Blender 2.8 Track Deformable Objects (The Harry Potter newspaper effect)

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Welcome everyone to another blender 2.8 tutorial. In this one I'm going to be showing you how to track deformable objects which is something I'm very excited about because I've not seen a single tutorial about this on Youtube. So as far as I know we are going into new waters. So here is the footage I recorded with my phone. You see I have a piece of paper that I'm bending. And hence this is a deformable object. We have a bunch of tracker markers here, and our goal is to bring this into blender and somehow track this. And have kind of like a 3d representation of this that bends with the paper. So how are we going to do this? Well before we even hop into blender, the first thing we need to do is take care of this footage. Well what do I mean? When we go into properties, and by the way everything including this video and the scene files is going to be available in a download link in the description. But when we go into the properties of this video you're going to notice that it is 29.91 frames per second which is very very inconvenient and is a fairly strange framerate. And again this is because I recorded it with my phone. So what we want to do is take this and turn it into an image sequence because blender sometimes freaks out when you give it weird framerates and we don't want anything to de-sync. So before we go into blender let's make a new project folder. We can call it paper tracking. And then inside of here we need to make a folder for where we want our sequence. So we'll call this sequence and now we are ready to get started. So let's open up blender. There we go. And we can delete everything to begin with, so a, x, delete. Keyboard shortcuts are going to be up here. So first thing we need to do is import our footage and turn it into an image sequence. So to do this I'm going to go from 3d viewport over to movie clip editor. I'm going to click open for import. And then I'm just going to navigate to the footage. Ok so our footage is now open. One thing you may notice is that it's 259 frames, however, blender default scenes have 250 frames. So to go from 259 to 250 you either type in 259 or you click this button right here. And what that does is it automatically does it for us which is very convenient. Cool, if you now go to output which is where we can set our framerate. You're going to see a whole bunch of options. In my case 29.91 is not here so you want to go to custom and when you type in 29.91 you're going to notice that it rounds up to 30. So it does not like a lot of these fractions. So how do we get around this? Well this is where the base comes in. So instead of going 29.91 and 1, we're going to represent this as a fraction of integers. So here is what I mean. So instead we're going to write 2991 over 100. So image you're taking this number and dividing it by that number and then we kind of retrieve this framerate that we want. So this is kind of a hack that let's us do what we want to get any fractional framerate. So now we have 29.91 fps. Ok so we want to take this and export it as an image sequence, so to do this we're going to go to compositing. And then we're going to enable our nodes. We don't need this render layer so x to delete. And then shift a, and then we're just going to input our movie clip and we can just find it right here. So we're going to take this movie clip and connect it into our composite, so this is what it's going to output. And we have our, in output we have our resolution correct, our framerate correct now too. And then we can pick how we want to export this. So I'm going to do a jpeg sequence. We are going to lose a bit of quality because jpeg has quite a bit of compression. But I don't mind this, if you do, again you have the scene files you can of course change this into a png sequence or something more lossless with less compression. So jpeg sequence. Click where you want this to save to. I'm going to go desktop and then paper tracking, sequence, and we're going to put it in here. And we're just going to call this sequence. Ok so that is now good to go. And make sure you do set this framerate. You;re going to get some weird issues otherwise that we do not want. So now that we are all set up all we have to do is render our animation I guess. You don't want to render a single frame. So either go to render, render animation or just do control f12. And it's just going to start scrubbing through this. And it's going very quickly because again all it has to do is look at the frame and then save it as an image. So let's see what we have going on here. Yes it is now populating our folder. And it's going to have to this 259 times. So I'm just going to skip or fast-forward until that is done. Ok so we just had it finish the last frame. If we go to our folder you're going to see that we have all 259 frames. And again this is useful because we no longer have to worry about framerate which is an issue when you record with a phone. So we are done with this and actually we're just going to abandon this blender project right here. So we're just going to go to file, new, and then general. So now we have a new instance with everything else gone of blender. And now we can actually get started on this effect. So very first thing you need to do obviously is delete everything, we don't want this here. So what we're going to do is save this project, control s. And then we are going to save it into our folder paper tracking. And we can call this project paper tracking, not too inventive there. Ok perfect, so now let's get started. So first thing we're going to do is we're going to go to output and now this framerate is representing something different. So when we set this framerate, basically this is saying what is it going to output at. Whereas before it meant that but it also symbolized how