All language subtitles for 06. Basic 3D scene creation in NUKE

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These are the user uploaded subtitles that are being translated: 1 00:00:11,700 --> 00:00:12,733 in this lesson 2 00:00:12,733 --> 00:00:14,599 we will learn how to build our basic 3 00:00:14,600 --> 00:00:17,300 node based 3D scene within nuke 4 00:00:17,900 --> 00:00:18,666 in our last lesson 5 00:00:18,666 --> 00:00:21,733 we discussed how to utilize the camera tracker 6 00:00:21,733 --> 00:00:23,066 which then subsequently 7 00:00:23,066 --> 00:00:26,166 was able to create for us a 3D camera 8 00:00:26,166 --> 00:00:28,766 with our point cloud data 9 00:00:28,766 --> 00:00:31,199 as well as various other no uh 10 00:00:31,200 --> 00:00:32,900 3D scene nodes 11 00:00:32,966 --> 00:00:34,966 now what we're going to be doing now 12 00:00:34,966 --> 00:00:36,766 is we're going to be shifting this around a little bit 13 00:00:36,766 --> 00:00:37,399 to set it up 14 00:00:37,400 --> 00:00:39,966 in the way that we need for us to be able to do 15 00:00:39,966 --> 00:00:42,099 an actual image projection setup 16 00:00:42,100 --> 00:00:47,100 so I'm going to full screen our node graph here 17 00:00:47,100 --> 00:00:49,600 and I'm just gonna start moving a few things around 18 00:00:49,600 --> 00:00:52,566 so what we have to do is we need to take into account 19 00:00:52,566 --> 00:00:55,099 the fact that we want to image project 20 00:00:55,600 --> 00:00:56,300 specifically 21 00:00:56,300 --> 00:00:57,366 to get more specific 22 00:00:57,366 --> 00:00:59,166 not just these four layers 23 00:00:59,166 --> 00:01:00,099 but more specifically 24 00:01:00,100 --> 00:01:01,933 we want to image project our building 25 00:01:01,933 --> 00:01:03,399 and our antenna layers 26 00:01:03,466 --> 00:01:06,233 that we exported out of Photoshop 27 00:01:06,333 --> 00:01:09,499 so what we need to do is to build this 28 00:01:09,500 --> 00:01:11,933 so that these inputs will 29 00:01:11,933 --> 00:01:13,266 or outputs I should say 30 00:01:13,266 --> 00:01:16,733 will then input into a 3D scene 31 00:01:16,733 --> 00:01:18,533 where we will have 3D cards 32 00:01:18,533 --> 00:01:18,999 and then will 33 00:01:19,000 --> 00:01:21,100 that will output into 34 00:01:21,100 --> 00:01:22,666 through the scanline render 35 00:01:22,733 --> 00:01:24,333 and we will be then comping that 36 00:01:24,333 --> 00:01:26,766 back on top of our mountain footage 37 00:01:26,966 --> 00:01:29,766 utilizing our 3D camera tracked data 38 00:01:30,466 --> 00:01:32,533 now how do we go about doing that 39 00:01:32,533 --> 00:01:35,333 well there are a few nodes that we need to 40 00:01:35,333 --> 00:01:36,366 utilize now we can 41 00:01:36,366 --> 00:01:39,766 we can either hit the tab key and start typing in nodes 42 00:01:39,766 --> 00:01:40,533 but in this case 43 00:01:40,533 --> 00:01:43,333 I just want to familiarize you just a little bit 44 00:01:43,333 --> 00:01:46,499 with the 3D nodes that we have available 45 00:01:46,533 --> 00:01:48,499 so if you go over to the node 46 00:01:48,500 --> 00:01:49,300 drop down menus 47 00:01:49,300 --> 00:01:50,000 on the left here 48 00:01:50,000 --> 00:01:51,566 you'll see under the 49 00:01:51,566 --> 00:01:52,699 under the 3D tab 50 00:01:52,700 --> 00:01:55,266 it's basically a little 3 3D cube 51 00:01:55,533 --> 00:01:58,266 you'll be able to see various nodes 52 00:01:58,266 --> 00:01:59,466 that you can utilize 53 00:01:59,866 --> 00:02:00,399 some of these 54 00:02:00,400 --> 00:02:02,266 if you are familiar with 3D packages 55 00:02:02,266 --> 00:02:05,299 some of the stuff might actually sort of make