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rotoscoping in Nuke 5 tips for beginners
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so tip No. 1 is to identify motion paths
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so what do I mean by this
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we have a footage here of a of a person
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sort of picking up some
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objects and and kind of moving them to a
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different spot
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so far task was to rotoscope this hand
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and we wanted to isolate it and create a mat
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you know
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one of the mistakes that beginners might make is
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kind of arbitrarily placing keyframes on your timeline
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so we have a timeline down here in the corner
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and sometimes people
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think you just put a keyframe you know
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every 20 frames or every 30 frames or
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maybe shorter if it's a shorter shot
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but we have a lot of frames here
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but the problem with this is
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you end up kind of counter animating your shapes
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so if you were to look at the motion of this hand
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and what you want to do always
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before you start your footage is to
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watch the whole footage
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and try to identify some patterns in motion
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there are usually some characteristics of motion that
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are mostly always the same
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unless you have really chaotic motion but there are
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some
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principles of motion that we're going to talk about
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briefly
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that is pretty much the same for most objects so
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if we just look at this and kind of play our footage
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we can see that the hand is kind of going between
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actually three different locations
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so if we were to just put a keyframe at the beginning
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and one at the very end
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we're actually gonna miss
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one of the spots here
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so if I were to kind of draw it out on a
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just sort of a motion path here
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we can see we have like a starting location
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which is here
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we have like a top location
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and then we have sort of an end location like this
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and so if we were to just draw that out
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it's basically kind of a triangle
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so rather than
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just arbitrarily
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doing one at the start and one at the end
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what you want to do is I is
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place a keyframe at the
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change of motion so where
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an object slows down and starts to change direction
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you want to look for those changes of direction
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and that's where you
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start your keyframes
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so basically you would just put a
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keyframe here at the beginning of your shot
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when the hand reaches the top that's another keyframe
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and then we would put one at the end
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and that would avoid us
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making the mistakes of having to counter animate stuff
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because if we put a
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keyframe at the beginning and one at the end
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the rotor shape will just
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slide between those two shapes like this
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and then we're going to have to
