Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,256 --> 00:00:02,048
Hello there and welcome back
2
00:00:02,560 --> 00:00:08,448
This video had under store footage and use that so he can get a more accurate
3
00:00:09,216 --> 00:00:11,520
Last video
4
00:00:11,776 --> 00:00:15,360
And it is time to undistort are footage there
5
00:00:15,616 --> 00:00:18,432
Because orphanage has distortion to some degree
6
00:00:18,688 --> 00:00:21,760
Going to figure out exactly how much we have in here
7
00:00:22,016 --> 00:00:25,600
Go ahead and bring your lambs credits by 24 mm
8
00:00:25,856 --> 00:00:27,648
I have that in a project here
9
00:00:27,904 --> 00:00:34,048
And obvious is a chequerboard I put on my computer screen that I recorded with the camera and lens size
10
00:00:34,304 --> 00:00:35,840
See exactly how it's disturbing
11
00:00:36,096 --> 00:00:40,704
And it looks like it's fairly saddle you can see it down a little bit at the bottom
12
00:00:41,728 --> 00:00:44,288
So how do we deal with lens distortion in nuke
13
00:00:44,544 --> 00:00:50,688
What you mean now because we make a gizmo using it last week but we use the allianz distortion
14
00:00:52,224 --> 00:00:58,112
You need to be in Newkirk to use the features were about to go over just a warning ahead of time
15
00:00:58,368 --> 00:01:01,805
And another thing to know is nuclear exchanging this and every new version of nuke
16
00:01:01,807 --> 00:01:04,155
Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
17
00:01:04,156 --> 00:01:08,864
Typically it all have the same functionality but it'll just be laid out in a slightly different way
18
00:01:09,120 --> 00:01:13,216
This is what the ones distortion node currently looks like as of new 12
19
00:01:13,472 --> 00:01:18,848
NN11 it looks different in 10 it works different so just be aware of that if you're using an older version of nuke
20
00:01:19,616 --> 00:01:20,384
And so
21
00:01:20,640 --> 00:01:24,224
What's the snow the loudest to do as we can undistort
22
00:01:24,480 --> 00:01:25,504
Power input
23
00:01:26,528 --> 00:01:30,112
And if we have a grid we can automatically detect
24
00:01:30,368 --> 00:01:31,136
The distortion
25
00:01:31,904 --> 00:01:34,464
So we can do that by going to this analysis tab
26
00:01:34,976 --> 00:01:36,256
And when we hit the
27
00:01:37,280 --> 00:01:39,328
It's going to try to identify
28
00:01:39,840 --> 00:01:41,376
All of the
29
00:01:41,632 --> 00:01:42,912
Connecting sackers
30
00:01:43,424 --> 00:01:48,544
In our image and I'll see it's done a great job it's connected all of these
31
00:01:48,800 --> 00:01:50,848
I've had some grades where it's just
32
00:01:51,360 --> 00:01:57,504
Messes up entirely new have to place these my hand it's actually look at that really quickly would say that one of these
33
00:01:57,760 --> 00:01:58,784
Was master
34
00:01:59,296 --> 00:02:01,344
I'm gonna go ahead and delete this
35
00:02:01,600 --> 00:02:04,928
And how are you draw a line in the squid
36
00:02:05,184 --> 00:02:08,256
Is ugo here to the sad lines button
37
00:02:08,768 --> 00:02:12,864
And then you just quick alarm to intersection points
38
00:02:13,120 --> 00:02:14,144
Of the Chequer
39
00:02:14,656 --> 00:02:20,800
And you can see it's connecting online as we draw and you want us to be as accurate as possible in order to get the
40
00:02:21,056 --> 00:02:21,568
Underscore
41
00:02:22,336 --> 00:02:26,432
