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These are the user uploaded subtitles that are being translated: 1 00:00:05,900 --> 00:00:06,566 hey everybody 2 00:00:06,566 --> 00:00:08,900 welcome to class 1 of Nuke 2 3 00:00:08,900 --> 00:00:10,666 14 on ethics PhD 4 00:00:10,666 --> 00:00:11,866 I'm Jeremy Brown 5 00:00:11,866 --> 00:00:15,266 and I'm a compositor and digital artist 6 00:00:15,266 --> 00:00:17,566 at Zero Visual Effects in Boston 7 00:00:17,866 --> 00:00:21,966 um I'm happy to be here with John Deveraux 8 00:00:22,066 --> 00:00:23,866 and Charles Le Page 9 00:00:23,866 --> 00:00:26,500 we're going to be doing a lot of fun stuff in the class 10 00:00:26,800 --> 00:00:28,666 uh we're gonna be learning how to 11 00:00:28,666 --> 00:00:30,800 do a lot of different kinds of paint work 12 00:00:30,866 --> 00:00:32,366 rotoscoping uh 13 00:00:32,366 --> 00:00:34,000 projections um 14 00:00:34,000 --> 00:00:36,600 any kind of compositing trick you can think of really 15 00:00:36,600 --> 00:00:38,700 uh and not only that 16 00:00:38,700 --> 00:00:39,800 we're gonna focus 17 00:00:39,800 --> 00:00:43,400 a lot on how to collaborate with other people in your 18 00:00:43,400 --> 00:00:45,666 uh in whatever production pipeline you're working in 19 00:00:45,666 --> 00:00:46,400 so let's uh 20 00:00:46,400 --> 00:00:47,400 let's jump right in 21 00:00:47,566 --> 00:00:48,866 so I thought it would be useful 22 00:00:48,866 --> 00:00:50,366 at this point to take a look at 23 00:00:50,366 --> 00:00:53,400 the file structure that I'm going to be working with um 24 00:00:53,400 --> 00:00:57,466 I use this at home by myself as well as um at zero 25 00:00:57,466 --> 00:01:00,566 this is how we organize all of our clients and projects 26 00:01:00,666 --> 00:01:03,600 so uh on the route level are all the 27 00:01:03,600 --> 00:01:06,966 my uh current clients and uh 28 00:01:06,966 --> 00:01:08,800 let's just take a look inside one of them 29 00:01:08,800 --> 00:01:13,033 inside each client folder is folders of projects 30 00:01:13,100 --> 00:01:16,433 and we organize the project by code 31 00:01:16,500 --> 00:01:20,933 um so the first two letters of each project code 32 00:01:20,933 --> 00:01:22,366 are the other 33 00:01:22,366 --> 00:01:24,200 our client code uh 34 00:01:24,200 --> 00:01:26,800 the next two numbers are the current year uh 35 00:01:26,800 --> 00:01:27,800 we're in 2011 36 00:01:27,800 --> 00:01:29,833 and the last two numbers are 37 00:01:29,866 --> 00:01:31,533 the number project for this year 38 00:01:31,533 --> 00:01:33,333 so this is the first project I've done 39 00:01:33,333 --> 00:01:35,400 for this client in 2011 40 00:01:35,933 --> 00:01:38,133 uh the next four folders uh 41 00:01:38,133 --> 00:01:40,566 that live on the route directory are the image folder 42 00:01:40,566 --> 00:01:42,333 that's where any kind of uh 43 00:01:42,333 --> 00:01:45,000 finished images go or um 44 00:01:45,000 --> 00:01:48,300 any kind of painted images or pre concert 45 00:01:48,300 --> 00:01:50,000 or plates or things like that 46 00:01:50,166 --> 00:01:53,733 um the input output folder is uh 47 00:01:53,733 --> 00:01:55,333 broken up into client and vendor 48 00:01:55,333 --> 00:01:56,700 and that's where uh 49 00:01:56,700 --> 00:02:00,800 I keep files that were either received from a client 50 00:02:01,133 --> 00:02:04,133 or a vendor or sent to a client or a vendor 51 00:02:04,133 --> 00:02:05,666 and by vendor I mean any 52 00:02:05,666 --> 00:02:08,233 anyone that's not yourself or not your company 53 00:02:08,300 --> 00:02:10,266 um that you've um 54 00:02:10,366 --> 00:02:12,200 that you're currently working with 55 00:02:12,200 --> 00:02:14,066 uh inside the ref folder 56 00:02:14,400 --> 00:02:16,400 is all kinds of files that are used 57 00:02:16,400 --> 00:02:18,000 for reference on the project 58 00:02:18,300 --> 00:02:20,000 uh concept images 59 00:02:20,000 --> 00:02:21,566 you know art cards or 60 00:02:21,566 --> 00:02:24,400 or things like that live in the concept folder 61 00:02:24,400 --> 00:02:27,966 um if there's a current edit of the TV spot or 62 00:02:27,966 --> 00:02:30,166 or sequence that I'm working on 63 00:02:30,333 --> 00:02:32,433 uh that goes in this folder 64 00:02:32,766 --> 00:02:35,266 and in the stills folder are any kind of 65 00:02:35,266 --> 00:02:37,033 still images used for reference 66 00:02:37,500 --> 00:02:38,533 inside the work folder 67 00:02:38,533 --> 00:02:41,000 we have it broken down by application 68 00:02:41,000 --> 00:02:43,066 um so I have a folder for each 69 00:02:43,733 --> 00:02:46,700 each program that I intend to use or 70 00:02:46,700 --> 00:02:48,700 or may use on the project 71 00:02:48,866 --> 00:02:51,000 um in here uh 72 00:02:51,000 --> 00:02:53,366 so let's take a look at the uh 73 00:02:53,366 --> 00:02:54,066 the new folder 74 00:02:54,066 --> 00:02:56,166 inside each of these work folders 75 00:02:56,166 --> 00:02:58,100 uh it's broken down by shot 76 00:02:58,400 --> 00:03:01,366 and those correspond to um 77 00:03:01,366 --> 00:03:05,700 to to the shots in the comps folder um 78 00:03:05,800 --> 00:03:08,533 whenever we store image sequences uh 79 00:03:08,533 --> 00:03:11,266 we put them in a folder that corresponds to 80 00:03:11,266 --> 00:03:13,300 the name of the file that rendered them 81 00:03:13,500 --> 00:03:15,066 that live in my work folder 82 00:03:15,500 --> 00:03:17,800 and then inside each uh 83 00:03:17,933 --> 00:03:19,166 each folder that contains 84 00:03:19,166 --> 00:03:22,566 the image sequence is another folder that specifies uh 85 00:03:22,566 --> 00:03:25,466 the format and the file type uh 86 00:03:25,466 --> 00:03:26,100 in this case 87 00:03:26,100 --> 00:03:27,566 these are uh 88 00:03:27,566 --> 00:03:30,500 DPX files at um 89 00:03:30,500 --> 00:03:31,400 high definition 90 00:03:31,400 --> 00:03:33,966 so of 1920 by 1080 dpxes 91 00:03:33,966 --> 00:03:36,866 and the only thing that goes in that folder 92 00:03:37,133 --> 00:03:38,700 are the images themselves 93 00:03:41,766 --> 00:03:44,433 and the same thing goes with any other uh 94 00:03:44,533 --> 00:03:46,900 with any other image sequence um 95 00:03:46,900 --> 00:03:49,366 it's a good way to keep track of uh 96 00:03:49,366 --> 00:03:52,000 if you have a proxy render of this thing 97 00:03:52,000 --> 00:03:52,966 uh if it's at 98 00:03:52,966 --> 00:03:55,733 if it's at half rez or standard definition 99 00:03:55,733 --> 00:03:57,100 you just put uh 100 00:03:57,266 --> 00:03:59,600 SD dot dpx instead of HD 101 00:04:00,166 --> 00:04:04,666 that way you can organize your image sequences 102 00:04:05,566 --> 00:04:07,466 easily so you can always find 103 00:04:08,300 --> 00:04:10,300 multiple renders of the same thing 104 00:04:10,566 --> 00:04:12,100 so that's the uh 105 00:04:12,366 --> 00:04:15,000 that's the file structure that I'll be using and uh 106 00:04:15,000 --> 00:04:16,533 we'll get used to it uh 107 00:04:16,533 --> 00:04:17,333 throughout the class 108 00:04:17,333 --> 00:04:18,133 I just wanted uh 109 00:04:18,133 --> 00:04:20,200 to give you guys a quick introduction of 110 00:04:20,200 --> 00:04:21,666 of how things work 111 00:04:22,066 --> 00:04:23,933 and we'll be going into greater detail 112 00:04:23,933 --> 00:04:25,500 with most of these folders 113 00:04:25,500 --> 00:04:26,700 uh throughout the class 114 00:04:27,533 --> 00:04:28,500 so in this first class 115 00:04:28,500 --> 00:04:31,566 we're gonna discuss some best practices for rotoscoping 116 00:04:31,566 --> 00:04:33,133 and how to work efficiently 117 00:04:33,133 --> 00:04:35,500 and work well as part of a team 118 00:04:35,900 --> 00:04:38,766 so this is the shot we're gonna look at of this guy 119 00:04:38,766 --> 00:04:41,033 riding this motorcycle through the busy street 120 00:04:41,066 --> 00:04:42,800 it displays a lot of 121 00:04:42,900 --> 00:04:45,466 problems and features that you might run into 122 00:04:45,566 --> 00:04:47,600 while you're rotoscoping other shots 123 00:04:47,600 --> 00:04:49,900 uh it has a moving camera 124 00:04:49,900 --> 00:04:51,333 it has a moving subject 125 00:04:51,333 --> 00:04:52,366 it has objects in 126 00:04:52,366 --> 00:04:55,000 the background that we're going to isolate as well 127 00:04:55,166 --> 00:04:57,966 so uh it's a pretty good representative shot 128 00:04:57,966 --> 00:05:00,800 of a bunch of different issues that you may run across 129 00:05:01,500 --> 00:05:05,233 so what we're gonna do first is I start with a tracker 130 00:05:05,466 --> 00:05:07,566 to get the overall motion of the bike 131 00:05:07,566 --> 00:05:10,200 um this is