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kind of counter animate it to make sure it goes
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up and all those kind of things
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so you really want to watch the motion
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put your keyframes that the key points of motion
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changes and angle changes
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and that will save you actually a lot of time
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than rather than just arbitrarily
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putting on random frames
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one other thing to note is that usually objects
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they kind of ease in and ease out
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so that's something to keep in mind
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so once you have your main motion points in place
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so if you put a key from here here and here
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usually objects will kind of
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and this is a very chaotic motion
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they'll kind of
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ease in and ease out
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so basically it will kind of slow down here
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and it will start to speed up here
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so those will be
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another place
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you'd kind of put your secondary keyframes
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is just before
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the object kind of
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settles into its next position
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so if you look at the motion objects
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you know objects will gain speed
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but they kind of have to gradually
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get that velocity and
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the same with decreasing
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so that's something to keep in mind when
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you're placing your keyframes
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look for the directions of motion
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make sure your ease in and ease out
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points are there as well
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and that's going to save you a bit of time
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tip No. 2 is separate by objects so
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what this means is
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basically you don't want to roto objects together
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especially if they're on different
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planes of parallax
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or if they're deforming differently from each other
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so you can save yourself a lot of time by simply
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separating the objects by different shapes
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so if I go to the keyframe here
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we can see I've taken the foreground object
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and an object that's behind it
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and even the area that you don't see
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the rest of the object you can overlap those
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two pieces and
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it's just going to make it a little bit easier
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because you can simply
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just grab the entire shape as the shot is moving
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rather than if you were to roto it like this
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where the points are together
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maybe do a little bit of better job
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but
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if the points are together like this
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these points might slide along the surface
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so one of the things you want to do
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when your rotoing is not only consider
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separate objects but also
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and this seems to
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sort of get looked over when your beginner potentially
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is like you think that the points don't matter
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kind of on where the edge it is
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and that's actually something that's really important
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because if you let your point slide around on your edge
