All language subtitles for 05. Creating the Distortion Projectile

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These are the user uploaded subtitles that are being translated: 1 00:00:01,100 --> 00:00:01,700 hi everyone 2 00:00:01,700 --> 00:00:03,200 welcome back to our 4th class 3 00:00:03,200 --> 00:00:06,000 in our course on creating high tech projectile weaponry 4 00:00:06,000 --> 00:00:07,933 in nuke last class 5 00:00:07,933 --> 00:00:11,299 we focus on creating muzzle flash 6 00:00:11,400 --> 00:00:13,400 lighting effect for our gun 7 00:00:13,566 --> 00:00:14,199 in this class 8 00:00:14,200 --> 00:00:17,700 we're gonna focus on creating the actual projectile 9 00:00:17,700 --> 00:00:19,466 that exits the nozzle of the gun 10 00:00:19,466 --> 00:00:20,833 so let's get started 11 00:00:22,333 --> 00:00:24,366 so for creating our 12 00:00:25,800 --> 00:00:29,666 distortion effect that's gonna be leaving the gun 13 00:00:29,933 --> 00:00:31,966 one of the first things I like to do is 14 00:00:32,766 --> 00:00:35,366 actually create the mat for that 15 00:00:37,133 --> 00:00:39,766 so we can go ahead and bring in a rhotal paint node 16 00:00:41,800 --> 00:00:46,900 we will time it to exit the gun right after his first 17 00:00:49,066 --> 00:00:50,066 gun blast 18 00:00:54,900 --> 00:00:55,900 to somewhere there 19 00:00:57,566 --> 00:00:59,499 so we'll view our Roto Paint node 20 00:01:02,100 --> 00:01:03,300 bring it in ellips 21 00:01:04,966 --> 00:01:06,166 leave that there 22 00:01:08,000 --> 00:01:10,400 next we will grab a noise node 23 00:01:12,166 --> 00:01:13,299 we'll view that 24 00:01:14,400 --> 00:01:17,500 um we'll bring down the size a little bit 25 00:01:17,500 --> 00:01:18,800 something like that 26 00:01:19,733 --> 00:01:22,733 and then we also wanna animate this so that it's moving 27 00:01:22,733 --> 00:01:24,899 so you can kind of go to 28 00:01:26,200 --> 00:01:29,000 early on the frame range and set a key frame 29 00:01:29,133 --> 00:01:34,399 uh the Z is the actual motion of the uh particles 30 00:01:34,533 --> 00:01:36,166 so if you slide the z uh 31 00:01:36,166 --> 00:01:38,899 parameters you'll see that the noise actually moves 32 00:01:39,666 --> 00:01:41,466 so I'll set a key frame here 33 00:01:42,000 --> 00:01:44,000 then I'll go to the end of my frame range 34 00:01:44,000 --> 00:01:47,833 and set it somewhere there um 35 00:01:48,933 --> 00:01:50,533 the further on you well 36 00:01:50,533 --> 00:01:51,799 the higher the number 37 00:01:51,800 --> 00:01:52,733 the faster it goes 38 00:01:52,733 --> 00:01:56,766 so you can kind of just play with it and see what works 39 00:01:58,333 --> 00:02:00,333 it's a little slow for our purposes 40 00:02:00,333 --> 00:02:02,299 so I'll increase this 41 00:02:03,533 --> 00:02:05,699 to maybe like a 6 42 00:02:06,966 --> 00:02:08,099 now if we play that 43 00:02:15,400 --> 00:02:17,100 let's look could be a little faster 44 00:02:17,866 --> 00:02:19,599 so maybe we'll make this 45 00:02:39,266 --> 00:02:41,833 that's probably okay so we'll stick with that 46 00:02:43,466 --> 00:02:45,633 next we're gonna multiply the two together 47 00:02:47,733 --> 00:02:49,566 I wrote a shape in our noise 48 00:02:51,966 --> 00:02:53,433 and we'll get something like that 49 00:02:54,133 --> 00:02:55,866 we'll throw on an edge blur 50 00:02:57,733 --> 00:02:59,433 this is soften up the edges 51 00:03:03,266 --> 00:03:05,366 yeah we'll say something like that 52 00:03:06,966 --> 00:03:09,566 we can maybe make this a little smaller as well 53 00:03:10,733 --> 00:03:14,633 alright so if we go and view our current comp 54 00:03:15,666 --> 00:03:17,266 and go to the first 55 00:03:20,466 --> 00:03:24,066 frame right after the muzzle flash right there 56 00:03:24,666 --> 00:03:29,066 and we'll place our noise shape over 57 00:03:43,566 --> 00:03:48,466 and we'll grab a transform node so we can move our 58 00:03:50,333 --> 00:03:53,899 noise shape scale that down a little bit 59 00:04:09,733 --> 00:04:11,599 now I'm going to make the 60 00:04:12,733 --> 00:04:14,999 alpha of this a little bit stronger 61 00:04:15,000 --> 00:04:16,866 so we see it a bit more 62 00:04:29,533 --> 00:04:32,966 alright so we see that there 63 00:04:33,366 --> 00:04:34,299 next thing we're gonna do is 64 00:04:34,300 --> 00:04:36,266 we're gonna bring in an eye distort node 65 00:04:37,933 --> 00:04:39,633 to be used for a distortion 66 00:04:40,266 --> 00:04:41,533 and actually before we do that 67 00:04:41,533 --> 00:04:44,466 I will actually just go ahead and animate this 68 00:04:44,566 --> 00:04:45,966 kind of through 69 00:04:45,966 --> 00:04:51,966 so we'll turn this off in our overnode for this frame 70 00:04:52,000 --> 00:04:53,500 where we don't see it 71 00:04:54,600 --> 00:04:56,600 and then for as soon as the muzzle flashes off 72 00:04:56,600 --> 00:04:57,833 we will see the 73 00:04:59,200 --> 00:05:02,133 distortion so we'll have that 74 00:05:02,133 --> 00:05:05,299 we'll say exiting here 75 00:05:06,166 --> 00:05:08,733 we'll set a keyframe for our translation on that 76 00:05:08,733 --> 00:05:11,066 as well for that 77 00:05:11,933 --> 00:05:14,966 so if we go for nothing we'll see our that 78 00:05:18,166 --> 00:05:20,899 in the next frame it'll be off screen 79 00:05:23,933 --> 00:05:25,833 so basically this is what we have 80 00:05:27,766 --> 00:05:28,599 alright 81 00:05:31,800 --> 00:05:33,500 now for this distortion to work 82 00:05:33,500 --> 00:05:35,566 we're going to need to copy in 83 00:05:36,100 --> 00:05:38,300 the alpha of this into our stream 84 00:05:38,333 --> 00:05:40,833 and then use that as a map for the distortion 85 00:05:41,400 --> 00:05:42,833 so grab a copynote 86 00:05:55,100 --> 00:05:58,166 now if you view the alpha after the copy node 87 00:05:58,166 --> 00:05:59,266 you'll see that 88 00:05:59,900 --> 00:06:02,633 the distortion bubble is actually in there now 89 00:06:03,066 --> 00:06:05,099 so if we go to our eye distort node 90 00:06:11,400 --> 00:06:13,266 and the channels we want affected 91 00:06:13,266 --> 00:06:14,799 will be our RGB channels 92 00:06:15,066 --> 00:06:15,966 our UV channels 93 00:06:15,966 --> 00:06:17,666 are the channels that we're gonna be bringing in 94 00:06:17,666 --> 00:06:18,699 to create the distortion 95 00:06:18,700 --> 00:06:20,166 that will be our RGBA 96 00:06:20,166 --> 00:06:21,299 our alpha channel 97 00:06:21,666 --> 00:06:23,099 and once you start 98 00:06:25,733 --> 00:06:28,899 actually we do not need to see the 99 00:06:30,000 --> 00:06:32,200 distortion bubble to actually visibly see it 100 00:06:32,200 --> 00:06:34,766 so we can kind of kill that for now 101 00:06:35,366 --> 00:06:36,866 we just want to see the distortion 102 00:06:42,933 --> 00:06:47,233 we will also use a mat to hold in our distortion effect 103 00:06:48,266 --> 00:06:51,199 so we'll add that to the chain here 104 00:06:51,866 --> 00:06:53,266 and maybe we'll actually 105 00:06:55,100 --> 00:06:56,233 do it this way 106 00:06:58,866 --> 00:07:01,766 will use the unnoised effect 107 00:07:04,366 --> 00:07:05,299 instead 108 00:07:23,933 --> 00:07:26,066 forgot to add our transform mode 109 00:07:35,566 --> 00:07:36,599 so there we go 110 00:07:37,800 --> 00:07:41,400 so if you toggle between on and off 111 00:07:41,400 --> 00:07:43,900 you can see that there is a distortion happening 112 00:07:43,900 --> 00:07:46,700 right around where it's supposed to 113 00:07:47,500 --> 00:07:49,433 so we can scale that up 114 00:07:50,166 --> 00:07:51,766 maybe make it a bit stronger 115 00:08:03,066 --> 00:08:06,866 now we can bring back the actual RGBA portion 116 00:08:08,400 --> 00:08:09,200 you can 117 00:08:10,500 --> 00:08:11,433 keep that 118 00:08:13,100 --> 00:08:13,966 light 119 00:08:18,666 --> 00:08:20,433 and if we play this now 120 00:08:22,133 --> 00:08:23,433 we'll stop it 121 00:08:23,900 --> 00:08:29,166 we'll set a key frame or key frame range to view this 122 00:08:43,900 --> 00:08:44,600 so there we go 123 00:08:44,600 --> 00:08:48,066 you can see that we now have somewhat of a distortion 124 00:08:48,133 --> 00:08:50,366 effect exiting the gun as he blasts 125 00:08:51,266 --> 00:08:54,066 we will refine that next lesson and 126 00:08:55,866 --> 00:08:56,766 keep going from there 127 00:08:56,766 --> 00:08:57,866 so thanks for joining us 128 00:08:57,866 --> 00:08:59,833 and we'll see you in our next class thanks 8943

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