not supposed to be like a 132 00:05:10,466 --> 00:05:11,466 mathematical 133 00:05:11,466 --> 00:05:13,200 pixel perfect uh track 134 00:05:13,200 --> 00:05:16,166 this is just so I can block in the uh 135 00:05:16,400 --> 00:05:17,700 the motion of the bike 136 00:05:17,733 --> 00:05:19,866 so that that can assist us with the roto 137 00:05:19,933 --> 00:05:22,033 so I chose this uh 138 00:05:22,600 --> 00:05:23,733 big bright light 139 00:05:23,733 --> 00:05:26,566 it's uh brighten all the channels 140 00:05:26,566 --> 00:05:28,800 and there doesn't seem to be a lot of green 141 00:05:28,900 --> 00:05:31,033 so this should be a fairly easy track 142 00:05:32,133 --> 00:05:34,300 so let's just go ahead and 143 00:05:34,466 --> 00:05:35,500 give that a shot 144 00:05:38,866 --> 00:05:40,200 tracking him pretty well 145 00:05:43,700 --> 00:05:47,233 good and now I'm just gonna change the uh 146 00:05:47,266 --> 00:05:49,566 the transform property to match move 147 00:05:49,566 --> 00:05:53,300 so now whatever is plugged into the tracker is gonna 148 00:05:53,333 --> 00:05:55,866 match move with the motion of that bike 149 00:05:56,000 --> 00:05:58,466 uh right now it's on the plate which isn't very useful 150 00:05:58,900 --> 00:06:01,033 but now we make our first roto node 151 00:06:01,300 --> 00:06:04,000 and make that the input of the tracker 152 00:06:04,400 --> 00:06:07,700 and what I'm gonna do first is make a grade node 153 00:06:07,700 --> 00:06:10,966 I'll use that later and explain what that's useful for 154 00:06:10,966 --> 00:06:12,466 um later in the class 155 00:06:12,566 --> 00:06:14,766 but this is just so that we can see our 156 00:06:14,766 --> 00:06:17,600 our match moved roto on top of the plate 157 00:06:18,766 --> 00:06:21,166 um cause they have to be linked together in order 158 00:06:21,166 --> 00:06:22,300 for you to to 159 00:06:22,700 --> 00:06:24,133 to look at um 160 00:06:24,133 --> 00:06:25,466 the resulting rodo 161 00:06:25,866 --> 00:06:28,666 so the first object that I'm gonna do is the 162 00:06:28,666 --> 00:06:29,966 uh is the wheel 163 00:06:29,966 --> 00:06:31,000 that's what I'm gonna start with 164 00:06:31,000 --> 00:06:32,666 so using my Bezier tool 165 00:06:32,666 --> 00:06:34,366 I'm just gonna start uh 166 00:06:35,066 --> 00:06:38,500 start blocking in that shape starting on frame 1 167 00:06:40,700 --> 00:06:44,233 it's important to plan and think about what uh 168 00:06:44,933 --> 00:06:46,533 what shapes you're going to do 169 00:06:46,533 --> 00:06:48,300 and how you're gonna roto them 170 00:06:48,533 --> 00:06:50,300 uh but it's also important 171 00:06:50,500 --> 00:06:53,100 not to spend too long on that step because uh 172 00:06:53,100 --> 00:06:55,266 chances are the roto that I'm starting with 173 00:06:55,266 --> 00:06:56,800 the shapes that I'm starting with 174 00:06:56,800 --> 00:06:59,566 aren't gonna be the ones that I ultimately end up with 175 00:06:59,566 --> 00:07:01,466 I'm probably gonna end up uh 176 00:07:01,466 --> 00:07:04,200 starting over on a couple shapes or uh 177 00:07:04,333 --> 00:07:07,133 or deleting a lot of keys later and adjusting 178 00:07:07,133 --> 00:07:09,666 um how many points are on what 179 00:07:09,666 --> 00:07:12,200 what particular shape and stuff like that 180 00:07:12,266 --> 00:07:14,900 so don't get hung up on the planning phase 181 00:07:14,900 --> 00:07:16,233 uh because you're 182 00:07:16,300 --> 00:07:18,966 probably just gonna be working against yourself later 183 00:07:20,700 --> 00:07:22,666 so the way that I like to roto 184 00:07:22,666 --> 00:07:25,633 um is a method that I call interval roto 185 00:07:25,733 --> 00:07:28,400 uh I basically choose a range of frames 186 00:07:28,400 --> 00:07:30,500 um or choose an interval of frames 187 00:07:30,500 --> 00:07:31,266 in this case 188 00:07:31,266 --> 00:07:32,933 uh 12 in most cases I 189 00:07:32,933 --> 00:07:36,666 I do 12 depending on the shot so you just go in uh 190 00:07:36,900 --> 00:07:39,566 in intervals of 12 along the shot 191 00:07:39,566 --> 00:07:41,500 and as you can see the 192 00:07:41,566 --> 00:07:44,100 the roto is match moved to our light 193 00:07:44,100 --> 00:07:45,200 which is what we want 194 00:07:45,200 --> 00:07:47,966 so that's the overall motion of the subject 195 00:07:48,400 --> 00:07:50,566 and so yeah 196 00:07:50,566 --> 00:07:54,433 just go every 12 I'm pressing shift arrow um 197 00:07:54,666 --> 00:07:57,733 to to move this number of frames 198 00:07:57,733 --> 00:08:01,000 you can also use these keys right here um 199 00:08:01,266 --> 00:08:03,866 and for phase 1 of interval roto 200 00:08:03,866 --> 00:08:05,633 for your base level of motion 201 00:08:05,900 --> 00:08:09,866 uh do your best not to touch individual points um 202 00:08:10,566 --> 00:08:12,700 we're just trying to block in the overall motion 203 00:08:12,700 --> 00:08:15,666 the overall shape of the of the wheel um 204 00:08:15,666 --> 00:08:17,666 not going for detail at this stage 205 00:08:19,500 --> 00:08:22,233 so just uh just put it in the right place 206 00:08:25,800 --> 00:08:28,600 the point of this method is we're gonna be 207 00:08:29,100 --> 00:08:30,700 laying in layers of motion 208 00:08:30,700 --> 00:08:34,366 so that at each stage of the rhodo um 209 00:08:35,766 --> 00:08:37,900 we know that the keyframes that we've set are 210 00:08:37,900 --> 00:08:39,866 are good and accurate uh 211 00:08:39,866 --> 00:08:41,200 that way we don't go 212 00:08:41,533 --> 00:08:42,466 you don't go backwards 213 00:08:42,466 --> 00:08:45,133 you don't miss a step or if you um 214 00:08:45,133 --> 00:08:46,966 start to go too detailed too fast 215 00:08:46,966 --> 00:08:49,866 then you're more apt to introduce 216 00:08:50,333 --> 00:08:52,700 introduce problems in the roto um 217 00:08:52,700 --> 00:08:55,566 that you that make it harder to fix uh 218 00:08:55,566 --> 00:08:57,566 when you've set too many keyframes 219 00:09:02,800 --> 00:09:03,700 and I'm using uh 220 00:09:03,700 --> 00:09:07,733 control or uh command or apple on a Mac um 221 00:09:07,733 --> 00:09:10,300 control on a PC to uh 222 00:09:10,300 --> 00:09:13,066 to change my pivot point um 223 00:09:13,566 --> 00:09:16,066 I'm setting my pivot point to the bottom of the wheel 224 00:09:16,066 --> 00:09:17,566 because that's really where the 225 00:09:17,566 --> 00:09:19,166 the rotation of the 226 00:09:20,000 --> 00:09:22,300 of the wheel is coming from where the 227 00:09:22,300 --> 00:09:23,966 where the wheel hits the pavement 228 00:09:26,400 --> 00:09:28,266 and you can use shift to 229 00:09:28,366 --> 00:09:30,766 get rid of the dead zone that it comes with um 230 00:09:30,766 --> 00:09:33,333 it tries to snap to cardinal positions 231 00:09:33,333 --> 00:09:35,800 0 and 45 degrees and 90 degrees 232 00:09:35,800 --> 00:09:39,766 if you wanna rotate in between inside that dead zone 233 00:09:39,766 --> 00:09:40,933 you just hold down shift 234 00:09:40,933 --> 00:09:43,233 and that gives you ultimate control 235 00:09:51,133 --> 00:09:51,966 so that's our 236 00:09:51,966 --> 00:09:55,500 that's our first layer of motion every 12 frames um 237 00:09:56,200 --> 00:09:58,300 and as you can see it's 238 00:09:58,300 --> 00:09:59,566 it's of course slipping 239 00:09:59,566 --> 00:10:02,800 but that's because we haven't gone too detailed um 240 00:10:02,800 --> 00:10:04,066 at this point when 241 00:10:04,066 --> 00:10:05,600 if I was rodeoing the whole bike 242 00:10:05,600 --> 00:10:08,200 I'm I'm not gonna Rodeo the entire bike at this point 243 00:10:08,200 --> 00:10:09,866 just because um 244 00:10:10,300 --> 00:10:12,233 of for time reasons I wanna 245 00:10:12,300 --> 00:10:13,233 I wanna jump 246 00:10:13,266 --> 00:10:15,533 jump ahead to other things um 247 00:10:15,533 --> 00:10:17,066 but at this point uh 248 00:10:17,066 --> 00:10:19,666 I would bring every single object 249 00:10:19,666 --> 00:10:21,766 every single shape that I was going to do 250 00:10:21,766 --> 00:10:24,500 I bring to this level of detail first 251 00:10:24,500 --> 00:10:29,166 so that every single shape is rotate on every 12 frames 252 00:10:29,333 --> 00:10:31,900 um so let's just pretend that uh 253 00:10:31,900 --> 00:10:35,066 I've routed the rest of the biker to this level 254 00:10:35,133 --> 00:10:39,766 and I'll move on to basically phase 1.5 um 255 00:10:39,766 --> 00:10:45,333 step 1.5 is taking those intervals of 12 and uh 256 00:10:45,333 --> 00:10:47,666 and making sure that they match on every frame 257 00:10:49,400 --> 00:10:52,800 so basically taking this first level of motion 258 00:10:53,333 --> 00:10:56,300 