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you think
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you're just trying to capture the silhouette of the
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shape but it's not the case
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you can get a little bit of a wobbly
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edge if you put too many keyframes
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or
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your points are sliding around on the surface like this
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like if the shape is
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kind of going along and this point
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doesn't stay in the same spot
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so what I do is I typically look for a feature
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you know
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if we see that the black line is here on the hat
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and I see that there's a point here
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I would try to keep that point
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as close as I can as this
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you know sequence goes on
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so that's something to keep in mind
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so keep objects separated
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keep the points
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relative to the place that they're originally placed
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and you're going to get a more solid roto by doing that
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so tip No. 3 we have stabilize your footage
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and basically
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this is pretty straightforward but
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it's something to think about if you have shaky footage
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something like this
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if we take a look
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we can see this is sort of handheld
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let me just kind of zoom in here
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sort of handheld footage and pretty shaky
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and all over the place in terms of the motion
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and so if we wanted to rotoscope a few of these
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fruits or
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kind of things being carried in this basket here
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again we want to rotate the object separately
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maybe we want to isolate one or two of these
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we wouldn't want to do every single shape as one shape
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like the whole silhouette of this thing
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maybe we want to color correct those to be different
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color so
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what we could do is take a tracker node
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and we want to stabilize it
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do a roto and basically match
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move it after so we would add a track
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we take a track and we try to find a feature
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this is gonna be a little bit trickier because
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the lighting is changing quite a bit
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if we look at the footage
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the lighting is changing quite a lot on there
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so you might have to do a little bit of manual
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2d key framing here but I'm not going to go and do a
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complete
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perfect track of this but just to show the example
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so I could set the reference frame where we are
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in the transform node
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and we can try to find a good feature
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also one thing we can
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sort of turn on and settings here is adjust for
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luminance changes
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so that will help a little bit
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with the changing of lighting
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I do expect that it would probably go a little bit
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crazy but we'll see
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so I'm going to use the
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C and X key on my keyboard
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and I'll try to find a feature
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maybe I'll go on the front here because this one's