sense 56 00:02:05,900 --> 00:02:06,666 in this case 57 00:02:06,666 --> 00:02:08,399 there's specific few 58 00:02:08,666 --> 00:02:11,566 few specific nodes that we will be utilizing 59 00:02:11,800 --> 00:02:13,300 so you can actually 60 00:02:13,300 --> 00:02:14,066 the cool thing about 61 00:02:14,066 --> 00:02:16,566 in my Nukes 3D scene is you can 62 00:02:16,566 --> 00:02:17,533 you can use lights 63 00:02:17,533 --> 00:02:18,799 you can actually create some 64 00:02:18,800 --> 00:02:21,400 some faux lights onto some scene 65 00:02:21,400 --> 00:02:24,066 to create additional lighting scenarios 66 00:02:24,400 --> 00:02:25,800 your your geometry 67 00:02:25,800 --> 00:02:29,700 obviously you have basic geometric shapes like cards 68 00:02:29,700 --> 00:02:31,166 cubes cylinders 69 00:02:31,333 --> 00:02:32,399 that kind of thing 70 00:02:32,400 --> 00:02:33,333 you have spheres 71 00:02:33,333 --> 00:02:34,399 and then a few other 72 00:02:34,900 --> 00:02:38,300 geometric based nodes um 73 00:02:38,666 --> 00:02:41,333 those allow you to be able to 74 00:02:41,333 --> 00:02:42,966 create basic geometric shapes 75 00:02:42,966 --> 00:02:45,933 which then you can project imagery onto 76 00:02:45,933 --> 00:02:46,699 and that's actually 77 00:02:46,700 --> 00:02:48,200 kind of what we're going to be doing 78 00:02:48,200 --> 00:02:48,800 we're gonna actually 79 00:02:48,800 --> 00:02:51,033 probably utilizing a card 80 00:02:51,100 --> 00:02:52,166 potentially a cylinder 81 00:02:52,166 --> 00:02:53,499 I haven't decided yet but 82 00:02:53,500 --> 00:02:55,100 but definitely some cards 83 00:02:55,333 --> 00:02:58,799 we're also gonna be utilizing a few other nodes 84 00:02:58,800 --> 00:03:02,033 we're gonna be utilizing the Project 3 d node 85 00:03:02,133 --> 00:03:03,999 which allows you to be able 86 00:03:04,000 --> 00:03:06,933 to project actual 3 d uh 87 00:03:06,933 --> 00:03:09,799 imagery onto the 3D cards 88 00:03:09,800 --> 00:03:11,566 or the 3D various uh 89 00:03:11,566 --> 00:03:12,299 geometric shapes 90 00:03:12,300 --> 00:03:15,000 so if you go on to shader here 91 00:03:15,500 --> 00:03:16,900 you'll see that you have Project 3D 92 00:03:16,900 --> 00:03:17,300 so actually 93 00:03:17,300 --> 00:03:19,366 that is the node that we want to create first 94 00:03:19,366 --> 00:03:21,033 so I'm just gonna select that 95 00:03:21,200 --> 00:03:23,566 now you have two inputs 96 00:03:23,766 --> 00:03:24,899 you have the cam input 97 00:03:24,900 --> 00:03:26,766 which is your camera input 98 00:03:26,900 --> 00:03:28,200 and then you have your 99 00:03:28,200 --> 00:03:29,066 your basic input 100 00:03:29,066 --> 00:03:30,866 which is your color pass input 101 00:03:30,866 --> 00:03:31,966 so in this case 102 00:03:32,066 --> 00:03:33,066 the color information 103 00:03:33,066 --> 00:03:34,366 it's going to be inputted 104 00:03:34,500 --> 00:03:36,400 will be our building shapes 105 00:03:36,400 --> 00:03:38,700 so now what I'm going to do for this 106 00:03:38,700 --> 00:03:40,366 I'm actually gonna turn off those two merges 107 00:03:40,366 --> 00:03:41,066 so basically 108 00:03:41,066 --> 00:03:42,399 we have just our building 109 00:03:42,400 --> 00:03:43,133 with our antenna 110 00:03:43,133 --> 00:03:45,099 I don't wanna deal with any of these color 111 00:03:45,300 --> 00:03:46,533 correction layers 112 00:03:46,533 --> 00:03:48,399 that we're going to be building uh 113 00:03:48,400 --> 00:03:51,366 later once we've actually created the 3D space 114 00:03:52,366 --> 00:03:53,999 so what we're gonna do here is we 115 00:03:54,000 --> 00:03:55,100 we have the Project 3 116 00:03:55,100 --> 00:03:56,200 