to close to final um 259 00:10:56,666 --> 00:10:58,900 so now you can kind of push and pull points and 260 00:10:58,900 --> 00:11:01,466 and make them line up with the uh 261 00:11:01,466 --> 00:11:03,366 with the outline with this um 262 00:11:03,366 --> 00:11:05,500 profile of the shape 263 00:11:09,533 --> 00:11:12,666 it's really important to work in steps 264 00:11:12,933 --> 00:11:15,166 at any time someone might 265 00:11:15,400 --> 00:11:17,666 need to get started on another task that relies on 266 00:11:17,666 --> 00:11:18,400 the rotor you've done 267 00:11:18,400 --> 00:11:20,866 so you don't want to have to say 268 00:11:20,866 --> 00:11:21,666 oh I've I've 269 00:11:21,666 --> 00:11:23,000 I've got this wheel 270 00:11:23,000 --> 00:11:23,766 it's perfect 271 00:11:23,766 --> 00:11:25,200 it's pixel perfect uh 272 00:11:25,200 --> 00:11:26,133 what about the rest of the bike 273 00:11:26,133 --> 00:11:28,066 oh I haven't even started that stuff yet 274 00:11:28,066 --> 00:11:29,666 so it's important to work in steps 275 00:11:29,666 --> 00:11:30,900 you wanna be able to 276 00:11:30,966 --> 00:11:32,466 to deliver something at 277 00:11:32,466 --> 00:11:33,300 at any point 278 00:11:33,300 --> 00:11:35,133 even if it's not final uh 279 00:11:35,133 --> 00:11:35,900 just to keep 280 00:11:35,900 --> 00:11:36,966 keep the production moving 281 00:11:36,966 --> 00:11:39,200 cause that's really the most important part is 282 00:11:39,200 --> 00:11:42,700 is making sure that everybody can work on something um 283 00:11:42,700 --> 00:11:43,366 all of the time 284 00:11:43,366 --> 00:11:44,133 it's it's a 285 00:11:44,133 --> 00:11:47,000 it's a bad place to be if you're the bottleneck in a 286 00:11:47,000 --> 00:11:48,066 in a pipeline 287 00:11:48,166 --> 00:11:50,600 so always try and keep that in mind 288 00:11:54,066 --> 00:11:58,000 and I'm using alt arrow to to go between keyframes 289 00:12:00,200 --> 00:12:03,500 which makes navigating the timeline a little easier 290 00:12:22,600 --> 00:12:24,866 so again I would bring all of my roto 291 00:12:24,866 --> 00:12:27,666 um on the entire bike to this stage before moving on 292 00:12:27,666 --> 00:12:30,266 but again we're just focusing on the wheel right now 293 00:12:30,266 --> 00:12:32,100 so I'm gonna skip ahead 294 00:12:32,100 --> 00:12:34,933 and now we're gonna go in between those um 295 00:12:34,933 --> 00:12:37,100 those 12 frames um 296 00:12:37,100 --> 00:12:39,300 so go six frames in from the start 297 00:12:39,566 --> 00:12:42,466 and that's gonna be our first um 298 00:12:42,566 --> 00:12:45,133 in between interval that we're gonna do um 299 00:12:45,133 --> 00:12:48,466 so this part is much like the first phase uh 300 00:12:48,466 --> 00:12:52,333 we're just kind of moving the shape into position uh 301 00:12:52,333 --> 00:12:54,700 not worrying about accuracy just yet 302 00:12:55,133 --> 00:12:57,600 just bring this is this is the second layer 303 00:12:57,933 --> 00:13:00,966 layer of motion that we're introducing into this thing 304 00:13:00,966 --> 00:13:03,000 so the idea is that 305 00:13:04,200 --> 00:13:05,400 when you progress 306 00:13:06,166 --> 00:13:07,700 to each layer of motion 307 00:13:07,866 --> 00:13:09,466 you know that the one before it 308 00:13:09,466 --> 00:13:12,366 is good and you're not introducing any problems uh 309 00:13:12,366 --> 00:13:14,600 the other reason is this is the 310 00:13:14,600 --> 00:13:16,666 really the best way to um 311 00:13:16,666 --> 00:13:19,833 make the computer do as much of the work for you um 312 00:13:20,400 --> 00:13:21,700 it of course you can 313 00:13:22,333 --> 00:13:24,766 you know go in and paint every single frame of a mat 314 00:13:24,766 --> 00:13:26,866 but it'll never be perfect if you do it that way 315 00:13:26,866 --> 00:13:30,900 and also you've spent a long time um 316 00:13:30,933 --> 00:13:33,500 doing that so it's important to 317 00:13:33,533 --> 00:13:36,633 try and make the computer do as much as um 318 00:13:37,166 --> 00:13:38,666 as much work as possible 319 00:13:38,933 --> 00:13:42,300 so now I'm doing step 2.5 basically 320 00:13:42,300 --> 00:13:44,666 um doing the same thing as 1.5 321 00:13:44,666 --> 00:13:46,600 I'm just revisiting all those 322 00:13:47,066 --> 00:13:49,666 all those keys that I've just made and making sure that 323 00:13:49,666 --> 00:13:51,166 that those line up 324 00:13:52,900 --> 00:13:54,733 and I'm also trying to be uh 325 00:13:54,733 --> 00:13:58,033 consistent in terms of where I put my edge uh 326 00:13:58,066 --> 00:14:02,166 if you notice there's some motion blur areas in this 327 00:14:02,166 --> 00:14:05,466 in this shot and I chose to 328 00:14:05,466 --> 00:14:06,600 to roto to the inside 329 00:14:06,600 --> 00:14:08,000 of that edge 330 00:14:08,400 --> 00:14:11,466 some people tell you to roto the center 331 00:14:11,466 --> 00:14:13,800 some people tell you to roto to the 332 00:14:13,800 --> 00:14:16,433 to the edge of the motion blur um 333 00:14:16,933 --> 00:14:20,133 it's less important where you put that edge 334 00:14:20,133 --> 00:14:21,966 it's more important as the 335 00:14:21,966 --> 00:14:23,700 it's more important to stick to whatever 336 00:14:23,700 --> 00:14:24,566 edge you choose 337 00:14:24,566 --> 00:14:29,100 it's way easier to erode or dilate an edge 338 00:14:29,100 --> 00:14:31,633 later than it is to go back and fix the roto 339 00:14:31,800 --> 00:14:34,000 so as long as that edge remains uh 340 00:14:34,000 --> 00:14:35,266 consistent throughout the shot 341 00:14:35,266 --> 00:14:37,000 then you've done a 342 00:14:37,000 --> 00:14:39,266 big favor to whoever has to composite this 343 00:14:39,300 --> 00:14:42,000 uh if the edge floats around within the motion blur 344 00:14:42,000 --> 00:14:43,366 from frame to frame 345 00:14:43,500 --> 00:14:46,066 it's much more difficult to use that roto 346 00:14:46,066 --> 00:14:48,366 and would require you to go back and 347 00:14:48,466 --> 00:14:50,500 and fix keyframes instead of just 348 00:14:50,533 --> 00:14:52,400 modifying the mat overall 349 00:14:54,300 --> 00:14:55,666 the other reason that I chose 350 00:14:55,700 --> 00:14:59,900 12 frames is because on the second layer of motion I am 351 00:15:00,533 --> 00:15:04,766 12 is easily divided into the 6 frame chunks 352 00:15:05,900 --> 00:15:08,266 so I just go in between each one 353 00:15:08,300 --> 00:15:10,066 and it's a nice even number 354 00:15:11,166 --> 00:15:15,200 I've always felt that rotoscoping is a skill that's uh 355 00:15:15,400 --> 00:15:17,500 that's kinda undervalued in the industry 356 00:15:17,666 --> 00:15:19,366 it's something that 357 00:15:20,733 --> 00:15:22,766 no one wants to do for obvious reasons 358 00:15:22,766 --> 00:15:24,400 cause you can kinda go crazy 359 00:15:24,533 --> 00:15:27,400 um especially on long shots 360 00:15:27,866 --> 00:15:31,200 uh and it's usually considered an entry level job which 361 00:15:31,200 --> 00:15:33,033 which makes sense uh 362 00:15:34,666 --> 00:15:36,300 but it's not a skill that 363 00:15:36,300 --> 00:15:37,733 that people are anxious to learn 364 00:15:37,733 --> 00:15:39,366 it's not a skill that uh 365 00:15:39,366 --> 00:15:43,266 that many people view as as you know 366 00:15:43,266 --> 00:15:43,933 prestigious 367 00:15:43,933 --> 00:15:47,666 everybody would rather do it automatically 368 00:15:47,666 --> 00:15:50,533 of course that's why we have 369 00:15:50,533 --> 00:15:53,100 green screens and keys and all that kind of good stuff 370 00:15:54,000 --> 00:15:58,100 but I found that there's really no substitute for 371 00:15:58,900 --> 00:16:00,600 good roto um 372 00:16:00,600 --> 00:16:03,100 the best green screen in the world still can't touch 373 00:16:03,100 --> 00:16:06,733 a perfect rotoscoped edge as far as I'm concerned 374 00:16:06,733 --> 00:16:08,266 so it's something that 375 00:16:08,266 --> 00:16:09,666 that you should really take seriously 376 00:16:09,666 --> 00:16:11,600 and try and get good at if you wanna 377 00:16:12,066 --> 00:16:13,600 if you wanna be successful 378 00:16:13,600 --> 00:16:14,866 um of course 379 00:16:14,866 --> 00:16:17,133 it's not required but it's 380 00:16:17,133 --> 00:16:18,966 it's definitely something that's 381 00:16:18,966 --> 00:16:21,400 that's always helped me um 382 00:16:22,333 --> 00:16:23,766 if if you're 383 00:16:24,866 --> 00:16:26,333 if you're you know 384 00:16:26,333 --> 00:16:28,133 six hours from delivery and you realize 385 00:16:28,133 --> 00:16:29,866 oh my gosh we need a mat for 386 00:16:29,866 --> 00:16:33,033 for this wheel then uh 387 00:16:33,100 --> 00:16:34,100 