The ones you place by hand will be weighted a little bit heavier in the song
42
00:02:26,688 --> 00:02:28,992
What's that line is in
43
00:02:29,248 --> 00:02:30,528
And you're good to go
44
00:02:31,040 --> 00:02:34,880
But I'm looking pretty good so I'm just going to do that and get back
45
00:02:35,136 --> 00:02:37,440
To where we were
46
00:02:37,696 --> 00:02:43,840
You can see actually some of these points on the edges are perfectly aligned so we can just go through and fix the
47
00:02:46,400 --> 00:02:48,448
Make sure everything is a lining up
48
00:02:48,704 --> 00:02:49,472
Correctly
49
00:02:49,728 --> 00:02:51,520
That's just going to give us the best solve
50
00:02:51,776 --> 00:02:56,640
And I think I said from those points this was looking pretty good along the edges
51
00:02:57,152 --> 00:02:58,944
Oh yeah nothing else really jumping out
52
00:02:59,200 --> 00:03:01,504
I think we need a pretty good Saul from this
53
00:03:01,760 --> 00:03:05,088
Analysed your chequerboard grid pattern
54
00:03:05,344 --> 00:03:06,368
I need to do
55
00:03:06,624 --> 00:03:07,136
Is he
56
00:03:07,904 --> 00:03:08,416
Salt
57
00:03:09,184 --> 00:03:13,536
And then what it will do is it will attempt to flatten your Image out
58
00:03:13,792 --> 00:03:15,072
As you can see here
59
00:03:15,584 --> 00:03:17,376
Ireland's distortion was
60
00:03:17,632 --> 00:03:18,400
Really sad
61
00:03:19,168 --> 00:03:20,704
Not a turn in here
62
00:03:21,216 --> 00:03:27,360
And if we go to this one's distortion Tab will see it autofilled out or distortion parameters
63
00:03:27,616 --> 00:03:30,176
It's estimated the centre of a lens because
64
00:03:30,688 --> 00:03:36,832
When does imperfect Creations and distortion doesn't perfectly happen from the middle and so this is calculating 4th
65
00:03:37,344 --> 00:03:43,488
And so what we can do with you once distortion now as we can undistort or input
66
00:03:43,744 --> 00:03:49,888
Store input new £12 inbox settings are all pretty good by default they fix
67
00:03:50,144 --> 00:03:51,168
From Luke 11
68
00:03:51,680 --> 00:03:53,472
And there is another option
69
00:03:53,728 --> 00:03:55,264
We can use a nasty man
70
00:03:55,520 --> 00:04:01,664
To read a start an under store footage for not going to do that I can show you a little what that looks like
71
00:04:01,920 --> 00:04:06,784
Inject extra channels and this is essentially a distortion grid
72
00:04:07,040 --> 00:04:10,368
That you can use to modify your image
73
00:04:11,392 --> 00:04:13,696
But in this case we don't really need that
74
00:04:13,952 --> 00:04:16,768
And what's going to use this lens distortion
75
00:04:17,791 --> 00:04:21,631
What's go ahead and see what this looks like on earth footage
76
00:04:22,655 --> 00:04:24,191
Where will I do actually
77
00:04:24,959 --> 00:04:30,591
Is I want to keep this as my master copy so I can copy and paste from it because sometimes
78
00:04:31,103 --> 00:04:36,223
Lens distortions accidentally getting messed up in your comps and we don't want that happening here
79
00:04:36,479 --> 00:04:39,295
We can just go ahead and make a backdrop
80
00:04:39,807 --> 00:04:43,135
To stay nice and organised you know how I like to work
81
00:04:43,647 --> 00:04:47,999
And we can just call this ld4 lens distortion
82
00:04:48,511 --> 00:04:52,095
Make a nice purple colours inside the transformer
83
00:04:52,863 --> 00:04:54,143
Every girl's something
84
00:04:54,399 --> 00:04:55,167