is it going to read our footage. So now we can set this to 30 fps without any issue. So again this was an issue when we were using movie files but now we are in image sequences. So we are going to go to the movie clip editor. And this time we are going to import our image sequence. So you're going to get all these images, just click a to select them all and then open it clip. And it will automatically recognize this as an image sequence. Now first thing that you might notice is when you scroll through this holding right click it's super slow. Very very slow. So I'm just going to go to the first frame, shift left to do that automatically. So what we want to do is speed this up so we're not going very slowly frame by frame. So first thing I'm going to do set scene frames so it's now 259. Then we're going to click prefetch and you're going to see it's going to scroll through here. And basically it's putting all this information in memory, quick access memory. So that now it's scrolling by a lot faster. Ok perfect, going to save again. And now we're going to do the first step which is tracking. Now again we are tracking a deformable object which means at some points it's going to curve in like that. Now there is now, that's a lot of d's up there. There is no way to very easily take a plane and have it track while this plane deforms. So what we're going to be using is a trick of perspective which works pretty much perfectly when you're looking at it from the right angle. So here is what we're going to do. For each of these markers we're just going to put a tracker and track it all the way through. So I'm going to be using perspective because I think that's going to be the best for this. You have some change in perspective as we bend this paper. I'm going to turn on normalize for different lighting conditions. And then right here in correlation, let me just drag this over. In correlation I'm going to bring this up to .9. What this value is is it's a tolerance when we're tracking automatically it's saying if it's 90% certain it's correct from frame to frame keep tracking. If it's not stop the track. So the lower this is the more reckless it is. And the closer it is to 1 the more very very precise it has to be to continue is a good way to say it. So I'm going to open up track over here so we're going to have all this open. And let's begin by doing a single track. And soon we're going to be doing them all at once but let's start with a single one. So control click to do what I just did. So let me just delete that. Control click where you want it. And then we're going to just scale with s. g, s, and r works here too. And then we can also move it from this window right here, holding shift to do it very slowly. So once you have that setup we can track either manually or have it do it automatically. To do it manually hold alt and then right click like that and it's going to go frame by frame. Just like that. Now if we do not want to do this 259 times we can have it do it automatically. And again it's going to stop when it's not 90% confident that it's correct from frame to frame. So I'm going to click l to center this or lock it I guess is what you call it. And then I'm going to click this right here or you can hit control t. And it's going to begin tracking. And you see already it ran into an issue. So we're going to go into the frame before this, left click, or not left click left arrow rather. And you see at this point it kind of lost it. And it makes sense because there is quite a bit of motion blur. We're going to see if we can actually help it do this without manually moving it. So I'm just going to resize this and see if it can handle it now. Yep, so sometimes that's really all you need to do. And we can go back and forth, scrub the footage. And you see that it is dead on there. And you of course can look at this window up here. So that is perfect. So once we're happy with that all we need to do is lock it and we are done. However we do not want to do this, how may, 20 times. Ya we don't want to do this 20 times. So what we're going to do is do them all at the same time. So how are we going to do this?Well we're just going to put a tracker here and one here. And I'm not scaling them up yet. We're going to do that all the same time. So this is all about bulk processes, processes I don't know which one it is. And again these are very very good tracker marks. They're very high points of contrast. Of course we do have the issue of motion blur occasionally and we also have the additional compression from the jpeg sequence. But this is generally kind of what you want, this is the ideal tracker marker. Let's adjust this one. And what I did for this is I just made this design. You can quickly find a picture of this tracker on the internet and then I put them in a grid and then printed it out on a piece of paper. Of course that might be a bit less convenient if your deformable object isn't a sheet of paper. But in my case it is. Only a couple more to go. And if anything in this tutorial takes a super long time like exporting the image sequence of course I will fast-forward it. But I think this is actually not taking too long, so I don't mind. Ok one more. Perfect, so now we have all our trackers but we want to size them up so they consume the entire circle. So we're going to hit a to select all and then s for scale. Now notice that it's scaling exactly how I want it to. Each one is being scaled individually. If that is not happening for you what you want to do is click this button right here. And this is basically saying where do you want it to scale from. So if I instead said 2d cursor, or actually I guess it is working. Either way you want to make sure it's set to, in this case it doesn't seem to matter that much, but individual origins is what you want. Maybe it's because I didn't define my cursor. I don't know, either way that's what you want. I'm