somebody's gotta 388 00:16:34,133 --> 00:16:35,700 somebody might have to rotoscope it 389 00:16:35,700 --> 00:16:37,300 and do it really fast 390 00:16:37,400 --> 00:16:41,700 so it would be great if you're that person and 391 00:16:41,700 --> 00:16:42,933 you're in that position to 392 00:16:42,933 --> 00:16:44,233 to save a delivery 393 00:16:45,000 --> 00:16:46,566 because you Learned how to roto 394 00:16:49,066 --> 00:16:51,000 great so that's uh 395 00:16:51,066 --> 00:16:54,233 this is now wrote on every 3 frame with a tracker 396 00:16:58,266 --> 00:17:00,433 and that's not looking too bad 397 00:17:06,166 --> 00:17:10,400 so now um I wanna move on to uh 398 00:17:10,800 --> 00:17:13,466 on to how to check Roto um 399 00:17:14,066 --> 00:17:17,633 at this stage you can of course go in between um 400 00:17:17,666 --> 00:17:21,000 these intervals of now 3 and fix up any 401 00:17:21,000 --> 00:17:23,000 any remaining problem spots 402 00:17:23,000 --> 00:17:25,566 but usually this kind of um 403 00:17:25,666 --> 00:17:27,900 resolution of key frames is sufficient for 404 00:17:27,900 --> 00:17:30,100 for most shots um 405 00:17:30,133 --> 00:17:34,000 if you don't have great detail in uh 406 00:17:34,000 --> 00:17:35,900 in the rhodo and in these in between frames 407 00:17:35,900 --> 00:17:39,000 it either means that um the shop 408 00:17:39,066 --> 00:17:40,766 the object requires you to 409 00:17:40,766 --> 00:17:44,433 to be more detailed and maybe go every two or in 410 00:17:44,800 --> 00:17:47,000 extreme cases every frame to 411 00:17:47,000 --> 00:17:49,900 to block in motion but for most things um 412 00:17:49,900 --> 00:17:51,200 you really shouldn't need 413 00:17:51,566 --> 00:17:54,000 um much more resolution than this 414 00:17:54,266 --> 00:17:57,866 uh so I'm pretty happy with that so let's move on to 415 00:17:58,300 --> 00:18:01,700 um on to how to check this roto now that we've 416 00:18:01,700 --> 00:18:02,766 now that we've done it 417 00:18:03,333 --> 00:18:04,666 so now that we've rode the biker 418 00:18:04,666 --> 00:18:06,700 we're gonna learn how to check roto 419 00:18:07,266 --> 00:18:11,033 this is my finished roto of the of the biker 420 00:18:13,100 --> 00:18:14,133 and uh what I 421 00:18:14,133 --> 00:18:16,100 forgot to mention while we were doing it is 422 00:18:16,100 --> 00:18:19,766 it's really important to as you're working um 423 00:18:19,766 --> 00:18:20,966 name your shapes 424 00:18:21,100 --> 00:18:23,000 uh each one of these shapes 425 00:18:23,166 --> 00:18:26,700 I named right after I did the first round of motion 426 00:18:26,933 --> 00:18:28,566 and you should do the same 427 00:18:28,566 --> 00:18:29,933 it's important to keep 428 00:18:29,933 --> 00:18:33,300 keep things straight and make sure that again 429 00:18:33,300 --> 00:18:36,200 someone if someone else needs to pick up the 430 00:18:36,866 --> 00:18:38,266 pick up the shot 431 00:18:38,266 --> 00:18:41,266 they'll they'll be able to do it easily 432 00:18:46,666 --> 00:18:49,200 so back to that grade note that uh 433 00:18:49,600 --> 00:18:51,866 that I made earlier um 434 00:18:53,466 --> 00:18:58,466 I put it some mask input as the roto so that we can um 435 00:18:58,666 --> 00:19:00,300 basically just lift up 436 00:19:00,866 --> 00:19:03,633 one of the channels so that we can see 437 00:19:04,500 --> 00:19:07,533 that edge as pixels instead of um 438 00:19:07,533 --> 00:19:10,900 instead of as lines because it can be kinda deceiving 439 00:19:10,900 --> 00:19:12,900 you see the lines moving appropriately in 440 00:19:12,900 --> 00:19:14,066 in the right place 441 00:19:14,066 --> 00:19:15,166 but it might 442 00:19:15,200 --> 00:19:18,100 um it's usually easier to see 443 00:19:18,533 --> 00:19:20,166 what's actually getting output if you 444 00:19:20,166 --> 00:19:21,466 if you look at uh 445 00:19:21,566 --> 00:19:23,133 look at the mask this way 446 00:19:23,133 --> 00:19:26,466 um nuke does have a built in feature to do this uh 447 00:19:26,733 --> 00:19:27,966 but I tend not to use it 448 00:19:27,966 --> 00:19:30,466 I just find it easier to to do most 449 00:19:30,766 --> 00:19:32,666 most things in the uh 450 00:19:32,666 --> 00:19:34,166 in the no graph itself 451 00:19:34,900 --> 00:19:36,266 so it looks pretty good 452 00:19:36,266 --> 00:19:40,266 uh the big advantage to this method is it tells you 453 00:19:40,933 --> 00:19:44,033 right off the bat big areas that you've missed 454 00:19:44,166 --> 00:19:46,966 uh so I noticed that I left a hole in uh 455 00:19:46,966 --> 00:19:50,000 in his chest area right around um 456 00:19:50,966 --> 00:19:52,066 right around here 457 00:19:52,266 --> 00:19:54,300 so I'll have to go back and clean that up 458 00:19:54,300 --> 00:19:56,800 it also tells me that I missed this little 459 00:19:56,800 --> 00:19:58,966 knob thing on the wheel that I'll have to pick up 460 00:19:58,966 --> 00:20:00,166 and a sliver of the 461 00:20:00,166 --> 00:20:03,166 of the bike that I missed too um 462 00:20:04,066 --> 00:20:06,366 so we'll go and uh 463 00:20:06,466 --> 00:20:09,000 I'll go fix those in a bit 464 00:20:09,000 --> 00:20:11,500 um but I just wanna move on to some other um 465 00:20:11,500 --> 00:20:13,300 checking techniques 466 00:20:13,366 --> 00:20:15,366 uh it doesn't matter if you use lift or 467 00:20:15,366 --> 00:20:17,066 or multiplier or whatever 468 00:20:17,066 --> 00:20:20,366 basically you're just trying to change the color of uh 469 00:20:20,366 --> 00:20:22,166 of the pixels inside the mask 470 00:20:22,700 --> 00:20:24,533 so that's one way and that's a great way 471 00:20:24,533 --> 00:20:26,466 um but it doesn't show you everything 472 00:20:26,466 --> 00:20:29,666 it doesn't show you the uh 473 00:20:29,666 --> 00:20:31,666 it doesn't show you any floating that might be going on 474 00:20:31,666 --> 00:20:32,166 or jittering or 475 00:20:32,166 --> 00:20:33,533 or something like that 476 00:20:33,533 --> 00:20:34,833 so the best way to 477 00:20:35,166 --> 00:20:39,100 to look at that is to actually do a little slap comp 478 00:20:39,100 --> 00:20:41,100 so I'm just gonna disable my grade node 479 00:20:41,100 --> 00:20:42,733 leave it leave it there for now 480 00:20:42,733 --> 00:20:44,833 um but I'm gonna go ahead and make 481 00:20:45,133 --> 00:20:49,633 a merge node and a copy node so now 482 00:20:50,533 --> 00:20:54,666 I'll just copy my alpha channel from the roto itself 483 00:20:56,200 --> 00:20:59,500 and the B channel is gonna be my my RGB 484 00:21:00,266 --> 00:21:03,666 RGB channels and also make a constant color 485 00:21:03,733 --> 00:21:04,966 uh it can be anything 486 00:21:04,966 --> 00:21:07,600 let's make it uh 50% gray for now 487 00:21:09,166 --> 00:21:11,200 and the roto is my a 488 00:21:12,200 --> 00:21:14,800 because I'm gonna be putting it over this constant 489 00:21:16,333 --> 00:21:19,166 and of course pre multiply 490 00:21:21,800 --> 00:21:25,800 so now what I have is the biker over a constant colour 491 00:21:26,333 --> 00:21:28,400 and this will really tell you 492 00:21:28,400 --> 00:21:32,033 how accurate the Roto is in terms of its consistency 493 00:21:39,733 --> 00:21:41,966 so once that caches up we can see it 494 00:21:43,866 --> 00:21:45,566 so not too bad overall 495 00:21:45,666 --> 00:21:48,466 uh the biggest area of floating that 496 00:21:48,466 --> 00:21:52,300 that I see is right here on the muffler in the back 497 00:21:56,100 --> 00:21:58,100 where it kind of floats off for a little bit 498 00:21:58,133 --> 00:22:01,400 so that's another area that I'd that I'd go in and uh 499 00:22:01,400 --> 00:22:02,766 and fix a little bit 500 00:22:06,666 --> 00:22:08,566 so this is a task that uh 501 00:22:08,566 --> 00:22:10,733 that I must have done 100,000 times 502 00:22:10,733 --> 00:22:12,166 make this little network 503 00:22:12,166 --> 00:22:14,533 so one way that we can speed up uh 504 00:22:14,533 --> 00:22:16,966 this process of checking Roto is um 505 00:22:16,966 --> 00:22:18,266 by making a gizmo 506 00:22:18,533 --> 00:22:19,666 uh a gizmo is 507 00:22:19,666 --> 00:22:22,300 is basically just a group of nodes um 508 00:22:22,300 --> 00:22:25,600 you can also make just a group of nodes in nuke 509 00:22:25,600 --> 00:22:27,500 and that's exactly how we're gonna start 510 00:22:27,533 --> 00:22:31,100 so I'm gonna select this network and press Apple G 511 00:22:31,200 --> 00:22:32,900 and that makes it into a group 512 00:22:32,966 --> 00:22:33,966 so right now 513 00:22:33,966 --> 00:22:37,800 all of these nodes got condensed into one group 514 00:22:38,200 --> 00:22:40,866 you can access that subgroup