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a little bit more in the sunlight
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if I hit C it'll track forward
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so we can see it's popping off there
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so maybe it's not the best feature
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we'll see if we can find a different one
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maybe this one here on the corner
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we could try that
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we could expand our range a little bit and hit C
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so that one's working a little bit better
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so I can use that one and sticking relatively well
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and then we could just adjust it as it goes off
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so C will track forward if I hit X
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it will track backwards in time
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so I can go frame by frame
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and just make sure I get a couple good frames of this
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for the example
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and it if it's not completely
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perfect you can you can always go in there adjust it
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of course this window really helps so
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pay attention to your sort of stabilized window here
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and just see if it's kind of jittering so
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if it updates properly which sometimes it kind of lags
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but
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this is a good way to see if it's jumping
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so these two frames are good but between here and here
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if it updates we can see it just
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hops to the right a little bit
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so we can just
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slightly adjust it over
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and then just keep doing that
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until you get a really good result so
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I like to make these window
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really big if you're trying to get a tight
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sort of track so I can kind of put it here and
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step back and forth and just check
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and try to get that
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sort of sub pixel accuracy if you can
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so that's how you can get really
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tight tracks as well
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so I was gonna actually make a different tutorial
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just on that because it's very useful
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to know if you watch that sort of sub pixel motion
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this window really helps
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so
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just keeps stepping through
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and we can see it jumps off here again
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so we just slightly
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shifts it over
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and I think that's good enough for the example
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if it's a little bit off we can always fix it later but
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that's good enough what I'll do is I'll go here
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I'll export a match move bait
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I just like to do it baked
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just because it doesn't mess up if this thing gets
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kind of messed up here in accident
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so we have our match move
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and I'm gonna also do a stabilized baked
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so we have the two of them
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let's get the stabilized baked
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once it's stabilized once it's match move
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so we'll put the stabilize on there
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we'll put our roto in between and then we'll put
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the match move
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sort of at the end and so
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remember our reference frame so our reference frame was
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151 I believe
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that's our reference frame
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so I'm gonna start my roto there
