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in this lesson
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we will learn how to build our basic
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node based 3D scene within nuke
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in our last lesson
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we discussed how to utilize the camera tracker
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which then subsequently
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was able to create for us a 3D camera
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with our point cloud data
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as well as various other no uh
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3D scene nodes
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now what we're going to be doing now
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is we're going to be shifting this around a little bit
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to set it up
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in the way that we need for us to be able to do
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an actual image projection setup
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so I'm going to full screen our node graph here
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and I'm just gonna start moving a few things around
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so what we have to do is we need to take into account
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the fact that we want to image project
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specifically
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to get more specific
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not just these four layers
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but more specifically
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we want to image project our building
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and our antenna layers
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that we exported out of Photoshop
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so what we need to do is to build this
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so that these inputs will
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or outputs I should say
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will then input into a 3D scene
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where we will have 3D cards
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and then will
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that will output into
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through the scanline render
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and we will be then comping that
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back on top of our mountain footage
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utilizing our 3D camera tracked data
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now how do we go about doing that
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well there are a few nodes that we need to
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utilize now we can
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we can either hit the tab key and start typing in nodes
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but in this case
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I just want to familiarize you just a little bit
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with the 3D nodes that we have available
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so if you go over to the node
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drop down menus
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on the left here
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you'll see under the
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under the 3D tab
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it's basically a little 3 3D cube
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you'll be able to see various nodes
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that you can utilize
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some of these
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if you are familiar with 3D packages
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some of the stuff might actually sort of make sense
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in this case
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there's specific few
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few specific nodes that we will be utilizing
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so you can actually
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the cool thing about
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in my Nukes 3D scene is you can
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you can use lights
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you can actually create some
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some faux lights onto some scene
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to create additional lighting scenarios
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your your geometry
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obviously you have basic geometric shapes like cards
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cubes cylinders
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that kind of thing
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you have spheres
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and then a few other
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geometric based nodes um
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those allow you to be able to
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create basic geometric shapes
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which then you can project imagery onto
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and that's actually
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kind of what we're going to be doing
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we're gonna actually
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probably utilizing a card
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potentially a cylinder
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I haven't decided yet but
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but definitely some cards
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we're also gonna be utilizing a few other nodes
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we're gonna be utilizing the Project 3 d node
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which allows you to be able
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to project actual 3 d uh
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imagery onto the 3D cards
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or the 3D various uh
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geometric shapes
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so if you go on to shader here
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you'll see that you have Project 3D
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so actually
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that is the node that we want to create first
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so I'm just gonna select that
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now you have two inputs
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you have the cam input
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which is your camera input
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and then you have your
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your basic input
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which is your color pass input
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so in this case
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the color information
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it's going to be inputted
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will be our building shapes
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so now what I'm going to do for this
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I'm actually gonna turn off those two merges
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so basically
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we have just our building
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with our antenna
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I don't wanna deal with any of these color
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correction layers
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that we're going to be building uh
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later once we've actually created the 3D space
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so what we're gonna do here is we
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we have the Project 3
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we have the input
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now what we need to do is
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we need a camera input
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now there are two cameras
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that we're going to be
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utilizing in our setup
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one camera is our
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projection camera
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which will be that input
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for the Project 3D camera
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this will make more sense
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in just a moment
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once we build
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I'm gonna build the nodes
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and then it'll be
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make a lot more visual sense
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once we can see what's happening
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but that's a separate
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different camera
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from our 3D camera
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tract camera
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now the reason for that
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the K3D camera
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is replicating
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the entire movement
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of our background plate scene
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the thing is
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if we utilize that camera
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as it's moving
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what it's going to do is
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you can almost think of it like a
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like an old fashioned
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slide projector
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if you were projecting a slide on the wall
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and then you took that old fashioned slide projector
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and you moved it
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you picked it up
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and you physically moved it
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through the room
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while it's projecting on the wall
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you would see that
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that slide that it's currently projecting
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would be moving
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through the room
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so it wouldn't
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it wouldn't stay fixed
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to any one location within the room
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now that's exact same thing
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that would happen
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if we connected
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our current camera
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tracked camera
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to that camera input
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for Project 3D
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because then
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it would start to project
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this information
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the antenna input
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and the building input
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onto a 3D card
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which would then
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finally render out
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and would actually
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move through the scene
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as the camera is panning
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so that's that's
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not what you're wanting to do
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what you're wanting to do is
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you're wanting to project it
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onto a specific location
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and then once you have that specific location locked
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in terms of this
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then your final
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camera output
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which will be the
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this live at the
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the camera that has
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the camera match
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move information
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will then be
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what will be rendering out
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so that way
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when the 3D geometry
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moves through the scene
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or is stationary the scene
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the camera moves through the scene
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it will actually
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properly be viewed
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and move and match
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with the original
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camera background
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camera footage
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this will make more sense
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in just a moment
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I know that that
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that's very vague
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when I'm just
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verbally describing it
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so let me set up our C R R
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3D scene nodes
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and then we'll be able to
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visually see
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exactly what's happening
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so what I'm going to do is
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I'm going to copy
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this camera note
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I'm going to paste it
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now you can see
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it is linked
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now the reason
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I'm copying this
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I'm actually going to
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utilize this
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in a way because
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if you remember
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we were discussing
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the fact that
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we utilized
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for the Map Painter
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he used Frame 100
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of our image sequence
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to be able to reference
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to be able to create
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that mapping
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so in this camera too
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what I'm going to do
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I'm gonna rename this to
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projection camera
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that way we
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we know exactly which one
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and what that is
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and what I'm going to do is
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we're going to
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go to frame 100
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so we're now
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at frame 100
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and now you can
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you can see in here
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if actually
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if I scroll through
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you see how
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there's camera data
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moving in the
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translate and
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rotate inputs
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what we're gonna do
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is frame 100
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I'm actually going to
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delete that animation
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but I'm gonna stay
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at frame 100
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so we will remember
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the information
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that's on that frame
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so I'm just gonna click
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no animation
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it's gonna ask
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if I wanna delete this animation
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yes I will say
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yes in fact
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let's see here
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yep that's exactly what I wanna do
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so no animation
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hit yes then
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I'm gonna do that
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for all six inputs
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now you can see
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how basically
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the blue background
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that indicates
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that there is animated
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keyframes in there
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disappears but
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you still have
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the values that
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are based on frame 100
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that's exactly what we want
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so let's just
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delete these inputs
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and now we have it
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all broken so
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this is exactly what we want
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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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