About
85
00:04:55,679 --> 00:04:56,703
And perfect
86
00:04:57,215 --> 00:04:59,263
I'm going to copy and paste
87
00:04:59,519 --> 00:05:01,311
And set this
88
00:05:01,823 --> 00:05:03,103
You understood
89
00:05:05,151 --> 00:05:07,967
And let's take a look at what it's doing
90
00:05:08,735 --> 00:05:12,063
Taken seriously distortion on the edge that it is accounting for
91
00:05:12,319 --> 00:05:16,415
So now we should be good to track or imgur
92
00:05:17,183 --> 00:05:20,767
Before we do that it's always good to dinos your image
93
00:05:21,023 --> 00:05:25,119
For your tracking it is not a tonne of Grain in this footage attack
94
00:05:25,375 --> 00:05:26,399
Pretty Queen
95
00:05:26,655 --> 00:05:32,287
Overall regardless it is good just a smooth out any will noise that's a parrot
96
00:05:32,543 --> 00:05:34,591
So go ahead and do that quick
97
00:05:34,847 --> 00:05:36,383
I'm going to use
98
00:05:36,639 --> 00:05:42,015
Reduce noise again because it is really just the best denoise in the game
99
00:05:43,295 --> 00:05:49,183
What's find a frame maybe we're looking up at a darker trailer of the sky
100
00:05:49,439 --> 00:05:50,463
Nlcf
101
00:05:50,719 --> 00:05:53,023
Selector 84%
102
00:05:54,303 --> 00:05:55,583
Looks good
103
00:05:56,351 --> 00:05:58,399
You can just see it's moving
104
00:05:58,911 --> 00:06:01,471
That out and that exactly what we want
105
00:06:02,751 --> 00:06:07,871
It's pretty sad also I think leaving at edit default radius and threshold will be fine
106
00:06:08,639 --> 00:06:11,455
And I'm going to write this out
107
00:06:14,271 --> 00:06:16,575
So we can work on hard remember
108
00:06:19,647 --> 00:06:22,975
That's what I said to you Alexa
109
00:06:23,231 --> 00:06:25,023
800
110
00:06:27,071 --> 00:06:29,119
Because that is the closest Curve
111
00:06:29,631 --> 00:06:31,167
QD black magic Curve
112
00:06:31,935 --> 00:06:33,471
And I'll go ahead
113
00:06:33,727 --> 00:06:37,823
What do Perez 42 that should be more than fine
114
00:06:38,847 --> 00:06:40,639
Andover a fingering
115
00:06:41,151 --> 00:06:45,759
Alright I'll Rinder is now done let's go ahead and bring it back in
116
00:06:48,319 --> 00:06:51,647
And we have dinos plait in front of us here
117
00:06:52,415 --> 00:06:55,999
And let's go ahead and talk about how to track this
118
00:06:56,255 --> 00:06:57,791
With our lens distortion
119
00:06:59,839 --> 00:07:03,423
Now what you want to do is undistort
120
00:07:03,935 --> 00:07:04,703
Image
121
00:07:05,471 --> 00:07:07,007
Then we track it
122
00:07:07,519 --> 00:07:10,847
And then once we have a track that we feel good about
123
00:07:12,127 --> 00:07:15,455
We won't reverse this order and put a match move
124
00:07:15,967 --> 00:07:21,855
Here and then underneath it will put her lens distortion node but will set it to read a story
125
00:07:22,111 --> 00:07:24,159
And that will give us our proper track
126
00:07:24,415 --> 00:07:25,183
What's go ahead
127
00:07:25,439 --> 00:07:25,951
Ian
128
00:07:26,463 --> 00:07:31,071
Are you a track your will see if we can get away with just a normal point track
129
00:07:31,583 --> 00:07:36,447
Statue was approximately in this area so will let us run through right here
130
00:07:37,471 --> 00:07:41,055
And it looks like it's been pretty sticky so far you can see by these beauties
131
00:07:41,311 --> 00:07:43,359
Spinach isn't the best
132
00:07:43,615 --> 00:07:46,431