just going to scale it perfectly like that. And now when we have all of them selected and hit this it's going to track all of them at once. And it's going to be a bit slower because it's doing 20 times the calculations as doing only the corner. And some of these might drop off, like this one dropped off. But hopefully the majority of them make it to the end. And we're just going to go back and retrieve this information over here. So it looks like all of them made it except for this one. So what we're going to do is we are going to select this one right here and then we're just going to scroll back to, let's lock in with l, we're going to scroll back to where it's actually working. Should be the same as last time. There we go. So again I'm just going to move this and hope that it solves itself or else we're going to have to move it manually. So something like that, let's correct that a little too. Ok, let's try tracking it. It seemed to like that. You won't always get so lucky sometimes you have to manually keyframe it. Ok so now it seems, of course we can inspect each of these so if I want to see this one I can just click it and now we can see what this one is doing, it seems like all of them are dead on. You do want to make sure of that but I'm pretty sure that's the case here. So I'm going to select all of them and then right click and then lock tracks. And that locks all of them at once, and now I'm going to save. So what do we have? We have 20 trackers that should be dead on the sheet of paper. And if you don't like these trails you can always go to display, disable path, or make it a shorter path. I'm just going to disable it. So what we want to do now is I'm going to split the view like that. And make this a 3d viewport. And what we want is to bring these dots into our 3d viewport. So to do this we need a camera first of all. So shift a and then we are going to add a camera which I'm going to hit n to get all of these properties here. I'm just going to center in terms of rotation, so zero, zero, zero. So it's pointing straight down and then g for grab, z for up. Just put it pretty much facing down like that. Ok perfect. So now what I'm going to do is I'm going to select in this window, I'm going to take all these trackers. Or you know what I can just close that up. I'm going to take all these trackers, and let's turn off locked view. I'm going to take all these trackers, go to reconstruction and then link empty to track. And that should do exactly what we want. You see our outliner now has a bunch of tracks. So again select all of them, reconstruction, link empty to track. So now let's bring this back to the 3d viewport, and what do you see? You see our camera and a bunch of lines going down to what looks like a grid of points. And if we play this, indeed you can kind of see the animation in there. First of all let's kind of declutter everything. So I'm going to scale these down. Now this is where the individual origins matter. So lets see if I'm crazy. So 3d cursor if I put it over here and now we scale. Ya that's not what we want right. So I'm going to first of all bring this back to the world origin. So shift s and then cursor to world origin. So I'm going to bring this back to individual origins and then scale it down like that. So that's what I was talking about before. Ok perfect. So now we have all these points. Now one thing you might notice is again we are kind of tracking a 3 dimensional object. So you'd expect when it's bending like that you can see it's kind of bending here, you'd expect it to be 3 dimensional but it's actually all in the plane. And this is going to work whenever we're looking from the perspective of this camera, this illusion works because we have the same perspective. It's basically like advanced corner pinning. But I will kind of describe this a bit more in a second. So let's go to our camera view and in that camera, select your camera, go to settings. I'm going to turn on our background. And then make that a movie clip and of course open up our sequence. And you see we have our background, let me just turn this off. Or you know what we can turn only the axis' off. You see now our trackers are doing exactly what we expect, now again they're not 3 dimensional this is a trick. We're kind of cheating here we're putting everything all on the same plane because we're distorting it in the right way it's going to end up looking right. So there we go, we have all our trackers there. Now what we want to do is make some geometry. So some kind of rectangle that represents this piece of paper that actually deforms. And the way we want it to deform is using this information we have here. So I'm going to select all of these. I'm going to click m and that makes a new collection. Or we can put them in a new collection in blender 2.8. New collection and we can call these empties or trackers whichever you want. How do I spell this? Empties. So now we have this collection here and it's not cluttering everything. So now let's actually make our geometry. So shift a, mesh, and then the obvious thing to do is a plane. And then we just need to resize this so s for scale, g to move it, r to rotate. And now let's scale it so it kind of fits the dimensions of this. Let me turn on our axis' again. So scale with respect to x, then move it. Scale with respect to y and then move it. Now let's do a bit of rotation, doesn't need to be perfect we'll adjust this in just a second. There we go. So I'm going to say that's pretty good. And now what we want to do is note that we have a grid of 20 trackers. So when we go to edit mode notice that this is only one polygon. I'm going to hit control r, this is going to add a loop cut. I'm going to scroll up. And then select that, right click to center. And then same thing on this axis. And basically what we did is for each of these trackers there is now a vertex. So for example there is a vertex