- [Instructor] Nuke's roto node is immensely capable,
and very well suited for drawing masks
as well as rotoscoping entire shots.
Here we'll get a good look at the roto node,
and it's main features and functions.
We'll find the roto node hiding up here
on the draw tab, in fact it's right at the top,
or the keyboard shortcut, O,
so we'll just drop that in here,
hook our viewer up to it.
Here we go, make some more room for the property bin,
there we go, okay so a quick review
of the interface, of course,
the roto node property panel here, up here at the top,
talks about what kind of output you're going to have,
alpha or RGB,
it has opacity and feather settings
for each individual shape,
this is the shape list down here
where all the shapes will show up.
A transform tab for applying transforms to entire shapes,
this is where we do our motion blue of course.
The shape tab has a couple of features
like setting color and inverting it,
we'll circle back to that in a little bit.
Clone and lifetime
are really when you're using the roto paint node,
and tracking is really when you're working with it
as a plainer tracker.
So back to the roto tab, please,
above the viewer we have a couple of menus,
they're context sensitive, what starts off in drawing mode,
it's ready to draw a bezier right here,
so that's the menu for that.
If we go to the selection tools,
we change to this menu here.
On the left are the tool set,
right here is the selection tools
for whether we can select entire splines,
or control points, or their feathers.
This is a point editing, we will add, remove,
and change their shapes, now to be honest with you,
we're going to be using keyboard shortcuts
instead of these popup menus, for this one, okay,
much, much faster to use keyboard shortcuts,
and these are the drawing tools down here.
when you open the roto node,
it comes up ready to draw a bezier,
so you can just immediately click and drag,
click and drag, click and drag, click and drag,
click and drag, to close,
you may either hit the return key or undo.
Click on the first point,
either way you can close your spline.
Popping up our drawing list we have
a cusped bezier, cusp means sharp corners
so something like this is what you want to do
when you're doing a door or a window.
Next the B-spline,
now the B-spline does not draw
through the control points, okay?
And this kind of a spline is ideal
for man-made machine like cars and airplanes.
Next, an ellipse, now I can draw an ellipse any shape I want
but if I hold down the shift key
I get a constrained, perfect circle.
Same concept for the rectangle,
I can draw any kind of rectangle I want,
but the shift key will give me a constrained square.
The cusped rectangle, of course,
does the exact same thing
but it uses cusp instead of control points.
And then lastly is the all important open spline,
okay, click and drag, click and drag,
click and drag, click and drag,
to terminate you either hit the return key
or select another tool.
Let's talk about this open spline for just a moment,
each one of these control points here
allows you to change the slope and the tension, okay,
so you've got a real spline here.
The green guy here, let's push in a little bit,
if you select the green guy and drag vertically,
you can adjust the width at each control point.
The purple guy, click and drag,
opens and closes the feather, okay?
And if we look in the alpha channel,
we can see all of our splines,
because the output is set for alpha, that's the default.
Now all of our splines
have shown up here in our spline list,
you can see them right here,
and we can click here to pick one of them.
Let's go back to the RGB here,
so I can select them by clicking in the list,
or I can click on the shape
and that'll select it in the list,
so they work back and forth with each other.
So let's talk about editing these control points,
I'm going to come up here to the selection tool
and by default it'll be set for select all,
select splines means it'll select splines
without selecting control points,
selecting points means
it selects the hard interior control point
and this is for the soft feather point,
but we don't see any feathers, do we?
All right to see a feather first we have to
click on a shape to enable it,
hold down command or control,
and you can pull out the feather per point.
Now I can show you
the select points will only move the hard point,
the feather point will only move the feather point,
whereas the select all moves them both together, okay?
So I'm going to collapse that feather point
and I'll show you how I did that in just a few minutes.
So now let's talk about editing
the control points of the bezier,
obviously you can just click and drag it around,
you can adjust the slope here,
drag these arms out to adjust the tension,
hold down the shift key
to adjust the tension equally on both sides.
To put a break in it,
hold down command or control and break it,
and of course you can adjust your tension there.
To put it back to being smooth,
select the point and type Z on the keyboard.
If you want to turn a smooth point into a cusp,
it's Shift + Z,
so we'll select that and go Shift + Z, and there's my cusp.
We'll do another one, click here, Shift + Z,
and he's been cusped, ha.
Select them again and type Z,
and they're back to being a smoothie,
and if you've got shapes that are all wonky,
your slopes and tensions are weird,
you can select them all and type Z on the keyboard
and Nuke will try to smooth it all out for you.
We also have nudge tools for very precise control,
I'll select a point here, let's push way in on that,
on your ten key pad,
with your middle finger on the number five,
you can then nudge these with the ten key pad
if you press key six, six, six, six, six, six, goes right,
four, four, four, four, four, goes left,
eight, eight, eight, eight, eight, goes up,
two, two, two, two, two, goes down.
So nudging on your ten key pad, re-home the viewer,
by typing H on the keyboard.
If you want to insert a control point,
and again, we're now going to be talking about,
we've talked about several of these point editing tools,
but we're not going to use those, okay?
To add a control point, first you have to select it,
okay, selected, and then Alt + Command or Control,
click on the spline and you will add a control point.
To delete a control point, select it or several of them,
and just hit the delete key, and it's gone.
Okay, now let's look at
the transform rectangle, very important.
As you saw, our splines showed up here in the list,
and if I want to delete one,
you really should select it
and hit the minus key to delete it,
rather than hitting the delete key on your keyboard,
if you hit the delete or the backspace key
you might find you've accidentally deleted
your entire roto node, so, that's put there
so you can quickly and easily remove stuff.
Okay let's look at the transform rectangle,
I'm going to say I want a bezier
and I'm just going to click and drag
to make myself a nice rectangle.
I'll select everybody and type Z to smooth out the shape,
all right here's the concept,
if I select two or more control points
I'm going to get this rectangle,
this allows me to apply transforms
to all the control points that I've selected,
so as a group they can move, they can rotate,
we can do a scale, constrain scales,
and of course, however many points you select,
that's how many you can move
with your transformation rectangle.
In the next video we'll take a closer look at key frames.