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These are the user uploaded subtitles that are being translated: 1 00:00:09,466 --> 00:00:12,600 rotoscoping in Nuke 5 tips for beginners 2 00:00:14,300 --> 00:00:17,933 so tip No. 1 is to identify motion paths 3 00:00:18,000 --> 00:00:19,700 so what do I mean by this 4 00:00:19,766 --> 00:00:21,866 we have a footage here of a of a person 5 00:00:22,466 --> 00:00:23,400 sort of picking up some 6 00:00:23,400 --> 00:00:25,766 objects and and kind of moving them to a 7 00:00:25,766 --> 00:00:26,600 different spot 8 00:00:26,866 --> 00:00:29,266 so far task was to rotoscope this hand 9 00:00:29,266 --> 00:00:31,400 and we wanted to isolate it and create a mat 10 00:00:32,133 --> 00:00:32,766 you know 11 00:00:32,766 --> 00:00:35,600 one of the mistakes that beginners might make is 12 00:00:36,000 --> 00:00:39,300 kind of arbitrarily placing keyframes on your timeline 13 00:00:39,300 --> 00:00:41,200 so we have a timeline down here in the corner 14 00:00:41,533 --> 00:00:42,566 and sometimes people 15 00:00:42,666 --> 00:00:44,100 think you just put a keyframe you know 16 00:00:44,100 --> 00:00:46,500 every 20 frames or every 30 frames or 17 00:00:46,600 --> 00:00:48,200 maybe shorter if it's a shorter shot 18 00:00:48,200 --> 00:00:49,333 but we have a lot of frames here 19 00:00:49,333 --> 00:00:51,700 but the problem with this is 20 00:00:51,700 --> 00:00:55,666 you end up kind of counter animating your shapes 21 00:00:55,733 --> 00:00:57,933 so if you were to look at the motion of this hand 22 00:00:57,933 --> 00:00:59,200 and what you want to do always 23 00:00:59,200 --> 00:01:00,533 before you start your footage is to 24 00:01:00,533 --> 00:01:01,700 watch the whole footage 25 00:01:01,700 --> 00:01:04,300 and try to identify some patterns in motion 26 00:01:04,966 --> 00:01:07,300 there are usually some characteristics of motion that 27 00:01:07,300 --> 00:01:09,500 are mostly always the same 28 00:01:09,566 --> 00:01:11,866 unless you have really chaotic motion but there are 29 00:01:11,933 --> 00:01:12,400 some 30 00:01:12,400 --> 00:01:14,300 principles of motion that we're going to talk about 31 00:01:14,300 --> 00:01:15,100 briefly 32 00:01:15,400 --> 00:01:18,366 that is pretty much the same for most objects so 33 00:01:18,900 --> 00:01:21,133 if we just look at this and kind of play our footage 34 00:01:22,066 --> 00:01:24,133 we can see that the hand is kind of going between 35 00:01:24,133 --> 00:01:25,933 actually three different locations 36 00:01:26,333 --> 00:01:28,533 so if we were to just put a keyframe at the beginning 37 00:01:28,533 --> 00:01:30,133 and one at the very end 38 00:01:30,700 --> 00:01:32,166 we're actually gonna miss 39 00:01:32,500 --> 00:01:33,600 one of the spots here 40 00:01:33,600 --> 00:01:35,800 so if I were to kind of draw it out on a 41 00:01:36,400 --> 00:01:38,466 just sort of a motion path here 42 00:01:39,266 --> 00:01:41,200 we can see we have like a starting location 43 00:01:41,200 --> 00:01:42,066 which is here 44 00:01:42,533 --> 00:01:44,366 we have like a top location 45 00:01:44,500 --> 00:01:47,200 and then we have sort of an end location like this 46 00:01:47,366 --> 00:01:49,333 and so if we were to just draw that out 47 00:01:49,366 --> 00:01:51,333 it's basically kind of a triangle 48 00:01:51,500 --> 00:01:52,500 so rather than 49 00:01:52,766 --> 00:01:53,900 just arbitrarily 50 00:01:53,900 --> 00:01:55,800 doing one at the start and one at the end 51 00:01:56,133 --> 00:01:57,666 what you want to do is I is 52 00:01:58,466 --> 00:02:00,533 place a keyframe at the 53 00:02:00,900 --> 00:02:02,733 change of motion so where 54 00:02:02,900 --> 00:02:05,900 an object slows down and starts to change