here for this tracker right here. So for each tracker there is now a vertex, and we're going to link these things together. So now the geometry is going to move with it. So make sure you add the appropriate number of vertices depending on what your video clip is. So how do we actually parent everything? Well there is a very nice way to do this and it's using hooks. So let's start off with this one. I'm going to select it, and we want to move the cursor so it's here. The shortcut is shift s and then cursor to selected. Or a fast way to do it is you just go like that. I guess I didn't do it very well. But either way that's how you do it. Then we're going to open up our plane. And select the relevant vertex. Then we want to shift s and then selection to cursor. So the cursor went here and then we moved this to the cursor. And now we want to link this vertex to this empty so control click this. So hold control and then click it and then control h, hook to selected object. Ok what did that do? Let's exit out of edit mode. What did that do? You see it's actually deforming with it and that's kind of the whole idea here. So how many times do we have to do this? We have to do it 19 more times. But let me just show you a couple more times. You can do it pretty quickly one you get good at it. So I'm going to click this, shift s, and then cursor to selected. Select this, tab, select your relevant vertex, and then like that that's the fast way to do it. Control click, control h, and then hook to selected and now both of these are moving together. So now let's see how fast we can do this. So double click boom, bam. It really isn't that fast but I do wonder, I don't really know that much about scripting python, python scripting but I feel like this is the kind of thing you can make a python script for to do it automatically. Or maybe there is some kind of feature I'm not aware of. So I'm going to do this a couple more times and then I'll fast-forward. Just want to make sure you understand this part. So select the object, shift s, cursor to selected. And then go into edit mode on your plane, shift s, selection to cursor. Control click, control h, hook. And then at speed it looks like this. Ok and now we have also the interior vertices inside this plane are all parented in the correct way. So I'm just going to continue doing this and fast-forward the footage. Ok so I just finished up the last one. Let's make sure that we actually have all of them. Ok, that is looking very good, awesome. So I'm just going to save this. And now when we go over to the camera view, what are you going to see? Well let's actually bring this to the beginning and play it. That's exactly what we want. Look at that. So now we have this plane kind of tracked. And again it's deforming correctly even though it's not 3 dimensional. When you look at it from just the right angle. And that's the whole idea here, when you look at it from just the right angle everything works out. And we have this system of parenting where if we select our camera and rotate it it's kind of attached. And if we play it it all works out. Ok so make sure all your vertices are set and now one thing we want to deal with is, you see since we don't have that many points, everything considered, let me turn this off. Since we don't have that many points everything kind of looks sharp. You kind of see these edges, the outline. Well how do we deal with this? Well there are many techniques but the idea is we want to smooth this out but still have it animate correcting. And there is a couple ways to do this I'll show you the best one. So select your plane which I'm just going to rename, I'm going to rename it paper. And then I'm going to rename our camera projector because it's projecting the location of these points or something like that. So we're going to go to our paper, we're going to go to modifiers and you're going to see all these tracker modifiers. And that's basically these hooks, 20 of them to be precise. So we're going to scroll to the bottom, or actually to the top. We're going to add, now your first instinct might be a subdivison surface and I'll show you what happens when you do that. So scroll to the bottom, you're going to bump this up. And you're going see that you know it's smoothing and it's even tracking on, however it kind of warped our corners. And if you don't want that to happen you might go to simple but then it doesn't smooth out everything else. So subsurf is not really the way to go unless you stack 2 of them. And same think with multi-resolution modifier. So the best way to go I've found and this doesn't mess with the UV's either which is going to be important, is we are going to add a bevel modifier. I know, I know, very useful. So let's zoom in. We're going to take this width, bring it all the way up. And you already see it's smoothing. And then we just add segments, something like 4. And now it's a lot smoother. Let's pick the part where I bend the paper. Look at that. So that's without and that's with. Much smoother. We can actually bring this up to 5 if we want. Ok and we don't even need to apply this, we can just keep it in the stack for now. Ok amazing. Well now let's actually put some kind of texture on here. And I kind of think of this as the harry potter, the harry potter newspaper effect, you know how they have these newspapers with video on them. We can put anything one this including video. So let's go to shading. Once we're in shading we're going to select our paper. We're going to add a new material, we don't need this junk. And then in this folder, let me close this up for a second, in our folder I have this file right here. It's going to be available in the project files, again download link, link to download. You can download it in the description. So I'm going to take this and then copy it into here. So that's our UV grid, what are we going to do with it? Well we're