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I'm gonna close all this stuff
274
00:09:54,500 --> 00:09:56,700
and we'll just roto maybe one of these
275
00:09:56,700 --> 00:09:57,733
we'll just kind of put a
276
00:09:58,266 --> 00:10:00,600
quick roto here so we can drag it out
277
00:10:02,300 --> 00:10:04,466
and I'll just drag it behind for now
278
00:10:05,200 --> 00:10:06,566
and I'll just kind of go like this
279
00:10:06,566 --> 00:10:07,600
so something like this
280
00:10:07,600 --> 00:10:09,266
I can select all the points hit Z
281
00:10:09,500 --> 00:10:10,733
and smooth it out
282
00:10:11,733 --> 00:10:12,866
I use that quite a lot
283
00:10:12,866 --> 00:10:14,366
I like to work with the Beze Curve
284
00:10:14,366 --> 00:10:16,100
some people prefer to work with
285
00:10:16,466 --> 00:10:17,666
the B splines
286
00:10:17,800 --> 00:10:20,100
I just find it easier to have the control
287
00:10:20,266 --> 00:10:22,100
so I like to just select them in the hit Z
288
00:10:22,466 --> 00:10:24,200
to kind of smooth the corners
289
00:10:24,866 --> 00:10:27,166
and we have something like this and we can view it
290
00:10:27,333 --> 00:10:29,466
and this should stick a little bit closer
291
00:10:29,466 --> 00:10:29,900
so you see
292
00:10:29,900 --> 00:10:32,000
if we were to just roto on the normal footage
293
00:10:32,266 --> 00:10:33,733
the difference is quite large
294
00:10:33,733 --> 00:10:35,466
if I just step between the two frames
295
00:10:35,466 --> 00:10:37,400
but if I'm looking at the stabilized version
296
00:10:37,766 --> 00:10:39,066
if I step between those two frames
297
00:10:39,066 --> 00:10:41,266
you see it's already done most of the work for us
298
00:10:41,933 --> 00:10:43,466
and if we were to roto
299
00:10:43,733 --> 00:10:46,100
without to stabilize a bunch of these different ones
300
00:10:46,100 --> 00:10:47,933
we might be a little bit off in our track
301
00:10:47,933 --> 00:10:49,566
like one might go up a little bit
302
00:10:49,966 --> 00:10:51,700
another one might go a little bit differently
303
00:10:51,700 --> 00:10:53,300
and then you're gonna get all kinds of jittering
304
00:10:53,300 --> 00:10:54,100
so this is why
305
00:10:54,200 --> 00:10:55,133
stabilizing
306
00:10:55,200 --> 00:10:57,466
is really great because it's kind of getting the
307
00:10:57,666 --> 00:10:58,966
general motion for
308
00:10:59,666 --> 00:11:00,800
this large area
309
00:11:00,933 --> 00:11:03,200
and so if your camera is moving if it's panning
310
00:11:03,300 --> 00:11:04,400
you can stabilize that
311
00:11:04,400 --> 00:11:06,466
if it's an object that's moving independently
312
00:11:06,466 --> 00:11:07,266
like this one
313
00:11:07,966 --> 00:11:09,600
you can stabilize that as well so
314
00:11:09,900 --> 00:11:11,100
just things to think about
315
00:11:11,533 --> 00:11:12,500
think about the motion
316
00:11:12,500 --> 00:11:14,400
and think about how you can get rid of it
317
00:11:14,400 --> 00:11:16,866
do your work and then reapply that motion back
318
00:11:17,166 --> 00:11:18,300
so once we've got a roto
319
00:11:18,300 --> 00:11:19,666
I'll just do another frame here
320
00:11:20,266 --> 00:11:22,866
we can always just adjust the lines as we need to
321
00:11:23,300 --> 00:11:24,966
just make sure it's like really tight
322
00:11:25,666 --> 00:11:27,800
and I'll just do like three frames here
323
00:11:31,966 --> 00:11:33,600
yes I think it's actually I think
324
00:11:34,133 --> 00:11:34,900
actually there
325
00:11:34,900 --> 00:11:36,900
so we're just not seeing it because it's in the shadow
326
00:11:37,866 --> 00:11:40,266
so I like to step between my frames here
327
00:11:40,333 --> 00:11:43,400
and see doesn't feel like any point is kind of moving
328
00:11:43,533 --> 00:11:44,933
and if it is
329
00:11:45,133 --> 00:11:46,800
we want to make sure that's not doing that
330
00:11:46,800 --> 00:11:47,733
so we can try to
331
00:11:48,366 --> 00:11:50,400
remove that sort of jump
332
00:11:50,500 --> 00:11:52,733
make those jumps very very small
333
00:11:55,500 --> 00:11:56,600
so something like this
334
00:11:56,600 --> 00:11:58,100
I think it's a little bit off still it's
335
00:11:58,100 --> 00:11:59,400
hard to tell with the light here
336
00:11:59,400 --> 00:12:00,866
that's changing so much
337
00:12:01,300 --> 00:12:04,800
but really it's easier to just kind of look at the the
338
00:12:04,800 --> 00:12:05,600
point
339
00:12:07,133 --> 00:12:08,766
so something like that is probably good enough
340
00:12:09,466 --> 00:12:11,000
for now and
341
00:12:11,466 --> 00:12:13,200
that's good enough and now we have an alpha
342
00:12:13,200 --> 00:12:14,466
so we have our alpha here
343
00:12:14,966 --> 00:12:16,666
if we want to use this back on our main footage
344
00:12:16,666 --> 00:12:19,533
we reapply the motion with the transform match move
345
00:12:19,600 --> 00:12:21,333
and now if I watch those three frames
346
00:12:21,333 --> 00:12:22,800
it's going to move with the footage
347
00:12:22,800 --> 00:12:25,266
so we're kind of reapplying that shakiness
348
00:12:25,300 --> 00:12:26,933
and we have all of that there
349
00:12:28,000 --> 00:12:29,533
and actually what we can even do
350
00:12:29,766 --> 00:12:31,666
is now that we've done this here
351
00:12:32,733 --> 00:12:35,300
this transform stabilize we don't want to run
352
00:12:35,800 --> 00:12:37,133
the whole footage through stabilized
353
00:12:37,133 --> 00:12:38,300
because you're going to get a little bit of filtering
354
00:12:38,300 --> 00:12:39,766
it's going to blur your picture a little bit
355
00:12:40,066 --> 00:12:40,400
so you actually
356
00:12:40,400 --> 00:12:42,900
don't want to stabilize and do your work here
357
00:12:42,966 --> 00:12:44,666
this is more just like a preview
358
00:12:44,766 --> 00:12:45,800
so once we're done with it
359
00:12:45,800 --> 00:12:47,266
we can kind of just unplug it
360
00:12:47,466 --> 00:12:50,333