direction 55 00:02:05,900 --> 00:02:07,733 you want to look for those changes of direction 56 00:02:07,733 --> 00:02:08,533 and that's where you 57 00:02:08,533 --> 00:02:09,766 start your keyframes 58 00:02:09,866 --> 00:02:11,900 so basically you would just put a 59 00:02:11,900 --> 00:02:13,766 keyframe here at the beginning of your shot 60 00:02:14,066 --> 00:02:16,533 when the hand reaches the top that's another keyframe 61 00:02:16,533 --> 00:02:18,366 and then we would put one at the end 62 00:02:19,300 --> 00:02:20,266 and that would avoid us 63 00:02:20,266 --> 00:02:22,700 making the mistakes of having to counter animate stuff 64 00:02:22,700 --> 00:02:23,600 because if we put a 65 00:02:23,600 --> 00:02:25,933 keyframe at the beginning and one at the end 66 00:02:27,266 --> 00:02:28,266 the rotor shape will just 67 00:02:28,266 --> 00:02:30,100 slide between those two shapes like this 68 00:02:30,100 --> 00:02:31,466 and then we're going to have to 69 00:02:31,466 --> 00:02:33,733 kind of counter animate it to make sure it goes 70 00:02:33,866 --> 00:02:35,266 up and all those kind of things 71 00:02:35,266 --> 00:02:37,066 so you really want to watch the motion 72 00:02:37,166 --> 00:02:39,966 put your keyframes that the key points of motion 73 00:02:39,966 --> 00:02:41,900 changes and angle changes 74 00:02:41,900 --> 00:02:43,566 and that will save you actually a lot of time 75 00:02:43,566 --> 00:02:45,500 than rather than just arbitrarily 76 00:02:45,733 --> 00:02:47,966 putting on random frames 77 00:02:49,166 --> 00:02:52,200 one other thing to note is that usually objects 78 00:02:52,366 --> 00:02:54,333 they kind of ease in and ease out 79 00:02:54,333 --> 00:02:55,700 so that's something to keep in mind 80 00:02:55,700 --> 00:02:58,500 so once you have your main motion points in place 81 00:02:58,700 --> 00:03:00,966 so if you put a key from here here and here 82 00:03:01,666 --> 00:03:03,366 usually objects will kind of 83 00:03:03,366 --> 00:03:05,200 and this is a very chaotic motion 84 00:03:06,466 --> 00:03:07,266 they'll kind of 85 00:03:07,500 --> 00:03:08,366 ease in and ease out 86 00:03:08,366 --> 00:03:10,366 so basically it will kind of slow down here 87 00:03:10,366 --> 00:03:12,166 and it will start to speed up here 88 00:03:12,266 --> 00:03:12,900 so those will be 89 00:03:12,900 --> 00:03:13,400 another place 90 00:03:13,400 --> 00:03:15,533 you'd kind of put your secondary keyframes 91 00:03:15,533 --> 00:03:16,700 is just before 92 00:03:17,266 --> 00:03:18,866 the object kind of 93 00:03:20,000 --> 00:03:21,900 settles into its next position 94 00:03:22,300 --> 00:03:24,366 so if you look at the motion objects 95 00:03:24,700 --> 00:03:26,366 you know objects will gain speed 96 00:03:26,366 --> 00:03:28,000 but they kind of have to gradually 97 00:03:28,333 --> 00:03:29,766 get that velocity and 98 00:03:30,133 --> 00:03:31,466 the same with decreasing 99 00:03:31,766 --> 00:03:33,366 so that's something to keep in mind when 100 00:03:33,400 --> 00:03:35,000 you're placing your keyframes 101 00:03:35,333 --> 00:03:37,100 look for the directions of motion 102 00:03:37,966 --> 00:03:39,866 make sure your ease in and ease out 103 00:03:40,400 --> 00:03:41,533 points are there as well 104 00:03:41,533 --> 00:03:43,700 and that's going to save you a bit of time 105 00:03:44,733 --> 00:03:47,900 tip No. 2 is separate by objects so 106 00:03:48,466 --> 00:03:49,866 what this means is 107 00:03:50,066 --> 00:03:52,266 basically you don't want to roto objects together 108 00:03:52,266 --> 00:03:54,466 especially if they're on different 109 00:03:54,733 --> 00:03:56,166 planes of parallax 110 00:03:56,600 --> 00:03:58,800 or if they're deforming differently from each other 111 00:03:58,800 --> 00:04:01,066 so you can save yourself a lot of time by simply 112 00:04:01,500 --> 00:04:03,466 separating the objects by different shapes 113 00:04:03,466 --> 00:04:05,466 so if I go to the keyframe here 114 00:04:06,000 --> 00:04:08,100 we can see I've taken the foreground object 115 00:04:08,133 --> 00:04:10,066 and an object that's behind it 116 00:04:10,066 --> 00:04:12,733 and even the area that you don't see 117 00:04:12,900 --> 00:04:15,100 the rest of the object you can overlap those 118 00:04:15,366 --> 00:04:17,133 two pieces and 119 00:04:17,200 --> 00:04:18,533 it's just going to make it a little bit easier 120 00:04:18,533 --> 00:04:19,900 because you can simply 121 00:04:20,166 --> 00:04:22,700 just grab the entire shape as the shot is moving 122 00:04:22,700 --> 00:04:25,533 rather than if you were to roto it like this 123 00:04:25,866 --> 00:04:27,200 where the points are together 124 00:04:27,533 --> 00:04:29,000 maybe do a little bit of better job 125 00:04:29,166 --> 00:04:29,966 but 126 00:04:30,366 --> 00:04:32,000 if the points are together like this 127 00:04:32,366 --> 00:04:34,933 these points might slide along the surface 128 00:04:34,933 --> 00:04:36,600 so one of the things you want to do 129 00:04:37,300 --> 00:04:39,566 when your rotoing is not only consider 130 00:04:40,066 --> 00:04:41,933 separate objects but also 131 00:04:42,266 --> 00:04:43,700 and this seems to 132 00:04:44,000 --> 00:04:46,166 sort of get looked over when your beginner potentially 133 00:04:46,166 --> 00:04:49,100 is like you think that the points don't matter 134 00:04:49,500 --> 00:04:52,166 kind of on where the edge it is 135 00:04:52,566 --> 00:04:54,566 and that's actually something that's really important 136 00:04:54,566 --> 00:04:57,266 because if you let your point slide around on your edge 137 00:04:57,666 --> 00:04:57,966 you think 138 00:04:57,966 --> 00:04:59,733 you're just trying to capture the silhouette of the 139 00:04:59,733 --> 00:05:01,400 shape but it's not the case 140 00:05:01,400 --> 00:05:02,800 you can get a little bit of a wobbly 141 00:05:02,800 --> 00:05:04,600 edge if you put too many keyframes 142 00:05:04,800 --> 00:05:05,600 or 143 00:05:06,133 --> 00:05:09,600 your points are sliding around on the surface like this 144 00:05:09,600 --> 00:05:11,266 like if the shape is 145 00:05:11,333 --> 00:05:13,100 kind of going along and this point 146 00:05:13,200 --> 00:05:14,400 doesn't stay in the same spot 147 00:05:14,400 --> 00:05:17,566 so what I do is I typically look for a feature 148 00:05:18,566 --> 00:05:18,866 you know 149 00:05:18,866 --> 00:05:21,533 if we see that the black line is here on the hat 150 00:05:21,600 --> 00:05:22,866 and I see that there's a point here 151 00:05:22,866 --> 00:05:24,266 I would try to keep that point 152 00:05:24,500 --> 00:05:27,066 as close as I can as this 153 00:05:27,366 --> 00:05:29,300 you know sequence goes on 154 00:05:29,300 --> 00:05:30,800 so that's something to keep in mind 155 00:05:30,800 --> 00:05:32,366 so keep objects separated 156 00:05:32,400 --> 00:05:33,566 keep the points 157 00:05:33,666 --> 00:05:36,566 relative to the place that they're originally placed 158 00:05:36,866 --> 00:05:39,766 and you're going to get a more solid roto by doing that 159 00:05:40,100 --> 00:05:43,700 so tip No. 3 we have stabilize your footage 160 00:05:43,766 --> 00:05:45,100 and basically 161 00:05:45,733 --> 00:05:47,200 this is pretty straightforward but 162 00:05:48,166 --> 00:05:51,866 it's something to think about if you have shaky footage 163 00:05:52,366 --> 00:05:53,200 something like this 164 00:05:53,200 --> 00:05:54,200 if we take a look 165 00:05:55,200 --> 00:05:57,200 we can see this is sort of handheld 166 00:05:57,200 --> 00:05:58,733 let me just kind of zoom in here 167 00:05:58,933 --> 00:06:02,133 sort of handheld footage and pretty shaky 168 00:06:02,766 --> 00:06:05,466 and all over the place in terms of the motion 169 00:06:05,733 --> 00:06:08,566 and so if we wanted to rotoscope a few of these 170 00:06:09,200 --> 00:06:10,200 fruits or 171 00:06:10,666 --> 00:06:13,400 kind of things being carried in this basket here 172 00:06:13,933 --> 00:06:15,733 again we want to rotate the object separately 173 00:06:15,733 --> 00:06:18,500 maybe we want to isolate one or two of these 174 00:06:18,966 --> 00:06:21,800 we wouldn't want to do every single shape as one shape 175 00:06:21,800 --> 00:06:23,333 like the whole silhouette of this thing 176 00:06:23,333 --> 00:06:25,000 maybe we want to color correct those to be different 177 00:06:25,000 --> 00:06:26,600 color so 178 00:06:27,133 --> 00:06:29,966 what we could do is take a tracker node 179 00:06:30,200 --> 00:06:32,400 and we want to stabilize it 180 00:06:32,466 --> 00:06:34,100 do a roto and basically match 181 00:06:34,100 --> 00:06:36,200 move it after so we would add a track 182 00:06:36,733 --> 00:06:38,866 we take a track and we try to find a feature 183 00:06:39,333 --> 00:06:41,200 this is gonna be a little bit trickier because 184 00:06:41,333 --> 00:06:43,166 the lighting is changing quite a bit 185 00:06:43,366 --> 00:06:44,666 if we look at the footage 186 00:06:45,166 --> 00:06:46,666 the lighting is changing quite a lot on there 187 00:06:46,666 --> 00:06:48,466 so you might have to do a little bit of manual 188 00:06:48,900 --> 00:06:51,700 2d key framing here but I'm not going to go and do a 189 00:06:51,733 --> 00:06:52,533 complete 190 00:06:52,600 --> 00:06:54,966 perfect track of this but just to show the example 191 00:06:55,566 --> 00:06:57,666 so I could set the reference frame where we are 192 00:06:58,100 --> 00:06:59,400 in the transform node 193 00:06:59,400 --> 00:07:01,400 and we can try to find a good feature 194 00:07:01,600 --> 00:07:03,166 also one thing we can 195 00:07:03,533 --> 00:07:05,800 sort of turn on and settings here is adjust for 196 00:07:05,800 --> 00:07:07,100 luminance changes 197 00:07:07,266 --> 00:07:08,666 so that will help a little bit 198 00:07:08,666 --> 00:07:10,566 with the changing of lighting 199 00:07:11,133 --> 00:07:12,600 I do expect that it would probably go a little bit 200 00:07:12,600 --> 00:07:13,666 crazy but we'll see 201 00:07:14,700 --> 00:07:15,766 so I'm going to use the 202 00:07:16,200 --> 00:07:18,333 C and X key on my keyboard 203 00:07:18,500 --> 00:07:19,933 and I'll try to find a feature 204 00:07:19,933 --> 00:07:22,400 maybe I'll go on the front here because this one's 205 00:07:22,400 --> 00:07:24,200 a little bit more in the sunlight 206 00:07:24,300 --> 00:07:26,400 if I hit C it'll track forward 207 00:07:26,400 --> 00:07:28,400 so we can see it's popping off there 208 00:07:28,533 --> 00:07:30,266 so maybe it's not the best feature 209 00:07:30,733 --> 00:07:32,300 we'll see if we can find a different one 210 00:07:32,700 --> 00:07:34,333 maybe this one here on the corner 211 00:07:34,666 --> 00:07:35,333 we could try that 212 00:07:35,333 --> 00:07:37,400 we could expand our range a little bit and hit C 213 00:07:37,400 --> 00:07:38,800 so that one's working a little bit better 214 00:07:38,900 --> 00:07:42,000 so I can use that one and sticking relatively well 215 00:07:42,900 --> 00:07:44,900 and then we could just adjust it as it goes off 216 00:07:45,200 --> 00:07:47,533 so C will track forward if I hit X 217 00:07:48,066 --> 00:07:49,966 it will track backwards in time 218 00:07:50,333 --> 00:07:51,666 so I can go frame by frame 219 00:07:51,666 --> 00:07:54,100 and just make sure I