going to shift a, I just did shift s that's my bad. We're going to shift a and then texture, image texture, we're going to hook this up to surface and then of course our image texture is just going to be this uv grid. Ok and you see that's applied, let's go to layout. And bring this to rendered mode. So you see this is actually deforming, and it kind of looks 3 dimensional. Of course it will really look correct when we go to the right angle. But when you look at it from the side you can kind of see what it is we're doing. It's this kind of advanced corner pinning is probably the best way to think about it. So instead of just pinning the four corners we're pinning many spots of the plane. And now let's go into our camera view and that's distorting correctly. Look at that, it's not even moving it's also bending. Well what's the drawback here, there is a drawback. Because this is 2 dimensional, during this spot in the footage where we're bending it kind of like that. That's a lot of d's I wonder if I can fix that. Let me erase that, so many d's. Either way, when it's bending this much we expect it to kind of cast a shadow on itself because it's kind of in a giant parabola. Parabolic cylinder to be precise. But because it's 2 dimensional we can't actually cast that shadow. That's a drawback but you know what we can live with it. Ok so you're probably screaming at me this is not big enough you can see the boundaries. And the issue is if we take our paper and try to scale it with s nothing happens. And that's because it's hooked by a bunch of spots. So it's kind of constrained and can't move. Ok well how do we scale it then? Well think about it, I mean we are in this camera view and it works from this camera angle. What if we took this camera duplicated it shift d, right click to bring it back, and then g z move it down. Well what would that look like. Well let's take this camera call it our viewer because that's the camera we're going to view from. And notice right now it's just going back to the same camera, to make this the camera we go to you go to view, cameras. set active object as camera. And now you see it's much bigger so if we hit n which let's us control this. You can see exactly what's happening, let me split the view so we get a side by side like that. So in this one, let me just go into this view and we'll see what happens when we go up and down. So the camera is moving up and down and that's effectively scaling this paper because we're going close to the source. So let's close that out. So we want to make this as close to the boundary but not go too big. So something like that. Because if we make it too big it's going to begin cutting into my hand. It's going to look really weird. Let's see if that's right, see if it pokes out any point. Ya it's kind of poking out a little bit so let's do that. And no matter what you do it's still going to keep the right perspective. Now you see right here that there is a bit of exposure over here. So here you want to choose, do you want to zoom this in even further, do you want to paint this out, or do you just want to live with it? In this case we're going to live it but just know that you do have options. So this is pretty good, and by the way is this already mapped correctly like why did it work automatically? Well the reason is because we're using a plane object, I mean we are deforming it, but because we're using a plane object if you go to UV editing and select all your faces. It's just a perfect square. And the image we imported, this one, is a perfect square so that's why it works out. So anything you want to bring in here, you want to make sure it's a square or rectangular at least and it's going to work out. Let's close out of this, actually no, what am I doing. Oh well, we don't need this anymore. Let's just abandon that. Ok so now we have this shaded. So let's go back into here and it's working out. So clearly what is the issue here now? Well it's overlapping my thumbs, it's not supposed to do that. The thumb is supposed to be over the piece of paper. So in some sense we want three layers, we want this background, then we want this cg paper, and then we want a layer here and here for my thumbs. And the way to do this is to mask out my thumbs. And if you have never done masking buckle up this is not the fun part. This really is not the fun part. So let's draw some masks. So go into the movie clip editor. Again this is where you track and draw masks. So you just go into mask and now we are in masking mode. These trackers are still here if you want to hide them just click pattern. It's going to hide them. So now what we need to do is to draw a mask that goes over this part of my thumb and then later on in the footage this kind of meaty part of my thumb. I guess you can call it. Because again the paper is a bit bigger than this paper so it's going to cut it even more. So we need to mask that there for all the frames and here for all the frames. And you might think the pulling a luma key would be ok because this is white. But you know my hand, I'm a pretty white dude so it would work ok, it would work better if my skin color wasn't as white. So I'm not going to pull a luma key on this one. So how do we do this? Well what we want to do is draw some masks. So now we're in mask mode up here. To start drawing a mask all you do is, again it depends on if you have your settings for left or right click, I believe mine is on right click so you hold control and right click. And that's going to add a point. You click it again here and drag, it's going to define a spline. So you just kind of keep control clicking and draw around. At any point you can take this and hit g to move it. That's moving the arm, or hold right click here and then click g, that works too. And then you can just keep control clicking and it's just going to continue your spline where you left off. Now I'm pretty sure we can bring