case, I'm going to type metadata input/timecode inside square brackets.
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Now it's just a case of matching up the frame numbers,
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but I'm afraid this is a very manual task.
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Add a TimeWarp node below your Text node.
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Go to the Curve Editor and select the two existing key
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frames that are in the TimeWarp node.
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Hit the L key to make sure that the interpolation is set to linear.
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Now go to the first frame of your reference QuickTime,
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and adjust the first key frame of your TimeWarp,
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so that the timecodes of your source file matches
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the timecode of your reference.
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Watch your reference clip through,
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and try and spot the points where the speed changes.
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Whenever you spot a change add a key frame to the TimeWarp node,
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and adjust it until the timecode of your clip matches the reference.
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You'll need to treat this process a bit like rotoscoping.
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Try to pick out all the key frames where changes happen,
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and then go back through the sequence and add more key
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frames if you need to refine the result.
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If the respeeds are quite simple you might get away with only a few key frames,
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but if there are lots of fluid time rems you could end
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up with key frames in most frames.
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If we don't have access to either the burnt in timecode in
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the reference or the timecode metadata in our source files
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we have to do this visually.
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Here's my method to making sure we get it right.
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Connect your TimeWarp node to your source,
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and then add a Merge node below that, and connect it to your reference.
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Set the Merge node to difference.
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This difference operation will show you when your two frames match.
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A complete match will give you a black frame.
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Bear in mind that your reference QuickTime will often be a different
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format and in a different color space to your source,
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so you'll often need to apply a reformat and some color
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operations to get it as close as you can.
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It might never be an exact match,
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but as long as it's close you should be able to tell when
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your frames line up because you'll have a relatively flat
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gray result to your difference.
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Once you have this set up you'll need to go through the clip in the
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same as we did when we were matching timecodes,
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setting key frames in the TimeWarp as you go.
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Once you think you're finished preview the whole shot through the difference
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key to make sure that there aren't any frames that pop out.
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Now that we have set up the Retime and the TimeWarp node we can use
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this to control other Retime nodes in your script.
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I'll show you how to do that in our next video.
20104
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