by pressing the little 515 00:22:40,866 --> 00:22:42,000 s in the uh 516 00:22:42,000 --> 00:22:43,566 in the group note itself 517 00:22:43,666 --> 00:22:46,533 um and it shows up as a separate no graph 518 00:22:46,533 --> 00:22:47,600 uh right here 519 00:22:47,933 --> 00:22:50,333 so what this basically does is 520 00:22:50,333 --> 00:22:52,800 it creates kind of a palette for us to 521 00:22:52,800 --> 00:22:54,066 to create a node 522 00:22:54,066 --> 00:22:55,566 um in nuke uh 523 00:22:55,566 --> 00:22:57,700 with all kinds of buttons and stuff like that 524 00:22:57,700 --> 00:23:02,066 uh it uh it figures out how many input nodes to make 525 00:23:02,066 --> 00:23:04,666 and how many output nodes to make based on 526 00:23:04,666 --> 00:23:06,600 how many inputs you had 527 00:23:06,800 --> 00:23:09,300 coming into the group to begin with 528 00:23:09,300 --> 00:23:12,500 um so it creates those by default 529 00:23:12,500 --> 00:23:14,100 and if we rename them 530 00:23:14,500 --> 00:23:16,700 uh this input uh 531 00:23:16,700 --> 00:23:17,733 was for the 532 00:23:17,733 --> 00:23:18,466 was for the roto 533 00:23:18,466 --> 00:23:19,833 so I'm gonna call it roto 534 00:23:20,200 --> 00:23:23,133 and this input was for the plate 535 00:23:23,133 --> 00:23:24,000 the RGB channel 536 00:23:24,000 --> 00:23:26,000 so I'm gonna call it uh 537 00:23:26,000 --> 00:23:27,166 call it plate 538 00:23:28,500 --> 00:23:30,933 and now when we look at the group note itself 539 00:23:30,933 --> 00:23:35,066 it's labeled the uh the input arrows as roto and plate 540 00:23:35,933 --> 00:23:37,933 so that's the first step and let's uh 541 00:23:37,933 --> 00:23:40,433 let's name the group itself Roto check 542 00:23:43,300 --> 00:23:46,333 and now uh what we can do is uh 543 00:23:46,333 --> 00:23:51,266 go ahead and and make make knobs to um make this task 544 00:23:51,666 --> 00:23:54,300 um repeatable 545 00:23:56,000 --> 00:23:57,533 so first uh 546 00:23:57,533 --> 00:23:59,366 if you right click in the uh 547 00:23:59,366 --> 00:24:01,500 in the area where the tabs are 548 00:24:01,500 --> 00:24:04,666 you can find the one that says manage user knobs 549 00:24:04,666 --> 00:24:06,433 and that brings up a little dialogue 550 00:24:06,500 --> 00:24:09,633 um you can add your own or you can 551 00:24:09,733 --> 00:24:13,900 uh pick ones from existing nodes inside uh the subgroup 552 00:24:13,900 --> 00:24:17,233 so the first one we're gonna start with is the 553 00:24:17,566 --> 00:24:18,833 is the grade node 554 00:24:19,933 --> 00:24:21,466 and we're gonna pick the 555 00:24:23,200 --> 00:24:25,500 uh the lift property 556 00:24:26,466 --> 00:24:29,266 and so that gives us in the user tab 557 00:24:29,366 --> 00:24:34,666 uh a slider called lift which is actually uh linked to 558 00:24:35,666 --> 00:24:40,666 to this um to the lift property inside the grade note 559 00:24:41,700 --> 00:24:43,000 so with that taken care of 560 00:24:43,000 --> 00:24:44,500 let's make another one 561 00:24:45,933 --> 00:24:47,866 for the color of the constant 562 00:24:53,933 --> 00:24:55,500 so now let's make some 563 00:24:55,500 --> 00:24:57,800 external controls for turning those on and off 564 00:24:58,166 --> 00:24:59,833 back to manage user knobs 565 00:25:01,100 --> 00:25:04,400 we can add a checkbox 566 00:25:04,533 --> 00:25:06,866 so the first checkbox I'm gonna call 567 00:25:07,166 --> 00:25:10,633 I'm going to call Color Overlay 568 00:25:15,000 --> 00:25:17,566 and the label is just a nice name for 569 00:25:18,366 --> 00:25:20,433 uh the name of this attribute 570 00:25:23,700 --> 00:25:25,633 and there's our color overlay button 571 00:25:26,266 --> 00:25:30,033 and then I'm gonna make a second one called 572 00:25:31,600 --> 00:25:32,966 premult apply 573 00:25:33,900 --> 00:25:35,766 I'm gonna leave the name as premult 574 00:25:35,766 --> 00:25:41,233 and the label is going to be premult over 575 00:25:42,566 --> 00:25:43,366 PG 576 00:25:45,300 --> 00:25:47,366 so there's that one 577 00:25:47,666 --> 00:25:53,700 and the way we can link those together is by uh is by 578 00:25:54,966 --> 00:25:58,066 going into each uh node and 579 00:25:58,133 --> 00:26:01,600 the easiest way to do it is with the disable property 580 00:26:01,800 --> 00:26:04,566 uh we can add an expression on that checkbox 581 00:26:05,500 --> 00:26:08,366 and uh link it to the 582 00:26:08,366 --> 00:26:10,966 the check boxes that we've just created 583 00:26:11,066 --> 00:26:13,533 in order to access the properties on the group 584 00:26:13,533 --> 00:26:14,500 note itself 585 00:26:14,566 --> 00:26:18,466 we first have to call the parent 586 00:26:18,933 --> 00:26:22,766 and then with the dot you specify the name of the 587 00:26:22,933 --> 00:26:23,600 of the property 588 00:26:23,600 --> 00:26:25,366 so we named the first one 589 00:26:26,566 --> 00:26:28,500 for the grade node color overlay 590 00:26:29,500 --> 00:26:33,166 and now it's properly um resolved it to 0 591 00:26:33,200 --> 00:26:34,900 cause it's not checked right now 592 00:26:35,500 --> 00:26:37,333 but we actually wanted to do the opposite 593 00:26:37,333 --> 00:26:39,766 when the color overlay is not checked 594 00:26:39,800 --> 00:26:42,400 we want the node to be disabled 595 00:26:42,566 --> 00:26:45,200 so by putting an exclamation point in front of it 596 00:26:45,200 --> 00:26:49,433 that specifies um the opposite of whatever the value is 597 00:26:50,900 --> 00:26:53,200 so now you can see there's a single slash 598 00:26:53,200 --> 00:26:55,100 indicating that there's an expression on 599 00:26:55,100 --> 00:26:55,900 the disabled note 600 00:26:55,900 --> 00:26:57,833 and if we check that on and off 601 00:26:59,133 --> 00:27:02,133 um the grade note properly turns on and off 602 00:27:02,133 --> 00:27:04,300 so let's change the the grade color 603 00:27:05,766 --> 00:27:07,200 and now it turns on and off 604 00:27:09,866 --> 00:27:11,366 so for the next one um 605 00:27:11,366 --> 00:27:14,266 it gets a little complicated because we can't just 606 00:27:14,666 --> 00:27:16,533 uh turn this node 607 00:27:16,533 --> 00:27:19,000 the we can't just turn the merge note on and off 608 00:27:19,800 --> 00:27:21,566 uh we have to 609 00:27:21,866 --> 00:27:23,100 and nor can we just turn 610 00:27:23,100 --> 00:27:24,900 the pre multiply note on and off 611 00:27:26,166 --> 00:27:28,700 cause that doesn't give us exactly what we want 612 00:27:28,700 --> 00:27:29,966 so we're gonna do two things 613 00:27:29,966 --> 00:27:32,033 well let's first wire that up 614 00:27:32,133 --> 00:27:34,166 so in the pre multiply node 615 00:27:35,966 --> 00:27:39,166 we'll just uh add a new expression for that 616 00:27:39,166 --> 00:27:41,100 and this expression is going to be 617 00:27:41,200 --> 00:27:44,366 the opposite of parent dot premult 618 00:27:48,900 --> 00:27:51,666 so now when pre multiply is checked 619 00:27:52,400 --> 00:27:54,366 the pre multiply node turns on 620 00:27:56,700 --> 00:27:58,033 but when it's unchecked 621 00:27:58,266 --> 00:28:01,600 we want it to use the color overlay or we want it to 622 00:28:01,600 --> 00:28:04,266 use the RGB channels directly from the plate 623 00:28:04,400 --> 00:28:06,100 so in order to do that 624 00:28:06,300 --> 00:28:08,766 so to fix this we can use a switchnote 625 00:28:12,066 --> 00:28:16,633 and make our 1 input the merge node and our zero input 626 00:28:17,000 --> 00:28:19,966 the uh coming out of the premult node 627 00:28:21,666 --> 00:28:25,266 so when uh premult apply is off it's 0 628 00:28:25,266 --> 00:28:27,000 so let's wire that up 629 00:28:31,666 --> 00:28:33,900 so this time it does not need to be the opposite 630 00:28:33,900 --> 00:28:36,200 because when it's when premult is 0 631 00:28:36,200 --> 00:28:39,666 we want the input of the switchnote to be zero 632 00:28:41,133 --> 00:28:42,800 so when we check it on 633 00:28:43,600 --> 00:28:47,800 it uses the merge note the one input right here 634 00:28:48,500 --> 00:28:50,366 so when we turn that on and off 635 00:28:51,100 --> 00:28:53,266 and we can have both of them on at the same time 636 00:28:53,500 --> 00:28:54,700 it does all that correctly 637 00:28:54,700 --> 00:28:57,300 so then we can you know change the color of the 638 00:28:57,300 --> 00:28:59,300 of the background to whatever we want 639 00:29:02,933 --> 00:29:04,066 and there's our gizmo 640 00:29:04,100 --> 00:29:06,866 so once you've got that all wired up sufficiently 641 00:29:07,100 --> 00:29:08,233 to your liking 642 00:29:09,466 --> 00:29:14,500 um you can export this by going to the node 643 00:29:14,500 --> 