this into black and white mode. Ya if it's easier to see what you're doing you can go to black and white mode. It's more, I wouldn't say it's more contrasty but it's easier for the human eye to see what's going on. So I'm just going to draw kind of like, nothing special, kind of an easy mask.And then we're just going to close this off like this. And then you don't go back and click this here, to make this a closed shape you go to mask and then you hit cyclic. And that's automatically going to seal it although it's going to make this closing and starting point very sharp. So right click it to select this point and then click v I believe. Ya v and then change the handle type to aligned like that. And then we can scale this up and down rotate it, exactly what you'd expect. So let's adjust this. Rotate this one. Same controls as pretty much everywhere else. Now this is our new mask right, we just defined a mask. We can rename it into left thumb. So this is our left thumb mask. And again like I said we also need the meaty part of the thumb but not for the whole footage. Like right now we don't need the meaty part of the thumb, it's not overlapping. But around here we need to start masking it. So in our mask we can have multiple parts so this is the first part right here. We can call it the tip as in the tip of the thumb and then later on we can click here to add another part. So how do we do this? Well we have this display right here and we have this one here. Which we are going to change into a dope, dope sheet. One of my favorite things. Bring that into mask and now you see our left thumb is in here. So at any point to keyframe you just hit i and it's going to add a keyframe. So if we go seven frames in all we have to do is select all of them, g is going to grab them. Maybe a bit of rotate, oh that's not rotating the correct way and that's because we changed this from individual origins to median point that would work. So we've been doing a lot of this pivot point changing. So you do this and then you just right click to adjust. And generally the most efficient way to do this is to move the shape all together and then just make your fine adjustments. And we can also track like the fingernail, we can make another track so not like the tracks we did here. But a track for the thumb and then connect the mask onto that. Although I have not been getting very good results with that, so I'm not going to do it. So once you're happy with this just click i and it's going to keyframe. And now if we go back and forth it's not perfect because we need to put some keyframes in-between but you see it's traveling with it at least. And then one other thing, probably because of my weird 29.91 frames per second issue, the first frame and the second frame are identical. Which is not a big issue but it is a teachable moment because what I can do is just zoom in here by holding that. So I want this frame and this frame to be the same so I just take my keyframes these ones and shift d to duplicate and then jsut move them down like that. That way it sticks on and then begins moving. So I'm going to go to the frame in-between, inside this gap. Then we're just going to adjust this. And you can be very accurate with this it really depends on what you're going for. I'm not going to be crazy about this. And then i, and then there you go. This part is pretty well animated. And we're just going to do a bit more. As you can imagine this is going to take a good while so I'm not going to do all of it. I already have the masks pre-prepared which I'm going to import. Again that's going to be in the scene files so you don't need to mask it either if you don't want. But just for example we'll just do a bit more. Ok so we can go a couple more frames down, move this, hit i. Make sure you hit i or just do automatic keyframes if you don't want to hit i every time. And maybe adjust it in the gaps in-between. I mean the thumb isn't that bad you can have a much worse shape. And then once you do this if it's not a perfect mask then you can pull a luma key and that's going to get rid of the border at least in this white area. And then let's say we want to track the meaty part of the thumb. Of course we do not want to do this at this part of the footage but let's say we did. What we do is click add and this is a second area in our mask. And we're going to call this base as in you know the base of the thumb. So we're just going to hide that. And then just control right click to define this shape. Zoom in here. And the first shape ended about here so we're just going to have a bit of overlap just to be safe. And then we can just kind of round it off here, turn this to cyclic. Right click or sealing point, v, aligned. There we go. And now these, or this rather hasn't been keyframed yet. We've only keyframed the tip not the base. So when we open this up you see the base, doesn't have any keyframes, so I'm just going to add a keyframe. And then go down here, oh remember the first or the second frame is a duplicate. So we just select this, shift d, put that there. Perfect and now we animate it with it. Like that. And we can actually have both of them enabled at the same time to see what's going on. And you see it's moving together. If you want to make sure that your mask is looking good you can always go to mask display overlay. That gives you this, or change this to combine. And then you're going to see what you masked off. Just like that. Ok let's turn that off. And then of course you're going to need to do this with the second thumb.You can do this all in one mask but I prefer to have two masks. Not that important for this tutorial but in other cases it's pretty important. So you go to this mask area over here and then click add a new mask so now we have our mask and left thumb. So we rename this right thumb. And then we do the same procedure here. And you need to do this, for how long? For 