I was being a little shaky when it was being shot
133
00:07:47,199 --> 00:07:52,831
But we should be able to get an ok track on it regardless we'll go ahead and pick or second
134
00:07:53,599 --> 00:07:55,647
It looks like it should work fine
135
00:07:56,415 --> 00:07:59,487
Stretch that out and attract the end now
136
00:08:00,767 --> 00:08:03,839
And see what exactly we end up getting
137
00:08:04,863 --> 00:08:06,655
Call salad that's done
138
00:08:06,911 --> 00:08:08,447
We can go ahead
139
00:08:08,703 --> 00:08:12,031
Turn on auto translation rotation and scale
140
00:08:12,543 --> 00:08:14,591
Both of these so I can go
141
00:08:15,359 --> 00:08:18,943
And let's make a stabilised to check the quality
142
00:08:19,199 --> 00:08:20,479
Of our track
143
00:08:21,759 --> 00:08:23,551
Preview this really quickly
144
00:08:26,623 --> 00:08:28,415
We have this preview
145
00:08:29,695 --> 00:08:35,839
And it does look like we didn't get rid of this scheming entirely looks like it was
146
00:08:36,095 --> 00:08:39,167
Send but as we scrub through this back and forth really quick
147
00:08:39,423 --> 00:08:42,751
If you're kind of looks like a 2.5 di Skewen
148
00:08:43,007 --> 00:08:44,543
That's happening here
149
00:08:45,311 --> 00:08:49,407
So does look like we're going to have to try to do a 2.5 di track
150
00:08:49,919 --> 00:08:52,223
What's just to get rid of this track
151
00:08:52,479 --> 00:08:58,623
Yes that's connected to the stabilise of our slab contract as well We Don't Need That Anymore
152
00:09:00,159 --> 00:09:05,023
I think to try to get this 2.5 di tractor work weekend just track these
153
00:09:05,279 --> 00:09:06,815
Four points here
154
00:09:07,071 --> 00:09:09,375
Because what that's going to do is if there's any
155
00:09:09,631 --> 00:09:11,423
Flight miss track here
156
00:09:11,935 --> 00:09:18,079
At the top of our frame is in the exponentially more apparent and exaggerated and that's not what we want
157
00:09:18,335 --> 00:09:21,919
And so we should try the track deep in her background
158
00:09:22,687 --> 00:09:26,015
Baby even from here to hear and then in a foreground
159
00:09:26,271 --> 00:09:29,087
And then theoretically in the middle
160
00:09:29,343 --> 00:09:31,391
It should stick just fine
161
00:09:31,647 --> 00:09:37,023
What's go ahead and give that short but I need a track this four times just like we didn't meet to
162
00:09:37,279 --> 00:09:39,583
This is a nice contrast spot
163
00:09:40,351 --> 00:09:42,399
So go to the beginning
164
00:09:43,679 --> 00:09:47,007
What that process cannot click here and go to the end
165
00:09:47,775 --> 00:09:53,663
Call an hour Top let's go ahead and add a track down here
166
00:09:55,199 --> 00:10:00,063
Wondering what's go with the spot mice and contrast E4
167
00:10:00,345 --> 00:10:02,376
Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
168
00:10:02,377 --> 00:10:01,855
What track backwards
169
00:10:02,111 --> 00:10:04,415
Potentially should have expanded this
170
00:10:04,927 --> 00:10:06,463
Regional little bit
171
00:10:06,975 --> 00:10:10,815
But it looks like an ended up working just fine with the defaults
172
00:10:12,607 --> 00:10:13,887
The next
173
00:10:14,143 --> 00:10:15,679
You can go ahead and try
174
00:10:16,959 --> 00:10:19,007
All the way over here
175
00:10:20,543 --> 00:10:22,079
That's great job
176
00:10:22,591 --> 00:10:23,359
This point
177