00:29:18,166 uh tab of the gizmo and saying export as gizmo 644 00:29:18,500 --> 00:29:21,466 and then save it somewhere and uh 645 00:29:21,466 --> 00:29:24,033 and then we're gonna move it to the to the right place 646 00:29:25,766 --> 00:29:27,166 uh depending on 647 00:29:27,566 --> 00:29:28,766 what computer you're on 648 00:29:28,766 --> 00:29:30,300 if you're on a Mac or PC 649 00:29:30,300 --> 00:29:32,666 it uh the location of that 650 00:29:32,766 --> 00:29:35,133 gizmo might be different for you um 651 00:29:35,133 --> 00:29:36,233 but on a Mac 652 00:29:36,933 --> 00:29:39,866 they live in your user's folder 653 00:29:39,866 --> 00:29:42,200 in your Nuke direct dot nuke directory um 654 00:29:42,200 --> 00:29:44,133 sometimes you have to do shift Apple G 655 00:29:44,133 --> 00:29:46,300 to get to the nuke directory if it's not 656 00:29:46,300 --> 00:29:47,433 readily visible 657 00:29:48,000 --> 00:29:50,600 and I just made a folder called gizmos 658 00:29:50,800 --> 00:29:52,333 and then in this uh 659 00:29:52,333 --> 00:29:54,200 in the menu dot p y folder 660 00:29:55,166 --> 00:29:58,600 you just have to add a line right here 661 00:29:58,900 --> 00:30:01,066 called toolbar dot ad command 662 00:30:01,066 --> 00:30:03,466 and then I gave it the path to 663 00:30:03,966 --> 00:30:08,900 um my gizmo and I told it what to do 664 00:30:09,466 --> 00:30:11,066 so when I go into 665 00:30:11,066 --> 00:30:12,133 um my node graph 666 00:30:12,133 --> 00:30:13,700 all I have to do is hit tab 667 00:30:15,466 --> 00:30:17,100 and scroll down to rotor check 668 00:30:17,100 --> 00:30:18,633 and there's my gizmo 669 00:30:19,533 --> 00:30:21,166 looks just like most other nodes 670 00:30:21,166 --> 00:30:21,933 which is great 671 00:30:21,933 --> 00:30:24,100 and I can't go into the source of that 672 00:30:24,100 --> 00:30:28,066 um which you probably might not want to do for uh 673 00:30:28,066 --> 00:30:29,300 a number of reasons 674 00:30:29,566 --> 00:30:32,033 if you're at a company with a lot of people 675 00:30:32,566 --> 00:30:34,666 and you wanna standardize your tools 676 00:30:35,066 --> 00:30:37,633 uh at 0 at work we have um 677 00:30:37,733 --> 00:30:38,866 we have all of our 678 00:30:39,066 --> 00:30:42,433 custom gizmos located in one directory on our 679 00:30:42,533 --> 00:30:43,700 on our file server 680 00:30:43,733 --> 00:30:45,600 so this folder um 681 00:30:45,600 --> 00:30:50,200 and we actually have one menu dot p y fold file that uh 682 00:30:50,466 --> 00:30:52,966 that all the nuke stations reference 683 00:30:52,966 --> 00:30:54,933 so whenever anyone adds a new gizmo 684 00:30:54,933 --> 00:30:57,133 or whenever anything needs to change in this file 685 00:30:57,133 --> 00:31:00,166 it gets propagated to everybody's workstations 686 00:31:00,166 --> 00:31:01,566 so we never have to 687 00:31:01,866 --> 00:31:03,900 um worry that 688 00:31:03,900 --> 00:31:06,900 that we don't have a specific node 689 00:31:07,000 --> 00:31:08,500 um or gizmo 690 00:31:09,200 --> 00:31:10,366 on a on one computer 691 00:31:10,366 --> 00:31:11,400 but not the other 692 00:31:12,566 --> 00:31:15,666 there's also a way to customize your menus 693 00:31:15,666 --> 00:31:17,200 um by default 694 00:31:17,200 --> 00:31:18,066 what I just did 695 00:31:18,066 --> 00:31:19,466 it goes into a little 696 00:31:19,500 --> 00:31:21,066 um menu here 697 00:31:21,933 --> 00:31:23,700 without a with a generic icon 698 00:31:23,700 --> 00:31:26,500 so I can get it that way um 699 00:31:26,766 --> 00:31:30,233 and you can go crazy making icons and all kinds of 700 00:31:30,333 --> 00:31:31,466 different things like that 701 00:31:31,466 --> 00:31:33,366 but for this class um 702 00:31:33,366 --> 00:31:34,533 we'll leave it at that 703 00:31:34,533 --> 00:31:37,366 so the last thing that we're gonna take a look at in 704 00:31:37,600 --> 00:31:39,833 uh in class 1 is 705 00:31:39,933 --> 00:31:41,666 how to manipulate roto 706 00:31:41,666 --> 00:31:44,400 and how to bring roto in from other applications 707 00:31:44,533 --> 00:31:47,300 and things like that so uh 708 00:31:47,300 --> 00:31:48,200 first things first 709 00:31:48,200 --> 00:31:49,766 I don't know if you uh 710 00:31:49,766 --> 00:31:50,700 noticed or not 711 00:31:50,700 --> 00:31:54,466 but I um I put some 712 00:31:54,666 --> 00:31:56,933 motion blur on the roto um 713 00:31:56,933 --> 00:31:58,266 if we go to a heavy motion area 714 00:31:58,266 --> 00:32:00,433 you can kinda see it better right here 715 00:32:00,566 --> 00:32:03,066 as a good frame um 716 00:32:03,166 --> 00:32:05,666 and the way I did that is is um 717 00:32:07,300 --> 00:32:10,033 two fold first of all 718 00:32:10,566 --> 00:32:11,700 all your uh 719 00:32:12,400 --> 00:32:15,100 all your rotor shapes have 720 00:32:15,100 --> 00:32:17,666 motion blur properties on them already um 721 00:32:17,666 --> 00:32:19,366 they just might be set to off 722 00:32:20,133 --> 00:32:22,666 so you just select all of them and turn it on 723 00:32:24,066 --> 00:32:26,666 so that adds motion blur to our stabilized roto 724 00:32:26,800 --> 00:32:28,100 since it is stabilized 725 00:32:28,100 --> 00:32:31,366 uh doing that doesn't really affect the um 726 00:32:32,266 --> 00:32:36,200 affect the the motion blur too much because there's not 727 00:32:36,200 --> 00:32:39,500 much motion on the stabilized version um 728 00:32:39,666 --> 00:32:41,700 the way that I got the roto 729 00:32:42,133 --> 00:32:44,966 to motion blur is really coming from the tracker 730 00:32:45,066 --> 00:32:45,933 um cause again 731 00:32:45,933 --> 00:32:49,466 that's where the overall motion of the of the um 732 00:32:50,666 --> 00:32:53,266 of the bike is coming from is this tracker 733 00:32:55,000 --> 00:32:57,633 and those settings just live right 734 00:32:58,666 --> 00:33:00,366 in here in the transform tab 735 00:33:00,366 --> 00:33:02,800 so Motion Blur is kind of a misnamed 736 00:33:03,866 --> 00:33:04,933 uh attribute 737 00:33:04,933 --> 00:33:07,966 it really refers to the number of samples that 738 00:33:08,000 --> 00:33:10,133 that nuke uses to calculate the motion blur 739 00:33:10,133 --> 00:33:12,900 you can turn this up to increase the accuracy uh 740 00:33:12,900 --> 00:33:14,900 and the number of samples that it takes 741 00:33:14,900 --> 00:33:16,100 if you need to 742 00:33:16,500 --> 00:33:17,733 usually you don't have to 743 00:33:17,733 --> 00:33:19,900 especially for stuff like this 744 00:33:19,900 --> 00:33:21,266 where there's motion blur 745 00:33:21,266 --> 00:33:23,400 but there's not a great deal of it 746 00:33:23,966 --> 00:33:26,700 if you had an object moving from 747 00:33:26,700 --> 00:33:29,766 one end of the screen to the other in a single frame 748 00:33:29,766 --> 00:33:31,766 then you might need to turn up your samples 749 00:33:31,766 --> 00:33:34,100 but otherwise you should generally just leave it at one 750 00:33:34,333 --> 00:33:37,333 uh shutter speed indicates the degree of motion blur 751 00:33:37,333 --> 00:33:38,400 so if you turn it down 752 00:33:38,400 --> 00:33:39,900 the shutter is open for less time 753 00:33:39,900 --> 00:33:41,600 meaning there will be less motion blur 754 00:33:42,100 --> 00:33:44,766 if you turn that value closer to 1 755 00:33:44,766 --> 00:33:46,666 the shutter stays open for the whole frame 756 00:33:46,666 --> 00:33:48,433 and you end up with more motion blur 757 00:33:48,533 --> 00:33:49,900 uh unless you have 758 00:33:50,066 --> 00:33:53,200 really accurate dad about what camera took the footage 759 00:33:53,200 --> 00:33:55,533 um this is kind of an arbitrary thing that 760 00:33:55,533 --> 00:33:56,900 you just kinda eyeball 761 00:33:56,900 --> 00:33:58,600 so I just um 762 00:33:58,600 --> 00:33:59,866 picked what I thought looked right 763 00:33:59,866 --> 00:34:01,466 basically um 764 00:34:01,466 --> 00:34:02,400 and the way I do that is 765 00:34:02,400 --> 00:34:06,066 is I use my little color overlay and uh 766 00:34:06,366 --> 00:34:07,333 and just see 767 00:34:07,333 --> 00:34:08,700 you know how close I came 768 00:34:09,966 --> 00:34:10,866 not too bad 769 00:34:15,700 --> 00:34:17,200 so back to my alpha channel 770 00:34:17,200 --> 00:34:20,100 and shutter offset just refers to uh 771 00:34:20,100 --> 00:34:22,200 where that motion starts 772 00:34:22,200 --> 00:34:24,000 does it start at the start of the frame 773 00:34:24,133 --> 00:34:25,466 or the end of the frame 774 00:34:26,066 --> 00:34:26,966 or centered 775 00:34:26,966 --> 00:34:28,700 centered is usually um 776 00:34:28,700 --> 00:34:29,566 the way I go 777 00:34:29,566 --> 00:34:32,500 it