259 frames, screw that let's import the masks that I made before. So I'm just going to take these masks and delete them. I guess if you want to truly delete them, pro-tip go into blender file. This is where all your things are including your masks. So you just select whatever you want, right click, or maybe do you just click delete, do you click x. Why can't I delete them? Well it seems like for some reason I cannot get rid of my mask. Save this data-block even if it has no users, unlink data block. You know what, quite honestly I don't know what's happening right now but that's fine. So whatever, maybe I'm missing something stupid not a big deal. So we're just going to call this 1 just to not get confused. And 2. And now we are going to import our masks. So let's do this. We are going to file, append, and then we have, where did I save it. Is it in the desktop? So I have this file called tracking masks and then when you click that you have all this stuff including the masks. And we're just going to bring this and this in. Which is why I renamed it to 1 and 2 so we wouldn't be confused. There we go. So now when we go to masks we have all of this. So we have this mask right here, let me just show it off. So by the way this block right here that's the base of the thumb. I didn't animate it in this portion because it's not important. It's disabled to if you go to overlay you see it doesn't actually count. I did that by animating the opacity of the base. So once you get into like here this area you see the opacity has gone back up to one and it's tracking on nicely. Just like that. And then we have the same kind of deal over here. Let me enable this so we see everything. Ok so now we have our masks. So now we are in the home stretch which is putting everything together. So how do we put everything together? Let's go back to 3d viewport. So again we want background, piece of paper, and then thumbs, so how are we going to do this? Well first of all let's render one frame of this. So we can do this in eevee doesn't really matter. If we are in eevee go to film, alpha, and go to transparency. This is going to render it so that, I'm pretty sure that should make the background null, but we'll see about that. Let's see what do we have in our compositor, ya pretty much nothing. So let's hit f12 and it's just going to render this one frame. Which is exactly what we want. So when we go into compositor, when we go into compositor. Everything is here although you don't see it and that's because you need to add a viewer node. Now you can do this two ways. Shift a, output, viewer, that should do it. Or the fancy way, and for this you need node wrangler. So just go to edit, preferences, add-ons, node wrangler, and enable that. You can just control shift click whatever you want to see. So control shift click. And now we have our viewer automatically made. I'm going to hit v, ya v to zoom out. And then alt hold middle mouse to move this. Ok so we have our middle layer, we need the background so shift a, input, movie clip. And this is going to be our background. And then we just choose the sequence. So how do put this layer over the background? Well there is a bunch of ways. The best way, at least I think one of the best ways for this, shift a, color, alpha over. So I'm going to put this in the background. This in the foreground. And then we need an alpha which comes from here to blend this. And then control shift click to view it. Perfect. Now if we get rid of this factor, oh I guess it does work. Ok either way I'm just going to keep that there. So now we have this and this but we want the thumbs to go over it. So we're going to need our masks. So shift a, and then input, and then mask. So we are going to have our thumb left. Shift d to duplicate our thumb right. Thumb left, thumb right. And then we want to make this into one big mask that we apply to this and put it over. Well what do I mean by this? Well we're just going to duplicate this, put it here. So this is going to be the background and then in the foreground we have our thumbs. So put this here. Now of course we don't want all of this, just the thumbs which is where these masks come into play. So if we control shift this we see this thumb, and then this thumb. To combine them shift a, and then we're going to do a math operation. So vector, no, converter and then put math right here. And we're just going to add these two. Which does exactly what you think it would. It adds both of them. So now if we put this here as our factor you see the thumbs are now over it. Just trying to do something a little fancy over there. Our thumbs are over it and that's going to be true for every frame. Although we didn't render every frame of the middle layer so we're not going to deal with that yet. So what does this look so weird? It's because, v to zoom in, no alt v to zoom in. It's because we don't have any shadows and this is pretty sharp. So how do we take care of that? Well first of all let's handle the shadows. So to make shadows, to make shadows I'm going to put this under our thumbs right. So you have background, picture, shadows, thumbs. So we need to put the shadow in-between here and here. So I'm going to add shift a a mix should do it. So for one of the layers we're going to have this and then for the other layer we're going to have black which is going to represent shadow. But we don't want the shadow everywhere we just want it under the thumbs. Now you might think the way to do that is to bring this mask into here. But then our shadow is directly under the thumbs so you're not going to see it. Well how do we move it? Well you can add a transform. Put that in here. And then bring this down or I guess up is what I'm going currently. And then you see that our shadow is under here. So let's move it so it's below the thumb like that. Ok perfect. So couple issues, one looks horrible, but two there is shadow