00:10:24,895 --> 00:10:26,431
Retract the end
178
00:10:29,247 --> 00:10:32,575
Who looks like that's like the whole time and we need one more
179
00:10:32,831 --> 00:10:35,135
Animal track down here
180
00:10:36,415 --> 00:10:37,951
And we'll go to the beginning
181
00:10:41,535 --> 00:10:44,095
Also we have our four Points done
182
00:10:44,351 --> 00:10:46,655
What's your head and say like them all
183
00:10:46,911 --> 00:10:48,447
I will make sure we have
184
00:10:48,959 --> 00:10:51,775
Are translation rotation and scale on
185
00:10:52,543 --> 00:10:56,383
We can go ahead to go to frame 65
186
00:10:56,639 --> 00:10:59,199
Wind us here with a reference frame
187
00:11:01,247 --> 00:11:03,551
Let's go ahead and make a corner pin
188
00:11:05,855 --> 00:11:07,135
Type this in
189
00:11:07,647 --> 00:11:11,231
What's go ahead an inverted so it turns into a stabilise
190
00:11:13,279 --> 00:11:17,375
And we'll see if this has improved our skewing at all
191
00:11:21,727 --> 00:11:22,751
Call solicitors login
192
00:11:23,007 --> 00:11:28,127
Much much nicer scrub through this be not really see any of that scheming happening
193
00:11:28,383 --> 00:11:33,503
I'm very happy that a 2.5 di track was able to work here
194
00:11:33,759 --> 00:11:37,343
Wasn't entirely sure that it would but it's a happy surprise
195
00:11:37,855 --> 00:11:40,927
Something you may have noticed when this is previewing
196
00:11:43,743 --> 00:11:45,023
Venus
197
00:11:45,535 --> 00:11:47,839
In here I must like there's a heatwave
198
00:11:48,095 --> 00:11:54,239
And that's because we're not concatenating properly when we're doing our transforms in this
199
00:11:54,495 --> 00:11:56,799
We talked about concatenation in week 2
200
00:11:57,055 --> 00:11:59,615
And we know that corner pants can't catch me
201
00:11:59,871 --> 00:12:02,175
From the inputs and the outputs
202
00:12:02,687 --> 00:12:08,319
But the reason is wobbling is happening is because the lens distortion can take concatenation into it
203
00:12:08,831 --> 00:12:14,975
But it came out put concatenation so even though we have the ones distortion feeding into a corn
204
00:12:15,231 --> 00:12:19,071
You pixels are getting filtered twice in causing that were born
205
00:12:19,327 --> 00:12:24,703
The good news is when we were first this for our track it will concatenate properly
206
00:12:24,959 --> 00:12:27,263
Let's go ahead and look at doing that now
207
00:12:28,031 --> 00:12:30,079
I'm going to label this
208
00:12:33,151 --> 00:12:35,455
And we can copy
209
00:12:35,967 --> 00:12:37,759
Peace this over here
210
00:12:39,039 --> 00:12:40,575
We will on invert
211
00:12:42,111 --> 00:12:45,951
And then we want to copy and paste or lands distortion
212
00:12:46,975 --> 00:12:48,767
And what we want to do now
213
00:12:49,023 --> 00:12:51,839
Is invert this so we are disturbing
214
00:12:52,095 --> 00:12:53,119
Rcg
215
00:12:53,375 --> 00:12:56,447
Be very well could have understood our main footage
216
00:12:56,703 --> 00:13:00,031
Merged are statue over than we sorted the whole thing
217
00:13:00,287 --> 00:13:04,127
That's kind of filter the pixels a couple more times than we want to
218
00:13:04,383 --> 00:13:07,199
So it's best to leave the main for the untouched one
219
00:13:07,967 --> 00:13:12,319
And now because he wants distortion concatenated input but not out
220
00:13:12,831 --> 00:13:14,623
That warbling should go away
221
00:13:15,647 --> 00:13:19,487