we have the input 117 00:03:56,200 --> 00:03:57,666 now what we need to do is 118 00:03:57,666 --> 00:03:58,866 we need a camera input 119 00:03:58,866 --> 00:04:00,666 now there are two cameras 120 00:04:00,666 --> 00:04:01,866 that we're going to be 121 00:04:01,866 --> 00:04:03,833 utilizing in our setup 122 00:04:04,166 --> 00:04:06,466 one camera is our 123 00:04:06,566 --> 00:04:08,399 projection camera 124 00:04:08,600 --> 00:04:10,066 which will be that input 125 00:04:10,066 --> 00:04:11,166 for the Project 3D camera 126 00:04:11,166 --> 00:04:12,199 this will make more sense 127 00:04:12,200 --> 00:04:12,866 in just a moment 128 00:04:12,866 --> 00:04:13,599 once we build 129 00:04:13,600 --> 00:04:14,600 I'm gonna build the nodes 130 00:04:14,600 --> 00:04:15,400 and then it'll be 131 00:04:15,400 --> 00:04:16,800 make a lot more visual sense 132 00:04:16,800 --> 00:04:18,466 once we can see what's happening 133 00:04:19,000 --> 00:04:20,766 but that's a separate 134 00:04:20,766 --> 00:04:21,799 different camera 135 00:04:21,800 --> 00:04:23,366 from our 3D camera 136 00:04:23,366 --> 00:04:24,799 tract camera 137 00:04:24,933 --> 00:04:26,566 now the reason for that 138 00:04:26,700 --> 00:04:29,033 the K3D camera 139 00:04:29,100 --> 00:04:30,333 is replicating 140 00:04:30,333 --> 00:04:31,399 the entire movement 141 00:04:31,400 --> 00:04:33,900 of our background plate scene 142 00:04:34,200 --> 00:04:34,900 the thing is 143 00:04:34,900 --> 00:04:36,733 if we utilize that camera 144 00:04:36,733 --> 00:04:37,566 as it's moving 145 00:04:37,566 --> 00:04:38,599 what it's going to do is 146 00:04:38,600 --> 00:04:40,466 you can almost think of it like a 147 00:04:40,466 --> 00:04:41,799 like an old fashioned 148 00:04:41,866 --> 00:04:43,066 slide projector 149 00:04:43,333 --> 00:04:46,033 if you were projecting a slide on the wall 150 00:04:46,066 --> 00:04:48,466 and then you took that old fashioned slide projector 151 00:04:48,466 --> 00:04:49,533 and you moved it 152 00:04:49,533 --> 00:04:50,333 you picked it up 153 00:04:50,333 --> 00:04:51,399 and you physically moved it 154 00:04:51,400 --> 00:04:52,266 through the room 155 00:04:52,266 --> 00:04:54,033 while it's projecting on the wall 156 00:04:54,133 --> 00:04:55,066 you would see that 157 00:04:55,066 --> 00:04:57,566 that slide that it's currently projecting 158 00:04:58,000 --> 00:04:59,300 would be moving 159 00:04:59,300 --> 00:05:00,333 through the room 160 00:05:00,333 --> 00:05:00,966 so it wouldn't 161 00:05:00,966 --> 00:05:02,299 it wouldn't stay fixed 162 00:05:02,300 --> 00:05:04,600 to any one location within the room 163 00:05:04,700 --> 00:05:06,166 now that's exact same thing 164 00:05:06,166 --> 00:05:06,899 that would happen 165 00:05:06,900 --> 00:05:07,900 if we connected 166 00:05:07,900 --> 00:05:09,500 our current camera 167 00:05:09,500 --> 00:05:11,000 tracked camera 168 00:05:11,066 --> 00:05:12,466 to that camera input 169 00:05:12,466 --> 00:05:13,266 for Project 3D 170 00:05:13,266 --> 00:05:13,899 because then 171 00:05:13,900 --> 00:05:15,366 it would start to project 172 00:05:15,566 --> 00:05:16,666 this information 173 00:05:16,666 --> 00:05:18,066 the antenna input 174 00:05:18,066 --> 00:05:19,299 and the building input 175 00:05:19,300 --> 00:05:20,800 onto a 3D card 176 00:05:20,800 --> 00:05:22,066 which would then 177 00:05:22,166 --> 00:05:23,333 finally render out 178 00:05:23,333 --> 00:05:24,199 and would actually 179 00:05:24,200 --> 00:05:25,200 move through the scene 180 00:05:25,200 --> 00:05:27,266 as the camera is panning 181 00:05:27,300 --> 00:05:28,100 so that's that's 182 00:05:28,100 --> 