get a couple good frames of this 220 00:07:54,666 --> 00:07:55,566 for the example 221 00:07:58,066 --> 00:07:59,533 and it if it's not completely 222 00:07:59,533 --> 00:08:01,566 perfect you can you can always go in there adjust it 223 00:08:01,566 --> 00:08:03,500 of course this window really helps so 224 00:08:03,866 --> 00:08:06,333 pay attention to your sort of stabilized window here 225 00:08:06,466 --> 00:08:08,966 and just see if it's kind of jittering so 226 00:08:09,466 --> 00:08:11,966 if it updates properly which sometimes it kind of lags 227 00:08:11,966 --> 00:08:12,766 but 228 00:08:13,133 --> 00:08:15,266 this is a good way to see if it's jumping 229 00:08:16,766 --> 00:08:20,366 so these two frames are good but between here and here 230 00:08:21,600 --> 00:08:22,900 if it updates we can see it just 231 00:08:22,900 --> 00:08:25,266 hops to the right a little bit 232 00:08:25,266 --> 00:08:26,200 so we can just 233 00:08:26,933 --> 00:08:28,100 slightly adjust it over 234 00:08:29,400 --> 00:08:31,566 and then just keep doing that 235 00:08:31,566 --> 00:08:32,933 until you get a really good result so 236 00:08:32,933 --> 00:08:34,000 I like to make these window 237 00:08:34,000 --> 00:08:35,766 really big if you're trying to get a tight 238 00:08:36,600 --> 00:08:39,933 sort of track so I can kind of put it here and 239 00:08:40,200 --> 00:08:42,000 step back and forth and just check 240 00:08:42,133 --> 00:08:42,966 and try to get that 241 00:08:42,966 --> 00:08:44,966 sort of sub pixel accuracy if you can 242 00:08:45,866 --> 00:08:47,066 so that's how you can get really 243 00:08:47,066 --> 00:08:48,100 tight tracks as well 244 00:08:48,100 --> 00:08:49,933 so I was gonna actually make a different tutorial 245 00:08:49,966 --> 00:08:51,966 just on that because it's very useful 246 00:08:52,900 --> 00:08:56,333 to know if you watch that sort of sub pixel motion 247 00:08:56,566 --> 00:08:58,100 this window really helps 248 00:08:58,600 --> 00:08:59,400 so 249 00:09:00,300 --> 00:09:01,733 just keeps stepping through 250 00:09:02,166 --> 00:09:04,133 and we can see it jumps off here again 251 00:09:04,133 --> 00:09:05,266 so we just slightly 252 00:09:05,466 --> 00:09:06,266 shifts it over 253 00:09:06,933 --> 00:09:08,600 and I think that's good enough for the example 254 00:09:08,966 --> 00:09:11,800 if it's a little bit off we can always fix it later but 255 00:09:12,366 --> 00:09:14,800 that's good enough what I'll do is I'll go here 256 00:09:14,966 --> 00:09:17,333 I'll export a match move bait 257 00:09:18,366 --> 00:09:19,600 I just like to do it baked 258 00:09:20,200 --> 00:09:22,700 just because it doesn't mess up if this thing gets 259 00:09:23,066 --> 00:09:24,300 kind of messed up here in accident 260 00:09:24,300 --> 00:09:25,700 so we have our match move 261 00:09:25,700 --> 00:09:28,066 and I'm gonna also do a stabilized baked 262 00:09:28,400 --> 00:09:29,600 so we have the two of them 263 00:09:30,700 --> 00:09:32,133 let's get the stabilized baked 264 00:09:32,800 --> 00:09:34,466 once it's stabilized once it's match move 265 00:09:34,466 --> 00:09:35,966 so we'll put the stabilize on there 266 00:09:36,500 --> 00:09:38,700 we'll put our roto in between and then we'll put 267 00:09:39,066 --> 00:09:40,133 the match move 268 00:09:40,500 --> 00:09:42,666 sort of at the end and so 269 00:09:44,533 --> 00:09:47,266 remember our reference frame so our reference frame was 270 00:09:47,733 --> 00:09:49,200 151 I believe 271 00:09:50,000 --> 00:09:50,966 that's our reference frame 272 00:09:50,966 --> 00:09:52,366 so I'm gonna start my roto there 273 00:09:52,400 --> 00:09:53,700 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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