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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®.
The Dope Sheet displays keyframes, making it easy to shift the timing of either animation or rotos. It can also be used to adjust the timing of a clip. We'll start by taking a look at navigating the Dope Sheet. Now you should have a Dope Sheet tab right here. If you don't, it's easy enough to add. We'll go to the Pane pop-up, select Dope Sheet, and there is out Dope Sheet tab. Back to the Node Graph because we need to load some clips. Cursor in the Node Graph, type R on the keyboard, get the Read File browser.
We'll select our Project Media folder, go to the GingerBreadMan folder and select the gingerbreadman clip and then select Next because we want to go get another clip. Go up one level, select the Numbers folder and the numbers clip. And now we can say Open and we have our two clips. Select this one, type 1, select that one to type 2, and we've got both hooked up to the viewer. So we have two read nodes opened in the Property bin. If we go to the Dope Sheet, we can see that both read nodes are represented.
You'll normally only see in the Dope Sheet nodes whose Property panels are opened. However, in the case of the Read node, you can go to the node tab and come down here--always in Dope Sheet--turn that on, and then even if you clear everything out of the Property bin, that one Read node will always show up. And by the way, if you double-click on that Read node, it will open it up for you in the Property bin. Okay, let's get some transformation keyframes, so we'll select our Numbers Read node, type T on the keyboard to get a Transform node.
We'll enable keyframe for translate only, jump a few frames, set a keyframe, jump a few frames, set a keyframe, jump a few, set, and done. All right, I now have five keyframes on the Timeline for translate only. Next, I'll put the playhead say right here and I'll our keyframe the rotate, so it's on a different set of keyframes in the Translate. I have a keyframe here for rotate, keyframe there for rotate, and one here.
Okay, now I have two sets of keyframes, each with different timing. We'll open up the Dope Sheet and because the Transform Property panel is open, it's entered in the Dope Sheet list. First of all, it's displayed as a hierarchy which you can fold up and unfold. You can select a single parameter, like Translate > Y or Rotate. Or if you select a parent property, like Translate, you'll get both of the child properties X and Y.
Or if you select the entire, node you'll get all the keyframes. Now let's take a look at the Roto node. We'll go to the Node Graph. Lay out a Roto node by typing O on the keyboard. I am going to clear everything in the Property bin except my roto by doing Command+Click on this X here. I'll jump the playhead to frame 1. And my Bezier spline is already selected, so I'll just go one, two, three, four, and close. So this spline has four control points.
I'll jump out here, throw a little move on them, jump over to the end, throw a little move, so now I've got three keyframes for the 4-point spline. I'll jump back to the beginning of the shot. Select my Bezier again. This time one, two, three control points and close, so you can see the difference in the Dope Sheet. We now have Bezier 1 and Bezier 2. We'll open up the Dope Sheet. There is my Roto node. If I unfold the curves, I see Bezier 2. If I select both Beziers in the layer list they both show up in the Dope Sheet.
Bezier 2, unfold curve, and here are the three control points in Bezier 2. Unfold Bezier 1, unfold curves, and there are four control points for Bezier 1. Again, if you select the parent object, curve, you're going to get all the control points that are underneath, or you can select just the control point you want. You can also draw rectangles around the control points and select them that way, or you can just click on one and select it that way.
I'll click off to the side to deselect that. So you can either select objects in the Dope Sheet list or select the keyframes themselves on the Dope Sheet grid. I'll click off to the side to deselect that. Our last navigational issue is scaling and zooming. Alt+Middle mouse left and right to scale, Alt+Left Mouse to pan. Also, we'll see in a minute how this hooks up with the Curve Editor to keep the two viewers in perfect sync.
Now that we have the Dope Sheet navigation all sorted out, we can take a look at actually editing some keyframes.
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