00:05:29,500 not what you're wanting to do 183 00:05:29,500 --> 00:05:30,700 what you're wanting to do is 184 00:05:30,700 --> 00:05:31,933 you're wanting to project it 185 00:05:31,933 --> 00:05:34,033 onto a specific location 186 00:05:34,100 --> 00:05:37,566 and then once you have that specific location locked 187 00:05:37,600 --> 00:05:38,900 in terms of this 188 00:05:39,500 --> 00:05:40,800 then your final 189 00:05:40,800 --> 00:05:41,966 camera output 190 00:05:41,966 --> 00:05:43,066 which will be the 191 00:05:43,066 --> 00:05:44,899 this live at the 192 00:05:44,900 --> 00:05:46,466 the camera that has 193 00:05:46,466 --> 00:05:47,733 the camera match 194 00:05:47,733 --> 00:05:48,799 move information 195 00:05:48,800 --> 00:05:49,933 will then be 196 00:05:49,933 --> 00:05:51,399 what will be rendering out 197 00:05:51,400 --> 00:05:52,533 so that way 198 00:05:52,533 --> 00:05:54,366 when the 3D geometry 199 00:05:54,366 --> 00:05:55,299 moves through the scene 200 00:05:55,300 --> 00:05:56,666 or is stationary the scene 201 00:05:56,666 --> 00:05:58,233 the camera moves through the scene 202 00:05:58,400 --> 00:05:59,400 it will actually 203 00:05:59,400 --> 00:06:01,300 properly be viewed 204 00:06:01,300 --> 00:06:02,866 and move and match 205 00:06:02,866 --> 00:06:04,233 with the original 206 00:06:04,300 --> 00:06:05,733 camera background 207 00:06:05,733 --> 00:06:06,833 camera footage 208 00:06:07,133 --> 00:06:07,999 this will make more sense 209 00:06:08,000 --> 00:06:08,600 in just a moment 210 00:06:08,600 --> 00:06:09,666 I know that that 211 00:06:09,666 --> 00:06:10,566 that's very vague 212 00:06:10,566 --> 00:06:11,066 when I'm just 213 00:06:11,066 --> 00:06:11,966 verbally describing it 214 00:06:11,966 --> 00:06:14,099 so let me set up our C R R 215 00:06:14,100 --> 00:06:15,800 3D scene nodes 216 00:06:15,800 --> 00:06:17,100 and then we'll be able to 217 00:06:17,100 --> 00:06:17,866 visually see 218 00:06:17,866 --> 00:06:19,266 exactly what's happening 219 00:06:19,266 --> 00:06:21,799 so what I'm going to do is 220 00:06:21,800 --> 00:06:22,866 I'm going to copy 221 00:06:22,866 --> 00:06:23,966 this camera note 222 00:06:24,266 --> 00:06:25,099 I'm going to paste it 223 00:06:25,100 --> 00:06:25,566 now you can see 224 00:06:25,566 --> 00:06:26,433 it is linked 225 00:06:26,533 --> 00:06:27,199 now the reason 226 00:06:27,200 --> 00:06:27,900 I'm copying this 227 00:06:27,900 --> 00:06:28,900 I'm actually going to 228 00:06:28,900 --> 00:06:29,466 utilize this 229 00:06:29,466 --> 00:06:30,266 in a way because 230 00:06:30,266 --> 00:06:31,366 if you remember 231 00:06:31,400 --> 00:06:32,400 we were discussing 232 00:06:32,400 --> 00:06:33,300 the fact that 233 00:06:33,300 --> 00:06:34,533 we utilized 234 00:06:34,533 --> 00:06:35,533 for the Map Painter 235 00:06:35,533 --> 00:06:37,466 he used Frame 100 236 00:06:37,733 --> 00:06:39,799 of our image sequence 237 00:06:39,800 --> 00:06:41,133 to be able to reference 238 00:06:41,133 --> 00:06:41,766 to be able to create 239 00:06:41,766 --> 00:06:42,666 that mapping 240 00:06:42,666 --> 00:06:44,266 so in this camera too 241 00:06:44,266 --> 00:06:45,266 what I'm going to do 242 00:06:45,266 --> 00:06:46,866 I'm gonna rename this to 243 00:06:47,100 --> 00:06:49,666 projection camera 244 00:06:50,300 --> 00:06:50,933 that way we 245 00:06:50,933 --> 00:06:53,133 we know exactly which one 246 00:06:53,133 --> 00:06:54,466 and what that is 247 00:06:54,666 --> 00:06:55,799 and what I'm going to do is 248 00:06:55,800 --> 00:06:56,266 we're going to 249 00:06:56,266 --> 00:06:57,766 go to frame 100 250 00:06:57,766 --> 00:06:58,399 so we're