really depends on which edge you rotate uh 778 00:34:32,500 --> 00:34:35,633 did you rotate to the outside of the motion blur 779 00:34:35,766 --> 00:34:38,200 or did you rotate to the inside edge of the motion blur 780 00:34:38,200 --> 00:34:40,900 or from the center or somewhere in between 781 00:34:40,900 --> 00:34:42,633 you can use a custom value 782 00:34:43,000 --> 00:34:46,266 and turn that up or down depending on 783 00:34:46,766 --> 00:34:48,200 uh what looks right 784 00:34:49,666 --> 00:34:53,800 and these controls are identical to the motion blur 785 00:34:53,933 --> 00:34:56,166 controls inside each of your shapes 786 00:34:56,733 --> 00:34:58,333 so if you go to the transform 787 00:34:58,333 --> 00:35:00,166 uh I'm sorry 788 00:35:00,166 --> 00:35:03,866 if you go to the uh shape tab of each of these shapes 789 00:35:03,966 --> 00:35:05,166 um and by the way 790 00:35:05,166 --> 00:35:07,300 each of these tabs inside the roto node 791 00:35:07,300 --> 00:35:10,000 is specific to the shape that you have selected 792 00:35:10,166 --> 00:35:12,933 um so inside each one of these uh 793 00:35:12,933 --> 00:35:15,633 you can also choose number of motion blur samples 794 00:35:15,733 --> 00:35:19,900 uh number shutter speed and shutter offset 795 00:35:19,900 --> 00:35:23,000 just like the controls in the Transform Note 796 00:35:25,700 --> 00:35:28,666 so one other useful feature of the Roto node is 797 00:35:28,666 --> 00:35:30,600 uh you know 798 00:35:30,600 --> 00:35:32,800 when you're looking at an alpha channel with a 799 00:35:32,966 --> 00:35:34,133 with a Roto node 800 00:35:34,133 --> 00:35:36,533 you can't see the default white uh 801 00:35:36,533 --> 00:35:37,800 so you can change the 802 00:35:38,533 --> 00:35:40,700 display color to something more visible 803 00:35:40,800 --> 00:35:44,066 so if if you're rotowing something that's very 804 00:35:44,066 --> 00:35:44,966 very bright 805 00:35:45,066 --> 00:35:47,400 um it might be useful to 806 00:35:47,866 --> 00:35:48,866 to separate 807 00:35:49,300 --> 00:35:52,066 out different parts of the shape by by color 808 00:35:52,333 --> 00:35:54,266 as well to make your life a little easier 809 00:35:55,000 --> 00:35:58,333 the other box next to that is the actual output color 810 00:35:58,333 --> 00:36:01,766 so if I wanted to animate 811 00:36:02,700 --> 00:36:03,666 the animator 812 00:36:03,666 --> 00:36:05,733 change the value of the alpha channel 813 00:36:05,733 --> 00:36:07,166 you can do that in here 814 00:36:07,333 --> 00:36:09,066 in this specific case 815 00:36:10,000 --> 00:36:12,433 the rotornode is capable of outputting 816 00:36:13,066 --> 00:36:14,833 RGB and alpha channels 817 00:36:15,333 --> 00:36:17,366 or any other channel that you specify 818 00:36:18,666 --> 00:36:21,966 but in this case I'm only using the Alpha so whatever I 819 00:36:22,300 --> 00:36:24,900 plug in here isn't gonna affect anything at all 820 00:36:26,866 --> 00:36:29,966 and then this box here 821 00:36:29,966 --> 00:36:33,633 indicates whether or not the roto is inverted so if 822 00:36:34,566 --> 00:36:36,233 just to do a quick example 823 00:36:36,800 --> 00:36:39,366 if I make a shape 824 00:36:43,166 --> 00:36:44,266 and use that 825 00:36:44,400 --> 00:36:46,733 that just inverts um 826 00:36:46,733 --> 00:36:48,800 inverts the shape so that it makes 827 00:36:48,800 --> 00:36:52,133 white on the outside and black on the inside um 828 00:36:52,133 --> 00:36:53,266 the other option 829 00:36:54,300 --> 00:36:58,466 next to that is the uh blending mode uh 830 00:36:58,666 --> 00:37:01,900 for this all we needed was over um 831 00:37:02,566 --> 00:37:03,666 if you're doing some 832 00:37:03,666 --> 00:37:06,100 other complex operations inside of the roto node 833 00:37:06,100 --> 00:37:08,800 you can change this to to whatever you need um 834 00:37:08,800 --> 00:37:09,700 but that brings us 835 00:37:09,700 --> 00:37:11,466 right into what I was gonna cover next 836 00:37:11,466 --> 00:37:14,533 which is how to use um roto from other applications 837 00:37:14,533 --> 00:37:15,766 and then how to manipulate it 838 00:37:15,766 --> 00:37:18,166 so let's go ahead and uh 839 00:37:18,166 --> 00:37:19,766 and import some of that roto 840 00:37:19,766 --> 00:37:24,133 so the first one I'm gonna show is from silhouette um 841 00:37:24,133 --> 00:37:27,066 silhouettes are really popular rotoscoping program oops 842 00:37:27,400 --> 00:37:29,166 you can't read it in as a read note 843 00:37:29,166 --> 00:37:30,633 you have to import it 844 00:37:31,000 --> 00:37:32,900 so import script file 845 00:37:32,900 --> 00:37:33,900 import script 846 00:37:34,466 --> 00:37:35,833 and navigate to it 847 00:37:42,666 --> 00:37:44,900 so silhouette roto um 848 00:37:45,733 --> 00:37:48,266 always if if it's been exported correctly 849 00:37:48,266 --> 00:37:50,566 um it'll come in as a group 850 00:37:51,200 --> 00:37:52,766 so to to look at that group 851 00:37:52,766 --> 00:37:56,033 you just hit the s key inside the node and um 852 00:37:56,466 --> 00:37:59,700 silhouette hasn't quite caught up to um 853 00:37:59,733 --> 00:38:01,133 to the latest nuke yet 854 00:38:01,133 --> 00:38:02,633 uh as far as I know 855 00:38:02,700 --> 00:38:04,200 so it still uses 856 00:38:04,933 --> 00:38:07,300 um besea notes as uh 857 00:38:07,300 --> 00:38:12,100 as the roto object and they're just basically legacy um 858 00:38:12,200 --> 00:38:14,866 legacy notes that they don't put in the menus anymore 859 00:38:14,866 --> 00:38:16,700 but they still exist in the program 860 00:38:16,700 --> 00:38:17,733 so in this example 861 00:38:17,733 --> 00:38:19,600 I'm gonna copy the uh 862 00:38:19,766 --> 00:38:22,900 the roto out of the group so that we can 863 00:38:22,900 --> 00:38:24,366 kinda work with it easier 864 00:38:27,400 --> 00:38:29,133 but I know I happen to know 865 00:38:29,133 --> 00:38:31,666 but um if uh 866 00:38:31,666 --> 00:38:33,666 if I had just gotten this from from someone 867 00:38:33,666 --> 00:38:36,100 I wouldn't have known that the uh 868 00:38:36,100 --> 00:38:39,533 that the frame range is not correct on this roto uh 869 00:38:39,533 --> 00:38:40,566 in silhouette 870 00:38:40,700 --> 00:38:43,933 the roto was done from 1 to 100 uh 871 00:38:43,933 --> 00:38:47,833 this clip runs from 20:307 to 20:407 872 00:38:48,066 --> 00:38:49,600 so I'm gonna have to do some 873 00:38:49,600 --> 00:38:51,533 offset on the roto to make it work 874 00:38:51,533 --> 00:38:56,400 so the one of the great ways to do that now in uh 875 00:38:56,400 --> 00:38:58,066 in nuke is they've added the 876 00:38:58,066 --> 00:38:59,066 uh dope sheet 877 00:38:59,066 --> 00:39:00,000 before you could 878 00:39:00,000 --> 00:39:01,700 of course do this in the curve editor 879 00:39:01,700 --> 00:39:04,166 and select all the keys this way and move it over 880 00:39:04,166 --> 00:39:07,500 um but if you have a lot of different things open um 881 00:39:07,500 --> 00:39:09,000 or you have a lot of different curves 882 00:39:09,000 --> 00:39:10,300 on the graph at the same time 883 00:39:10,300 --> 00:39:13,300 or if the motion isn't exactly um neat 884 00:39:13,466 --> 00:39:17,133 uh you could end up destroying the motion by accident 885 00:39:17,133 --> 00:39:18,333 uh so they've added the 886 00:39:18,333 --> 00:39:18,866 the dope sheet 887 00:39:18,866 --> 00:39:19,766 which is really 888 00:39:19,766 --> 00:39:20,933 uh great tool 889 00:39:20,933 --> 00:39:23,100 I'm very happy that they added it 890 00:39:23,133 --> 00:39:26,066 um it lets you select uh 891 00:39:26,066 --> 00:39:28,700 clips or keyframes and uh 892 00:39:28,700 --> 00:39:31,566 drag them much easier 893 00:39:32,200 --> 00:39:33,833 than using the curve editor 894 00:39:34,333 --> 00:39:36,466 um the controls for navigating it are 895 00:39:36,466 --> 00:39:38,200 basically the same as the 896 00:39:38,200 --> 00:39:39,433 as no graph 897 00:39:39,733 --> 00:39:42,200 so just go in there and put frame 1 on 898 00:39:42,200 --> 00:39:43,700 the first frame of our sequence 899 00:39:43,700 --> 00:39:45,633 and there we go 900 00:39:46,200 --> 00:39:47,800 that lines up pretty well 901 00:39:53,700 --> 00:39:58,066 so I'll also go ahead and import that roto from Mocha 902 00:40:01,200 --> 00:40:03,366 here we go and Mocha is 903 00:40:03,366 --> 00:40:05,500 a little better about keeping up with nuke 904 00:40:05,500 --> 00:40:07,666 it makes a Roto paint node 905 00:40:07,666 --> 00:40:09,966 which is basically the same thing as a Roto node 906 00:40:09,966 --> 00:40:13,300 except it has extra functions for painting 907 00:40:13,566 --> 00:40:16,800 um