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Author Steve Wright explores the new features found in the 3D digital compositor Nuke 6. The course introduces the RotoPaint node for drawing and painting effects, the Keylight keyer for creating mattes and composites, and the SplineWarp node for warping images. The course also explains how to merge keys, animate with keyframes, and create image-based blurs. Exercise files accompany the course.
Nuke 6 New Features was created and produced by Steve Wright. We are honored to host his material in the lynda.com Online Training Library®.
I've loaded a new RotoPaint node, so we can take a look at animating shapes using keyframe animation. We'll go up to our Bezier, draw a little shape, Return to close. Don't forget you have to have the autokey on or you're not going to get keyframes. We'll move the playhead out to frame 50. I'll move the shape up here. Now the RotoPaint node keeps the control points, the transformations, and the shape attributes as three separate keyframes.
Right now, I've just put a keyframe for Transform only. But if I move the control points, I've now added a keyframe for the shape as well. When I say shape, I mean the control points that define the outline of the shape. We'll move the playhead to frame 100. Again, I now have a keyframe for the transformation only. If I select all the points, I can now change the shape of my shape.
Now I have keyframes on the first, fifth and hundredth frame for both transform and shape. We can also delete shapes separate from transform, separate from attributes. You'll notice I don't have any keyframes on the timeline. You won't get them unless you select the shape that has keyframes. I'll slide the playhead out to 50 where I have a keyframe. I'll do the right mouse pop-up. Now you see I got the pop-up for the viewer.
If I put the mouse over here, do a right mouse pop-up, even if I'm inside the bounding box or on the shape body, I have to have the cursor on the spline line in order to get the right mouse pop-up for the shape. So we'll go down to Delete key. I'll say I want to delete the key for just the shape. Select that. You see my shape changed shape, but I still have a keyframe for the transform.
We'll go back to frame 50. Now I'll say delete the key for the transform. By the way, I could have selected all, and it would've killed the keyframe for the shape, the transform and the attributes. So we'll do transform now. Now I have no keyframe for transform or the shape. I play the shot. I now have only keyframes at 1 and 100 for the shape and transform. The little keyframe mark here at frame 50 is for the attributes, which I haven't really animated, but there is still a keyframe there.
We can also set a keyframe for just the shape anywhere we want. So we roll the playhead back to frame 50, and I'll do the right mouse pop-up, and I'll say set key for just the shape. Then I'll animate the shape. Give it a difference. You can see the shape is changing shape, but the transform has no keyframe. We'll go back to that same keyframe, right mouse pop-up, say set a key for the transform. Now I've introduced a transform keyframe.
I now have three keyframes for both the shape and the transform. To delete a keyframe, simply place the playhead on that keyframe and do your right mouse pop-up and say delete key. If you say all, it'll delete the shape, the transform, and the attributes. We can also copy points and shapes between frames like this. We'll go to a frame here. If I have some points selected.
If I do a right mouse pop-up and I say copy, the choice will be point: values. I'll deselect. If I just have the shape selected, the right mouse pop-up copy will say shape: values. So the point values would be used if you wanted to copy one or two or three control points between keyframes. The shape values will copy the entire shape, again not the transform. So I'll say copy > shape values.
I'll then move to another frame, and right mouse pop-up. I'll say paste > shape values. Now I've added a keyframe here that keeps the shape exactly the same for the whole last half of the shot. But I still have my other shape keyframe at the beginning of the shot. You can also copy shape or control point values between two different shapes. So let's get a new shape.
I'm going to add another Bezier right over here. Go back to my first one and I'll say copy, this time shape animation. That means I'm going to copy the control points for the shape for the whole length of the shot, not just one frame. So I'll click on that. I'll come over to this guy, and do a right mouse pop-up, and say paste>shape animation. Now this new shape will have the same control point shape as the first shape.
We can scrub through it like this. We can see that they're both animating their shapes in the same exact way. I'll delete the new shape here, and show you how to delete all the animation in a shape. Select your shape. Go to the frame that you would like to freeze. So let's say frame 20 has got the shape I want to keep over the whole length of the shot. Then right mouse pop-up, and say no animation > all. Now the shape is frozen over the whole length of the shot.
Next, let's take a look at the Property panels and those three tabs that are used for shapes Common, Transform, and Shape.
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