now 251 00:06:58,400 --> 00:06:59,300 at frame 100 252 00:06:59,300 --> 00:07:00,000 and now you can 253 00:07:00,000 --> 00:07:00,933 you can see in here 254 00:07:00,933 --> 00:07:01,266 if actually 255 00:07:01,266 --> 00:07:01,933 if I scroll through 256 00:07:01,933 --> 00:07:02,333 you see how 257 00:07:02,333 --> 00:07:03,266 there's camera data 258 00:07:03,266 --> 00:07:03,733 moving in the 259 00:07:03,733 --> 00:07:04,566 translate and 260 00:07:04,566 --> 00:07:05,999 rotate inputs 261 00:07:06,300 --> 00:07:06,766 what we're gonna do 262 00:07:06,766 --> 00:07:08,066 is frame 100 263 00:07:08,066 --> 00:07:09,066 I'm actually going to 264 00:07:09,066 --> 00:07:10,966 delete that animation 265 00:07:10,966 --> 00:07:11,599 but I'm gonna stay 266 00:07:11,600 --> 00:07:12,200 at frame 100 267 00:07:12,200 --> 00:07:13,500 so we will remember 268 00:07:13,700 --> 00:07:14,866 the information 269 00:07:14,866 --> 00:07:15,699 that's on that frame 270 00:07:15,700 --> 00:07:16,700 so I'm just gonna click 271 00:07:16,700 --> 00:07:17,600 no animation 272 00:07:17,600 --> 00:07:18,166 it's gonna ask 273 00:07:18,166 --> 00:07:19,699 if I wanna delete this animation 274 00:07:19,700 --> 00:07:21,133 yes I will say 275 00:07:21,133 --> 00:07:22,833 yes in fact 276 00:07:23,000 --> 00:07:23,666 let's see here 277 00:07:23,666 --> 00:07:24,799 yep that's exactly what I wanna do 278 00:07:24,800 --> 00:07:25,933 so no animation 279 00:07:25,933 --> 00:07:27,133 hit yes then 280 00:07:27,133 --> 00:07:27,866 I'm gonna do that 281 00:07:27,866 --> 00:07:29,766 for all six inputs 282 00:07:30,366 --> 00:07:31,099 now you can see 283 00:07:31,100 --> 00:07:31,966 how basically 284 00:07:31,966 --> 00:07:33,733 the blue background 285 00:07:33,733 --> 00:07:34,499 that indicates 286 00:07:34,500 --> 00:07:35,566 that there is animated 287 00:07:35,566 --> 00:07:36,366 keyframes in there 288 00:07:36,366 --> 00:07:37,399 disappears but 289 00:07:37,400 --> 00:07:38,333 you still have 290 00:07:38,333 --> 00:07:39,133 the values that 291 00:07:39,133 --> 00:07:40,766 are based on frame 100 292 00:07:40,933 --> 00:07:42,666 that's exactly what we want 293 00:07:42,800 --> 00:07:43,600 so let's just 294 00:07:43,600 --> 00:07:45,500 delete these inputs 295 00:07:46,300 --> 00:07:47,666 and now we have it 296 00:07:47,666 --> 00:07:48,333 all broken so 297 00:07:48,333 --> 00:07:49,999 this is exactly what we want 298 00:07:50,066 --> 00:07:52,599 so now what we're going to do 299 00:07:52,600 --> 00:07:53,300 and then also 300 00:07:53,300 --> 00:07:54,766 we need to go into projection 301 00:07:54,800 --> 00:07:55,700 the focal length 302 00:07:55,700 --> 00:07:56,366 horizontal all these 303 00:07:56,366 --> 00:07:56,966 that are linked 304 00:07:56,966 --> 00:07:58,333 basically we need to break those 305 00:07:58,333 --> 00:07:58,933 as well now 306 00:07:58,933 --> 00:07:59,799 this shouldn't 307 00:07:59,800 --> 00:08:00,733 be an issue 308 00:08:00,733 --> 00:08:01,399 because none of this 309 00:08:01,400 --> 00:08:02,366 should be moving 310 00:08:02,700 --> 00:08:04,366 but we're going to 311 00:08:04,366 --> 00:08:06,233 ensure that nothing is 312 00:08:06,600 --> 00:08:08,300 shifting through that 313 00:08:08,300 --> 00:08:10,100 this the sequence of frames 314 00:08:10,100 --> 00:08:11,566 0 through 1 80 315 00:08:12,400 --> 00:08:14,233 so just delete these 316 00:08:14,333 --> 00:08:15,699 no animation 317 00:08:16,566 --> 00:08:17,133 it's a little 318 00:08:17,133 --> 00:08:18,266 bit of a tedious moment 319 00:08:18,266 --> 00:08:19,966 but let's get that 320 00:08:20,666 --> 00:08:21,499 there we go 321 00:08:21,500 --> 00:08:22,666 and now what you see 322 00:08:22,666 --> 00:08:23,366 you actually can see 323 00:08:23,366 --> 00:08:24,266 that green line 324 00:08:24,266 --> 00:08:24,933 that was connected 325 00:08:24,933 --> 00:08:25,566 to the camera 326 00:08:25,566 --> 00:08:26,266 now indicates 327 00:08:26,266 --> 00:08:27,166 that there is nothing 328 00:08:27,166 --> 00:08:28,199 connected back 329 00:08:28,200 --> 00:08:28,866 and linked back 330 00:08:28,866 --> 00:08:29,366 to the camera 331 00:08:29,366 --> 00:08:30,166 tracker note 332 00:08:30,166 --> 00:08:30,799 that's perfect 333 00:08:30,800 --> 00:08:31,566 that's exactly 334 00:08:31,566 --> 00:08:32,499 what we wanted 335 00:08:32,600 --> 00:08:33,733 so we connect 336 00:08:33,733 --> 00:08:35,033 that camera now 337 00:08:35,100 --> 00:08:35,933 and now we have a 338 00:08:35,933 --> 00:08:36,733 projection camera 339 00:08:36,733 --> 00:08:37,966 now the point of this is 340 00:08:37,966 --> 00:08:38,999 now if I drag 341 00:08:39,000 --> 00:08:39,933 drag through 342 00:08:39,933 --> 00:08:40,366 the timeline 343 00:08:40,366 --> 00:08:40,733 you see how 344 00:08:40,733 --> 00:08:41,299 that camera 345 00:08:41,300 --> 00:08:42,800 is not moving 346 00:08:42,800 --> 00:08:43,366 versus if I 347 00:08:43,366 --> 00:08:44,333 select this camera 348 00:08:44,333 --> 00:08:44,999 which is our 349 00:08:45,000 --> 00:08:46,000 original match 350 00:08:46,000 --> 00:08:46,966 move camera 351 00:08:47,066 --> 00:08:47,566 did you see 352 00:08:47,566 --> 00:08:48,299 how that's moving 353 00:08:48,300 --> 00:08:49,700 but our projection camera 354 00:08:49,700 --> 00:08:50,666 it stays the same 355 00:08:50,666 --> 00:08:51,699 at frame 100 356 00:08:52,100 --> 00:08:54,366 but it is different 357 00:08:54,366 --> 00:08:55,766 it just doesn't move 358 00:08:55,866 --> 00:08:56,533 in comparison 359 00:08:56,533 --> 00:08:57,366 the camera that's moving 360 00:08:57,366 --> 00:08:58,166 so that's exactly 361 00:08:58,166 --> 00:08:59,299 what we want okay 362 00:08:59,333 --> 00:09:00,666 let's keep moving on 363 00:09:00,766 --> 00:09:01,799 this will all make sense 364 00:09:01,800 --> 00:09:02,333 once we have 365 00:09:02,333 --> 00:09:03,366 everything set up 366 00:09:03,900 --> 00:09:05,266 alright so we have that 367 00:09:05,266 --> 00:09:06,966 now what we're going to do is 368 00:09:06,966 --> 00:09:07,533 we're going to 369 00:09:07,533 --> 00:09:08,999 add a card so 370 00:09:09,000 --> 00:09:10,100 you can either 371 00:09:10,500 --> 00:09:11,933 go into the 3 set 372 00:09:11,933 --> 00:09:12,199 and you can 373 00:09:12,200 --> 00:09:13,066 go to geometry 374 00:09:13,066 --> 00:09:14,266 and can add a card 375 00:09:14,700 --> 00:09:15,933 or you can hit 376 00:09:15,933 --> 00:09:16,899 the tab key 377 00:09:16,900 --> 00:09:18,166 and type in card 378 00:09:18,566 --> 00:09:19,833 either one works 379 00:09:20,300 --> 00:09:21,000 connects your 380 00:09:21,000 --> 00:09:21,966 image input 381 00:09:21,966 --> 00:09:23,266 to Project 3D 382 00:09:24,166 --> 00:09:25,533 now you have a card 383 00:09:25,533 --> 00:09:26,066 so the whole 384 00:09:26,066 --> 00:09:26,733 point of the card 385 00:09:26,733 --> 00:09:27,333 if we go back 386 00:09:27,333 --> 00:09:28,533 into 3D space 387 00:09:28,533 --> 00:09:29,066 you can actually 388 00:09:29,066 --> 00:09:30,033 see there's a 389 00:09:30,133 --> 00:09:32,066 there's a 3D plane 390 00:09:32,200 --> 00:09:32,666 right there 391 00:09:32,666 --> 00:09:34,133 that would be projecting 392 00:09:34,133 --> 00:09:34,899 that camera 393 00:09:34,900 --> 00:09:35,966 information 394 00:09:36,366 --> 