we'll definitely get into those a lot later in the 908 00:40:16,800 --> 00:40:17,866 in the course 909 00:40:18,000 --> 00:40:20,400 um but for right now we have uh 910 00:40:20,400 --> 00:40:23,366 one spline in that uh 911 00:40:23,366 --> 00:40:25,233 in that Roto paint node with 912 00:40:25,266 --> 00:40:27,300 the same problem as the silhouette Rotto 913 00:40:27,400 --> 00:40:31,066 so now we know how to uh tackle that 914 00:40:32,533 --> 00:40:34,800 we just uh drag our keyframes over 915 00:40:38,766 --> 00:40:40,666 and this one has a little different 916 00:40:40,666 --> 00:40:42,100 frame range than before 917 00:40:42,100 --> 00:40:44,033 frame one of uh 918 00:40:45,700 --> 00:40:49,700 of the roto is not frame one of 919 00:40:50,766 --> 00:40:52,566 um of the clip 920 00:40:53,166 --> 00:40:56,033 so I could go in 921 00:40:56,266 --> 00:40:59,333 uh and ask whoever did it in mocha or go check myself 922 00:40:59,333 --> 00:41:02,866 what frame should be the first frame um 923 00:41:03,800 --> 00:41:05,533 but uh in a production 924 00:41:05,533 --> 00:41:06,900 you know you always have to keep moving 925 00:41:06,900 --> 00:41:09,966 so sometimes it's easier just to kinda eyeball it 926 00:41:09,966 --> 00:41:11,800 so I know I happen to 927 00:41:12,166 --> 00:41:13,933 you know it's pretty obvious that it's this car 928 00:41:13,933 --> 00:41:16,533 so I'll just move it into the right place 929 00:41:16,533 --> 00:41:18,800 and there we go 930 00:41:22,766 --> 00:41:25,600 great and now I can I can edit that roto or 931 00:41:25,600 --> 00:41:27,966 or fix it or do whatever I need to 932 00:41:27,966 --> 00:41:30,100 to make it to make it perfect 933 00:41:30,966 --> 00:41:33,333 so the last thing that we're gonna cover in the class 934 00:41:33,333 --> 00:41:36,066 uh in Class 1 rather is um 935 00:41:36,066 --> 00:41:38,866 is how to manipulate this roto 936 00:41:38,866 --> 00:41:44,500 so we now have um three elements we have one car 937 00:41:44,566 --> 00:41:46,166 we have the other car 938 00:41:46,800 --> 00:41:48,866 and we have our biker 939 00:41:49,866 --> 00:41:55,566 let's say we wanted to isolate this car specifically um 940 00:41:55,933 --> 00:41:58,433 and we have the roto that lives in 941 00:41:58,666 --> 00:42:00,100 three separate places 942 00:42:00,933 --> 00:42:04,800 um I'll go ahead and label this car car to 943 00:42:09,200 --> 00:42:11,566 so what we're looking to do is basically 944 00:42:11,866 --> 00:42:13,600 cut out this car 945 00:42:15,666 --> 00:42:17,066 with this roto 946 00:42:18,933 --> 00:42:21,466 so one of the more efficient ways to do that is to use 947 00:42:21,466 --> 00:42:22,666 a channel merge 948 00:42:23,366 --> 00:42:25,266 so uh we're gonna make the 949 00:42:25,266 --> 00:42:28,800 a input our car roto and the B input our biker roto 950 00:42:29,166 --> 00:42:30,733 and just look through that by default 951 00:42:30,733 --> 00:42:33,700 the channel merge operation is set to union um 952 00:42:33,700 --> 00:42:36,533 this has a lot of the same options as a merge node 953 00:42:36,533 --> 00:42:37,566 so if you mouse over it 954 00:42:37,566 --> 00:42:40,266 you get a mathematical description of of each 955 00:42:40,400 --> 00:42:42,333 uh the one we want uh 956 00:42:42,333 --> 00:42:44,866 we wanna just isolate the parts of the car 957 00:42:44,866 --> 00:42:47,233 so what we want is an out 958 00:42:49,533 --> 00:42:51,966 and so if you look at the math of an out 959 00:42:52,166 --> 00:42:54,666 it's uh it's 8 times one minus B 960 00:42:54,666 --> 00:42:58,000 so remember this is our a and this is our B 961 00:42:58,933 --> 00:43:01,900 so if we take a look at a pixel inside here 962 00:43:01,933 --> 00:43:04,366 we have a in this case one 963 00:43:06,566 --> 00:43:12,300 times multiplied by 1 minus b so 1 - 1 is zero 964 00:43:12,366 --> 00:43:15,800 so in this pixel we get 0 965 00:43:17,300 --> 00:43:21,600 so then all we do is just put that in our pipe 966 00:43:23,266 --> 00:43:25,366 and there we have it 967 00:43:25,566 --> 00:43:28,233 so if we look at our rotor check now 968 00:43:28,966 --> 00:43:33,200 um now it's going to be highlighting the uh the car 969 00:43:33,900 --> 00:43:34,833 not the biker 970 00:43:38,300 --> 00:43:40,200 so there we've isolated that car 971 00:43:40,300 --> 00:43:42,600 and we can do the same thing um 972 00:43:43,000 --> 00:43:46,800 we can add motion blur to that as well 973 00:43:55,733 --> 00:43:56,533 oops 974 00:43:57,866 --> 00:43:58,666 there 975 00:44:01,500 --> 00:44:03,433 so now that has some motion blur on it 976 00:44:12,166 --> 00:44:13,366 and the last car 977 00:44:16,800 --> 00:44:19,633 this one is getting cut out by both 978 00:44:19,666 --> 00:44:22,000 so now that we have um 979 00:44:23,333 --> 00:44:26,433 all these elements we can make another channel merge 980 00:44:27,600 --> 00:44:29,466 and this time what we want to do 981 00:44:30,866 --> 00:44:32,333 is instead of uh 982 00:44:32,333 --> 00:44:33,733 cutting the first car with the other 983 00:44:33,733 --> 00:44:37,566 we can use the default behaviour of the um 984 00:44:37,933 --> 00:44:38,966 of the channel merge node 985 00:44:38,966 --> 00:44:39,766 which is a union 986 00:44:39,766 --> 00:44:41,466 so we're getting um 987 00:44:41,766 --> 00:44:44,500 we're getting white for where they both are 988 00:44:45,100 --> 00:44:49,300 and do the same kind of thing with the um 989 00:44:49,300 --> 00:44:50,066 with the other car 990 00:44:50,066 --> 00:44:51,633 so make another channel merge 991 00:44:52,333 --> 00:44:55,400 and do the same kind of thing 992 00:44:57,166 --> 00:44:58,100 with the car 993 00:44:59,600 --> 00:45:00,400 out 994 00:45:02,200 --> 00:45:04,766 there we go so if we plug that in 995 00:45:13,500 --> 00:45:14,833 there we have that car 996 00:45:17,566 --> 00:45:19,866 getting cut out by both of those shapes 997 00:45:22,500 --> 00:45:23,700 so this is uh 998 00:45:23,700 --> 00:45:25,966 really useful if you know 999 00:45:25,966 --> 00:45:28,200 you have a ton of different types of mats 1000 00:45:28,266 --> 00:45:29,700 and you just wanna 1001 00:45:29,933 --> 00:45:30,866 um you know 1002 00:45:30,866 --> 00:45:33,100 use them to get the most out of your 1003 00:45:33,366 --> 00:45:34,200 out of what you've got 1004 00:45:34,200 --> 00:45:36,100 so you don't have to roto something new 1005 00:45:36,266 --> 00:45:38,500 um knowing how to manipulate alpha channels 1006 00:45:38,500 --> 00:45:40,066 is a really powerful 1007 00:45:40,566 --> 00:45:42,800 powerful piece of knowledge uh 1008 00:45:43,166 --> 00:45:44,733 so you know 1009 00:45:44,733 --> 00:45:46,266 we're gonna be using all 1010 00:45:46,266 --> 00:45:47,166 all kinds of uh 1011 00:45:47,166 --> 00:45:50,800 different merge operations in the coming classes 1012 00:45:50,800 --> 00:45:52,733 so get used to seeing this tool tip a lot 1013 00:45:52,733 --> 00:45:55,466 if you ever get confused about what something does 1014 00:45:55,466 --> 00:45:57,333 you can always look at this and 1015 00:45:57,333 --> 00:45:59,966 and figure it out mathematically 1016 00:45:59,966 --> 00:46:01,200 remember there's only 1017 00:46:01,333 --> 00:46:02,666 there's only two so it's 1018 00:46:02,666 --> 00:46:04,966 it's your a and your B 1019 00:46:06,133 --> 00:46:08,100 um and just kinda do the math and 1020 00:46:08,100 --> 00:46:10,900 and figure out what it all means um 1021 00:46:10,900 --> 00:46:13,900 and of course I'll be available in the forums to 1022 00:46:13,900 --> 00:46:15,733 to answer questions about 1023 00:46:15,733 --> 00:46:16,466 um you know 1024 00:46:16,466 --> 00:46:18,733 what some of them might be used for and 1025 00:46:18,733 --> 00:46:20,966 and other things like that um 1026 00:46:20,966 --> 00:46:22,466 but there's no substitute for 1027 00:46:22,466 --> 00:46:24,000 knowing where to go for the 1028 00:46:24,000 --> 00:46:25,000 for the answers 1029 00:46:25,200 --> 00:46:30,100 um so thanks for joining me for class one um 1030 00:46:30,266 --> 00:46:33,333 had a great time and I look forward to seeing you again 1031 00:46:33,333 --> 00:46:36,666 next class is gonna be taught by Charles uh 1032 00:46:36,666 --> 00:46:40,566 he's gonna be going over some 2D paint techniques and 1033 00:46:40,566 --> 00:46:42,366 uh that should be a lot of fun um 1034 00:46:42,366 --> 00:46:43,266 we're really gonna 1035 00:46:43,266 --> 00:46:45,400 get going into some really cool stuff next 1036 00:46:45,400 --> 00:46:47,100 next class so uh 1037 00:46:47,133 --> 00:46:49,466 look forward to seeing you thanks 74749

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