We have the setup and it's time to check or statue track
222
00:13:19,743 --> 00:13:21,279
Before we do that
223
00:13:21,535 --> 00:13:27,679
I want to talk about how we can optimise this a bit because this track and would likely take a while to play
224
00:13:28,447 --> 00:13:31,263
Because we still have to turn our motionwear on
225
00:13:31,519 --> 00:13:34,591
That's a centred and turn motion blur on
226
00:13:34,847 --> 00:13:36,639
And this motion Blur
227
00:13:37,151 --> 00:13:40,223
You can see it's affecting all of the channels that are going into it
228
00:13:40,479 --> 00:13:43,807
It's not only calculating on what we can see here
229
00:13:44,063 --> 00:13:45,855
It's also calculating
230
00:13:46,367 --> 00:13:47,135
On albedo
231
00:13:47,903 --> 00:13:48,671
Honoured
232
00:13:49,695 --> 00:13:50,463
Interact
233
00:13:50,975 --> 00:13:53,791
Every single channel that we have that in here
234
00:13:54,047 --> 00:13:55,327
This Green
235
00:13:55,583 --> 00:13:59,167
Marker on the side means it's calculating extra channels
236
00:14:00,447 --> 00:14:02,751
So how do we optimise this
237
00:14:03,519 --> 00:14:04,031
Well
238
00:14:04,543 --> 00:14:06,847
We can actually remove channels and
239
00:14:07,615 --> 00:14:10,175
So that they don't flow through
240
00:14:10,431 --> 00:14:11,455
Heavy nodes
241
00:14:12,223 --> 00:14:12,991
We can do that
242
00:14:13,247 --> 00:14:14,783
Using a remove node
243
00:14:15,295 --> 00:14:17,087
It does exactly what it sounds
244
00:14:17,855 --> 00:14:18,879
When you pay bill in
245
00:14:19,135 --> 00:14:21,439
It's default is to remove all channels
246
00:14:21,951 --> 00:14:23,743
What we want to do actually
247
00:14:23,999 --> 00:14:25,535
Is we just want to keep
248
00:14:26,047 --> 00:14:27,071
Rgba
249
00:14:27,839 --> 00:14:29,119
And you can see now
250
00:14:29,375 --> 00:14:35,007
I turn it off and on this green we'll box disappears and no longer calculating
251
00:14:35,263 --> 00:14:36,799
All of those extra channels
252
00:14:37,055 --> 00:14:38,591
In these three nodes
253
00:14:38,847 --> 00:14:42,175
Because it's removed them from the camp at that point
254
00:14:42,431 --> 00:14:46,015
And then the next step we can follow to optimise this
255
00:14:46,271 --> 00:14:51,135
Is we can manage their bounding boxes or is very important
256
00:14:51,903 --> 00:14:54,719
And your notice we have a little extra on the outside
257
00:14:55,231 --> 00:14:57,279
This was rendered with overscan
258
00:14:58,559 --> 00:15:01,631
Why was it runs out with overscan what's take a look at the side right here
259
00:15:02,655 --> 00:15:04,191
I want to turn this crap on
260
00:15:05,471 --> 00:15:06,239
You'll see
261
00:15:07,263 --> 00:15:08,543
That we walked off
262
00:15:09,055 --> 00:15:09,823
The side
263
00:15:10,079 --> 00:15:11,103
This Renta
264
00:15:11,615 --> 00:15:15,967
Overscan because we knew we would have some sort of lens distortion
265
00:15:16,479 --> 00:15:17,247
Ansell
266
00:15:17,503 --> 00:15:21,343
The Lancer specialist grabbing his pixels on the left side and bringing them in
267
00:15:22,879 --> 00:15:24,415
We can see that squeeze here
268
00:15:25,183 --> 00:15:27,487
I need to make sure I make from this
269
00:15:27,743 --> 00:15:29,023
We're not laughing off
270
00:15:29,279 --> 00:15:30,559
Does extra pixels
271
00:15:31,583 --> 00:15:32,863
You can go ahead
272
00:15:33,631 --> 00:15:35,423