00:09:37,799 onto it now 395 00:09:37,800 --> 00:09:39,100 now we're not gonna adjust it 396 00:09:39,100 --> 00:09:39,466 we're not gonna 397 00:09:39,466 --> 00:09:40,133 move it right now 398 00:09:40,133 --> 00:09:40,733 I just wanna 399 00:09:40,733 --> 00:09:41,499 keep on setting 400 00:09:41,500 --> 00:09:42,000 everything up 401 00:09:42,000 --> 00:09:43,400 then it will make sense 402 00:09:43,566 --> 00:09:44,966 so now the next thing 403 00:09:44,966 --> 00:09:45,799 that we're going to 404 00:09:45,800 --> 00:09:46,733 set up is our 405 00:09:46,733 --> 00:09:49,399 scene so we 406 00:09:49,566 --> 00:09:50,899 hit that scene 407 00:09:51,266 --> 00:09:51,966 no right there 408 00:09:51,966 --> 00:09:52,899 I'm gonna copy it 409 00:09:52,900 --> 00:09:53,700 I'm gonna bring it over 410 00:09:53,700 --> 00:09:55,733 or you can again 411 00:09:55,733 --> 00:09:56,299 you can pull it 412 00:09:56,300 --> 00:09:57,100 from the 3D 413 00:09:57,100 --> 00:09:57,800 section right here 414 00:09:57,800 --> 00:09:58,366 you see seen 415 00:09:58,366 --> 00:09:58,733 right here at 416 00:09:58,733 --> 00:10:00,133 the bottom or 417 00:10:00,133 --> 00:10:00,799 you can hit 418 00:10:00,800 --> 00:10:01,466 the tab key 419 00:10:01,466 --> 00:10:02,533 and type in 420 00:10:02,533 --> 00:10:03,266 seen as well 421 00:10:03,266 --> 00:10:04,099 there's more 422 00:10:04,100 --> 00:10:04,533 than one way 423 00:10:04,533 --> 00:10:05,466 to skin a cat 424 00:10:06,133 --> 00:10:07,099 now we have that 425 00:10:07,100 --> 00:10:08,200 seen note now 426 00:10:08,200 --> 00:10:09,066 the next step is 427 00:10:09,066 --> 00:10:09,666 we need to scan 428 00:10:09,666 --> 00:10:10,633 line render 429 00:10:11,266 --> 00:10:11,866 so we're gonna 430 00:10:11,866 --> 00:10:12,766 bring that in 431 00:10:12,766 --> 00:10:14,066 and now we will 432 00:10:14,066 --> 00:10:16,133 connect let's see 433 00:10:16,133 --> 00:10:17,199 we have our camera 434 00:10:17,200 --> 00:10:18,100 we have our BG 435 00:10:18,100 --> 00:10:18,533 and we're gonna 436 00:10:18,533 --> 00:10:18,999 connect our 437 00:10:19,000 --> 00:10:20,666 object scene into that 438 00:10:21,133 --> 00:10:22,666 and then now 439 00:10:22,700 --> 00:10:23,966 this camera 440 00:10:24,000 --> 00:10:25,333 the match move camera 441 00:10:25,333 --> 00:10:25,966 is going to 442 00:10:25,966 --> 00:10:26,799 connect to that 443 00:10:26,800 --> 00:10:27,600 scanline render 444 00:10:27,600 --> 00:10:28,266 camera just like 445 00:10:28,266 --> 00:10:28,566 you can see 446 00:10:28,566 --> 00:10:29,266 over here as a 447 00:10:29,266 --> 00:10:30,199 per example 448 00:10:30,200 --> 00:10:31,300 the camera inputs 449 00:10:31,300 --> 00:10:32,433 into the camera 450 00:10:32,800 --> 00:10:34,166 input the camera 451 00:10:34,166 --> 00:10:34,866 is inputting 452 00:10:34,866 --> 00:10:36,099 into the camera input 453 00:10:36,100 --> 00:10:36,800 of the scanline 454 00:10:36,800 --> 00:10:38,600 render alright 455 00:10:38,600 --> 00:10:39,400 so we've connected 456 00:10:39,400 --> 00:10:39,966 that in fact 457 00:10:39,966 --> 00:10:40,333 what I'm gonna do 458 00:10:40,333 --> 00:10:41,199 I'm just gonna copy it 459 00:10:41,200 --> 00:10:42,266 because now 460 00:10:42,666 --> 00:10:44,799 we'll set that 461 00:10:44,800 --> 00:10:45,466 that way okay 462 00:10:45,466 --> 00:10:45,966 now I'm going to 463 00:10:45,966 --> 00:10:47,499 name that camera 464 00:10:47,800 --> 00:10:50,300 match move camera 465 00:10:50,700 --> 00:10:51,933 okay so now 466 00:10:51,933 --> 00:10:52,399 we know that 467 00:10:52,400 --> 00:10:53,000 that's the match 468 00:10:53,000 --> 00:10:53,700 