and we actually have the roto here with the match move
361
00:12:50,333 --> 00:12:51,100
so you don't even
362
00:12:51,100 --> 00:12:52,600
stabilize doesn't do anything at this point
363
00:12:52,600 --> 00:12:55,333
we can just kind of disable it or keep it there
364
00:12:55,333 --> 00:12:56,266
it doesn't really matter
365
00:12:58,166 --> 00:12:59,300
and then what we can do
366
00:12:59,466 --> 00:13:01,333
is just use this as like a color grade
367
00:13:01,333 --> 00:13:03,066
so we can plug it in like this mask
368
00:13:03,066 --> 00:13:04,466
and then we could use that
369
00:13:04,966 --> 00:13:06,733
in whatever way we're trying to achieve here
370
00:13:06,733 --> 00:13:08,533
so we can you know change the color of this thing
371
00:13:09,000 --> 00:13:11,700
we could blur out our alpha a little bit
372
00:13:11,933 --> 00:13:13,900
and just the basic stuff
373
00:13:13,933 --> 00:13:15,533
so we have that kind of sticking
374
00:13:16,333 --> 00:13:17,733
so that's something to think about
375
00:13:17,733 --> 00:13:19,166
stabilize your shots when you can
376
00:13:19,166 --> 00:13:20,666
if there's a lot of motion it's going to help
377
00:13:20,666 --> 00:13:22,766
and especially if there's a lot of objects
378
00:13:23,200 --> 00:13:26,266
you know you can also do planar tracks
379
00:13:26,266 --> 00:13:28,766
you know if you have an arm that's sort of swinging or
380
00:13:28,900 --> 00:13:31,300
a character that's moving a certain way
381
00:13:31,300 --> 00:13:33,266
there's different you can use other types of tracks
382
00:13:33,266 --> 00:13:35,733
it's not just the 1d track that we've done here
383
00:13:42,200 --> 00:13:44,166
so the next thing we want to think about
384
00:13:44,166 --> 00:13:46,466
are primary and secondary forms
385
00:13:46,466 --> 00:13:48,566
so when you rotoscoping
386
00:13:49,400 --> 00:13:50,766
typically there are
387
00:13:51,533 --> 00:13:53,966
complex shapes that we can break down into
388
00:13:54,600 --> 00:13:56,566
smaller and simpler forms
389
00:13:56,700 --> 00:13:59,466
and so this is just a video we have this
390
00:14:00,800 --> 00:14:03,466
kind of rooster walking here and
391
00:14:03,966 --> 00:14:05,733
this is an example of this so
392
00:14:06,100 --> 00:14:08,733
we did talk about separating things by objects you know
393
00:14:09,200 --> 00:14:11,200
easily identifiable objects you can
394
00:14:11,200 --> 00:14:13,666
you know like these leaves is very obvious which are
395
00:14:13,700 --> 00:14:15,000
separate but
396
00:14:15,366 --> 00:14:16,966
with complex forms
397
00:14:16,966 --> 00:14:18,333
that have overlapping shapes
398
00:14:18,333 --> 00:14:19,600
you can also do the same thing
399
00:14:19,600 --> 00:14:22,533
you can actually break them down into simpler shapes
400
00:14:22,600 --> 00:14:24,733
so an example of this might be
401
00:14:25,166 --> 00:14:27,333
taking the body of this thing
402
00:14:28,266 --> 00:14:31,133
and we can sort of like we could do a roto
403
00:14:31,866 --> 00:14:35,600
of just you know maybe the general outline of the body
404
00:14:36,766 --> 00:14:40,300
and sometimes some of the smaller feathers
405
00:14:40,700 --> 00:14:43,066
might pop up independently so
406
00:14:43,366 --> 00:14:45,533
rather than doing that on the overall silhouette
407
00:14:45,533 --> 00:14:46,733
like adding to this main
408
00:14:46,733 --> 00:14:48,000
body shape like this
409
00:14:48,000 --> 00:14:49,000
we wouldn't want to just keep
410
00:14:49,000 --> 00:14:51,733
adding little shapes every time something pops up
411
00:14:52,300 --> 00:14:55,366
rather what you can do is simply create
412
00:14:55,766 --> 00:14:59,133
smaller forms and whenever those
413
00:15:00,066 --> 00:15:02,333
small shapes break the main silhouette
414
00:15:02,733 --> 00:15:04,800
that is a good way to do it because
415
00:15:05,166 --> 00:15:06,900
you'll kind of save yourself
416
00:15:08,000 --> 00:15:09,466
a little bit of work there
417
00:15:09,466 --> 00:15:10,900
so if I switches to different color
418
00:15:11,866 --> 00:15:14,266
we can see that so you see a primary form
419
00:15:14,766 --> 00:15:16,700
the little bumps that
420
00:15:16,700 --> 00:15:17,700
create secondary forms
421
00:15:17,700 --> 00:15:19,466
and this is a pretty useful technique
422
00:15:19,466 --> 00:15:21,300
and you can as many of them as you need to
423
00:15:21,333 --> 00:15:23,266
depends on the complexity
424
00:15:24,333 --> 00:15:26,366
of the form that you're doing
425
00:15:27,066 --> 00:15:28,333
for example this might be
426
00:15:28,333 --> 00:15:30,533
another example if you're doing this sort of
427
00:15:31,366 --> 00:15:32,466
tail thing here
428
00:15:32,466 --> 00:15:33,966
you could do maybe like the main one
429
00:15:33,966 --> 00:15:34,566
and then you could
430
00:15:34,566 --> 00:15:36,766
break the smaller ones off because they're going to be
431
00:15:36,900 --> 00:15:38,133
moving pretty differently
432
00:15:38,133 --> 00:15:39,500
so you could break it up into
433
00:15:39,566 --> 00:15:42,000
as many forms as you need depending on the motion
434
00:15:42,400 --> 00:15:44,200
and of course you want to look at the motion
435
00:15:44,366 --> 00:15:45,166
beforehand as well
436
00:15:45,166 --> 00:15:47,533
so this is the same idea as we have the main body
437
00:15:47,800 --> 00:15:49,400
we can break that into two different shapes
438
00:15:49,400 --> 00:15:50,333
we could have the wing
439
00:15:50,333 --> 00:15:51,566
I'll just do a real quick
440
00:15:51,766 --> 00:15:53,600
sloppy one just for the example
441
00:15:55,333 --> 00:15:57,466
and we could just like make a different color
442
00:15:58,600 --> 00:15:59,566
to see it a little bit better
443
00:15:59,566 --> 00:16:01,600
so that would be another secondary form so you see
444
00:16:02,100 --> 00:16:04,966
it's not like one object is just one shape
445
00:16:04,966 --> 00:16:07,133
it's like we're breaking it into many different things