And carefully
273
00:15:35,935 --> 00:15:40,287
Crap this it's nice and optimise but that we don't cut anything
274
00:15:41,055 --> 00:15:44,127
Very girl that is much better
275
00:15:46,687 --> 00:15:49,503
What's go ahead and for us
276
00:15:54,111 --> 00:15:56,159
I think this is looking pretty good
277
00:15:56,671 --> 00:15:59,231
As always the best way to check your tracks
278
00:15:59,999 --> 00:16:01,535
Is with a stabilise
279
00:16:01,791 --> 00:16:07,935
So we can just grab a corner pin me I need to run it through this under storage has not really necessary in this case
280
00:16:09,471 --> 00:16:12,799
Because this is still going to stabilise the image as a whole
281
00:16:13,311 --> 00:16:16,895
And that's make sure that the sky is track in the entire time
282
00:16:19,967 --> 00:16:20,991
Call for that works
283
00:16:21,247 --> 00:16:23,551
Nice and steady there
284
00:16:26,111 --> 00:16:27,647
Scrubs
285
00:16:27,903 --> 00:16:28,415
Rick
286
00:16:29,951 --> 00:16:31,743
And looks like everything is sticking
287
00:16:31,999 --> 00:16:33,023
Very nice
288
00:16:35,839 --> 00:16:36,607
Wonderful
289
00:16:37,375 --> 00:16:42,239
I remember we did say the scale felt a little strange on this
290
00:16:42,751 --> 00:16:43,519
Because
291
00:16:43,775 --> 00:16:45,311
It looks like there's maybe
292
00:16:47,871 --> 00:16:50,943
Eat between our actor and the statue
293
00:16:51,455 --> 00:16:52,223
Bye
294
00:16:52,735 --> 00:16:55,551
That would make him around yater
295
00:16:56,063 --> 00:17:00,671
And that looks much more than that to me just based on the scale of this rock texture
296
00:17:01,183 --> 00:17:02,719
I think we can do
297
00:17:03,487 --> 00:17:04,511
Is water
298
00:17:04,767 --> 00:17:06,303
Have our own little cheetah
299
00:17:06,559 --> 00:17:07,583
Transformer
300
00:17:08,607 --> 00:17:10,655
This is all going to come get me
301
00:17:10,911 --> 00:17:12,447
And we can just see this app
302
00:17:13,983 --> 00:17:15,263
A little bit
303
00:17:19,103 --> 00:17:21,151
And that's gonna allow this to feel
304
00:17:21,407 --> 00:17:23,967
Much larger when it's further back
305
00:17:27,039 --> 00:17:28,575
We can take it a little
306
00:17:28,831 --> 00:17:29,599
Further
307
00:17:31,647 --> 00:17:35,231
The higher up the larger the scale is going to fill
308
00:17:35,743 --> 00:17:36,511
How's that
309
00:17:40,863 --> 00:17:44,703
I think something like this is working better still potentially a little small
310
00:17:44,959 --> 00:17:47,775
I will say this is good I think this is working
311
00:17:48,799 --> 00:17:53,407
Course I'll get rid of that stabiliser track is offset and good
312
00:17:54,175 --> 00:17:59,807
I'm going to go ahead and just move this after the side of you popping paste it
313
00:18:01,343 --> 00:18:03,903
The end of this video was organised
314
00:18:04,159 --> 00:18:05,183
A little bit more
315
00:18:05,439 --> 00:18:07,743
In our next video where they go ahead
316
00:18:08,255 --> 00:18:13,631
And start giving into the nitty-gritty details of camping this statue
317
00:18:13,887 --> 00:18:16,447
And I think we're gonna learn a lot while we were doing
318
00:18:16,959 --> 00:18:22,335
I'm gonna finish organising this and when we come back we can actually get to compositing or statue
319
00:18:22,591 --> 00:18:24,127
Thank you very much for listening
24612
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.