move camera 469 00:10:53,700 --> 00:10:54,933 that came out 470 00:10:54,933 --> 00:10:55,699 of our camera 471 00:10:55,700 --> 00:10:58,033 tract data so 472 00:10:58,566 --> 00:10:59,666 the next step 473 00:10:59,666 --> 00:11:00,599 now literally 474 00:11:00,600 --> 00:11:01,533 basically at this point 475 00:11:01,533 --> 00:11:02,166 we're actually 476 00:11:02,166 --> 00:11:02,699 we already have 477 00:11:02,700 --> 00:11:04,066 our 3D scene set up 478 00:11:04,066 --> 00:11:04,766 so I'm just gonna 479 00:11:04,766 --> 00:11:05,333 take all this 480 00:11:05,333 --> 00:11:06,666 I'm gonna move it over 481 00:11:07,100 --> 00:11:08,066 and I'm gonna copy 482 00:11:08,066 --> 00:11:08,533 the footage 483 00:11:08,533 --> 00:11:09,066 and move that over 484 00:11:09,066 --> 00:11:09,699 so basically I wanna 485 00:11:09,700 --> 00:11:10,266 I wanna take 486 00:11:10,266 --> 00:11:11,166 all of this 487 00:11:11,333 --> 00:11:11,999 information 488 00:11:12,000 --> 00:11:12,766 that these nodes 489 00:11:12,766 --> 00:11:13,733 basically are useless 490 00:11:13,733 --> 00:11:14,166 at this point 491 00:11:14,166 --> 00:11:14,699 we really don't 492 00:11:14,700 --> 00:11:15,466 have a use for 493 00:11:15,466 --> 00:11:15,999 any of that 494 00:11:16,000 --> 00:11:16,900 at the moment 495 00:11:16,900 --> 00:11:17,300 but I'm gonna 496 00:11:17,300 --> 00:11:18,133 keep that anyway 497 00:11:18,133 --> 00:11:18,499 because it's 498 00:11:18,500 --> 00:11:18,933 always good 499 00:11:18,933 --> 00:11:19,533 to reference back 500 00:11:19,533 --> 00:11:20,566 plus you don't 501 00:11:20,566 --> 00:11:21,666 wanna if if 502 00:11:21,666 --> 00:11:22,166 for some reason 503 00:11:22,166 --> 00:11:22,533 you're like 504 00:11:22,533 --> 00:11:22,799 hey I'm gonna 505 00:11:22,800 --> 00:11:23,600 delete all these 506 00:11:23,600 --> 00:11:24,666 these 3D nodes 507 00:11:24,733 --> 00:11:25,366 you could but 508 00:11:25,366 --> 00:11:25,799 don't delete 509 00:11:25,800 --> 00:11:26,566 your camera tracker 510 00:11:26,566 --> 00:11:27,299 no because that 511 00:11:27,300 --> 00:11:27,766 is linked to 512 00:11:27,766 --> 00:11:28,566 your camera 513 00:11:28,566 --> 00:11:29,299 so I'll be as 514 00:11:29,300 --> 00:11:29,700 you can see 515 00:11:29,700 --> 00:11:30,466 right there 516 00:11:30,466 --> 00:11:31,466 okay so let's 517 00:11:31,466 --> 00:11:32,299 take a quick break 518 00:11:32,300 --> 00:11:33,366 and in a moment 519 00:11:33,366 --> 00:11:34,533 we'll come right back 520 00:11:34,533 --> 00:11:35,799 and we'll continue 521 00:11:35,800 --> 00:11:37,133 discussing how 522 00:11:37,133 --> 00:11:37,999 we're setting up 523 00:11:38,000 --> 00:11:39,200 our 3D scene 524 00:11:39,200 --> 00:11:40,133 to recap in 525 00:11:40,133 --> 00:11:41,033 this lesson 526 00:11:41,466 --> 00:11:42,533 we have discussed 527 00:11:42,533 --> 00:11:42,999 and Learned 528 00:11:43,000 --> 00:11:44,700 how to build our basic 529 00:11:45,000 --> 00:11:46,866 node based 3 530 00:11:46,866 --> 00:11:47,599 3 scene here 531 00:11:47,600 --> 00:11:48,400 with a nuke 532 00:11:48,666 --> 00:11:49,266 and in the next 533 00:11:49,266 --> 00:11:49,799 next lesson 534 00:11:49,800 --> 00:11:50,400 we will continue 535 00:11:50,400 --> 00:11:52,066 discussing what 536 00:11:52,133 --> 00:11:53,333 everything does 537 00:11:53,333 --> 00:11:54,266 to make sense 538 00:11:54,266 --> 00:11:55,599 in terms of what we're 539 00:11:55,600 --> 00:11:56,133 trying to do 540 00:11:56,133 --> 00:11:56,799 to accomplish 541 00:11:56,800 --> 00:11:58,466 our final image projection 32022

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