446
00:16:07,700 --> 00:16:08,300
and that's going to make it
447
00:16:08,300 --> 00:16:09,566
easier to animate because we can just
448
00:16:09,566 --> 00:16:10,933
you know we can rotate it
449
00:16:11,566 --> 00:16:12,733
and things like that
450
00:16:13,266 --> 00:16:16,533
the last one we have here is using rotational points
451
00:16:16,566 --> 00:16:19,533
and now that we know about primary and secondary forms
452
00:16:19,566 --> 00:16:21,466
this is sort of a similar concept but
453
00:16:21,933 --> 00:16:22,866
really just breaking those
454
00:16:22,866 --> 00:16:24,700
primary and secondary forms into
455
00:16:25,166 --> 00:16:28,133
their independent motion paths
456
00:16:28,266 --> 00:16:30,300
so most forms unless you have like really
457
00:16:31,066 --> 00:16:32,733
a deformable object
458
00:16:32,733 --> 00:16:34,933
isn't going to change size that much
459
00:16:34,933 --> 00:16:36,533
so really
460
00:16:36,533 --> 00:16:38,966
if you can just separate your objects into sort of
461
00:16:39,166 --> 00:16:40,533
based on their pivots
462
00:16:41,100 --> 00:16:43,166
the general size of those independent
463
00:16:43,166 --> 00:16:44,566
shapes that you draw won't change
464
00:16:44,566 --> 00:16:47,266
that much so really you can kind of rotate them and
465
00:16:47,866 --> 00:16:48,800
just move them around
466
00:16:48,800 --> 00:16:50,666
rather than moving a bunch of points
467
00:16:51,066 --> 00:16:52,866
so if we're looking at this sort of
468
00:16:53,066 --> 00:16:54,866
sort of dog kind of jumping here
469
00:16:56,366 --> 00:17:00,133
there's a lot of motion going on but the
470
00:17:00,300 --> 00:17:01,100
so general you know
471
00:17:01,100 --> 00:17:03,533
volume isn't deforming that much
472
00:17:03,533 --> 00:17:05,333
like the muscles and skin are stretching
473
00:17:05,466 --> 00:17:07,600
but obviously the bone structure is going to stay
474
00:17:07,966 --> 00:17:09,066
the same so
475
00:17:09,566 --> 00:17:12,200
what you want to do is separate this into you know
476
00:17:12,200 --> 00:17:14,466
many different shapes and just basically do it
477
00:17:14,466 --> 00:17:16,266
how it's kind of structured in the animal
478
00:17:16,266 --> 00:17:17,500
so you would kind of do
479
00:17:18,333 --> 00:17:19,533
this area first
480
00:17:19,800 --> 00:17:21,966
we could separate this into one shape
481
00:17:22,966 --> 00:17:24,300
we could separate it here
482
00:17:24,766 --> 00:17:25,400
like this
483
00:17:25,400 --> 00:17:28,666
and we could do another shape maybe for the ankle area
484
00:17:29,366 --> 00:17:30,200
like this
485
00:17:31,133 --> 00:17:31,933
and
486
00:17:32,733 --> 00:17:34,500
this is just a very very quick and
487
00:17:34,566 --> 00:17:35,966
quick and sloppy one but
488
00:17:36,733 --> 00:17:37,933
it'll get the idea across
489
00:17:37,933 --> 00:17:40,333
and then we can do another one on the bottom if we want
490
00:17:41,666 --> 00:17:43,300
so we could separate that into three shapes
491
00:17:43,300 --> 00:17:44,666
maybe you could do two shapes
492
00:17:45,066 --> 00:17:46,933
if you want to do it that way but
493
00:17:47,366 --> 00:17:49,100
so as this kind of goes
494
00:17:49,366 --> 00:17:50,933
what's nice about this is if
495
00:17:50,966 --> 00:17:53,166
for example this bottom part rotates here
496
00:17:53,466 --> 00:17:56,533
we can just rotate that form and just put it here
497
00:17:56,700 --> 00:17:58,966
and then kind of go like this
498
00:17:59,600 --> 00:18:00,400
same with this guy
499
00:18:00,400 --> 00:18:02,566
we can just take this and move it over
500
00:18:02,733 --> 00:18:04,333
and I'm trying to line up my points
501
00:18:04,333 --> 00:18:05,333
remember what I said earlier
502
00:18:05,333 --> 00:18:06,966
trying to keep the points in the same area
503
00:18:06,966 --> 00:18:08,666
so I'll try to find a point
504
00:18:09,066 --> 00:18:11,466
like the very corner of his sort of
505
00:18:11,566 --> 00:18:13,333
I guess this would be like the angle here
506
00:18:14,366 --> 00:18:15,733
finding that corner point and then
507
00:18:15,733 --> 00:18:16,800
trying to get that lined up
508
00:18:16,800 --> 00:18:19,566
and then trying to get the rest of the points following
509
00:18:20,966 --> 00:18:23,400
moving them over and then hit z to smooth
510
00:18:25,733 --> 00:18:26,666
that's good enough
511
00:18:26,766 --> 00:18:29,366
so you can see how it's a little bit helpful to
512
00:18:29,366 --> 00:18:31,700
just kind of separating the different shapes here
513
00:18:31,700 --> 00:18:34,066
we can have them overlap and it doesn't matter
514
00:18:35,766 --> 00:18:38,100
and it helps us kind of keep our points
515
00:18:38,133 --> 00:18:39,066
more clean as well
516
00:18:39,066 --> 00:18:39,700
rather than having
517
00:18:39,700 --> 00:18:41,733
one shape with like tons and tons of points
518
00:18:43,866 --> 00:18:45,000
that's basically it
519
00:18:45,766 --> 00:18:48,400
yeah just keep that in mind if objects are rotating
520
00:18:49,466 --> 00:18:50,333
it's a really good
521
00:18:50,500 --> 00:18:52,166
opportunity to use different shapes because
522
00:18:52,166 --> 00:18:53,533
we do have this pivot point
523
00:18:53,533 --> 00:18:55,300
if you hold control
524
00:18:55,466 --> 00:18:57,166
you can put the pivot point on
525
00:18:57,166 --> 00:18:59,166
the rotation and we can just rotate
526
00:18:59,166 --> 00:19:00,733
and it will pivot around that point
527
00:19:00,733 --> 00:19:01,533
so
528
00:19:01,966 --> 00:19:04,133
a lot of real objects will rotate around
529
00:19:04,466 --> 00:19:05,800
a different sensor point
530
00:19:05,866 --> 00:19:08,466
and you can utilize that to save a little bit of time
531
00:19:09,133 --> 00:19:11,866
and that's basically it so that's 5 tips for beginners
532
00:19:12,733 --> 00:19:15,000
to increase your speed with Roto
39218
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