where there isn't even paper. So let's take care of that. So how do we take care of that? So basically we only want shadow where it's, from under the thumb and where the plane is. So that's an intersection or in other words it's a multiplication operation. So what we need to do is shift d duplicate. Change this to multiply. I'm going to wedge this in right here. So we're going to multiply this transform by, well how do we know where there is plane? Well that's exactly the alpha, the alpha of the plane. There we go and now it's only in this area. So you see this is before and then we cut this off after. Perfect, now let's make it look less ugly. So before we multiply it let's blur it out a little so shift a, blur, wedge that in right there. And then blur it until it kind of looks like a shadow so maybe 12 in both directions. Something like that, I keep zooming In. And then we also want to soften these shadows which we can do by, before we bring this in here shift d add another multiply and in this case we took it and multiplied it by .5 so it's half as strong. So 1 unaffected, 0 invisible, .5 half way in-between. So let's do .65, so now we have a softer shadow. Ok I like the way that looks, let's save. Now another issue to deal with is that the thumbs themselves not the shadows, but the thumbs look a bit choppy. So how do deal with this? Well when we put the thumbs in we just used this addition here, this addition. What we want to do is soften that addition. Well how do we do that? Well that's just a simple, that's just a simple blur. So shift a, sorry shift a, blur. Add that in right there. And then you want to be very very careful with this. You do not want to overdo this. So we're going to zoom in. So let's try starting off with something like 3 in both directions. And that's already looking a bit too blurred out so let's go back to 2. And you're also going to notice that maybe in some of these frames a tiny bit of white around here. So if you want to get rid of that before we blur it we can kind of close this mask in a little. And that's called a dilation or a contraction. So shift a, add a dilation or a dilate, and let's see what this does. Well when we move this up it expands it, and when we move it down it subtracts it. So look at this and then this. And then we are going to blur it. And that's going to go in here. And you can make this a bit more extreme you can go to minus 2 and you see it kind of chops in the thumb a little. But I'm just going to stay at minus 1. And these kinds of small touches really help, really help sell the effect. Ok next this render layer is looking way too colorful at least in this case. If we put something different that wasn't this image that might not be the case. Oh by the way I didn't even mention this, well I did mention it but we didn't even talk about it. You don't need this picture, you can make it anything. You can put anything on this plane. For example you can put, let's see how do we change this quickly. What if we go into shading, go into this, and change it from uv grid into, into well let's move this into image sequence and then which image sequence? I guess we need to import it. This sequence right here. Well then it's going to have the video of me holding the video. Of course we need to f12 to update that. And now it's me holding me holding the thing and we can have this be a nested kind of shebang. But let's go back, wonder if undo ya there we go. Compositing, f12 to refresh. Ya so again you can put anything in here it can be a video really doesn't matter. So we're going to take this, e're going to desaturate it, so shift a. Actually I don't know what it's called so shift a, color, what's it called, hue saturation value. I'm going to wedge that in here. And then we can dip the saturation and you can see what that does. Make it a bit darker, anything that you feel like will blend it in more. Change the color of it, think I did that for the preview of this tutorial. There we go. And that is looking like a composite. So let's try a different frame, let's try like one of the frames where it's really bent. I'm going to move this to non-linear. So let's pick a frame like that right there, lots of distortion. Well we go into compositing, f12 to render 128. And now we have that frame. And you see these nodes kind of work for any frame because now, now our masks look like this because we are on this frame. Dilation, blur, everything works out. The shadows are, these shadows are underneath. And then we get that. And you want to make sure your mask works for every frame. I already did that for you so again use the project files, use these masks. So now I believe, let me think, I'm trying to think if we forgot anything. We can add a little something extra. I think that compared to everything else this is looking a bit sharp. Looking like I just kind of downloaded a picture from somewhere. Which I did, so what I'm going to do, this is really a mess. But the logic is there and that's what's important. So we changed the color saturation value, now let's add a bit of blur. So shift a, and then what am I looking for, I'm looking for a blur. Nice little blur, a very soft one, maybe 1 by 1. And to see what that did let's actually zoom in. I keep zooming out I don't know what's wrong with me. Let's try 2, no that's a bit too much let's go back to 1. Ok so I think that I am actually happy with this. So to render you know more than just a single image I'm going to go to layout. In output let's do png output, no compression. And then let's save these directly into our, directly into, let's make actually a tiny video. We don't need to make a sequence. So 30 frames per second, let's output it as a ffmpeg, ffmpeg video. Ok, encoding we want this to be h264 mp4 type thing. So mpeg-4, h264, medium quality, doesn't really matter. Let's only do like 1 second of it so 30 frames, but it should work for all of these. So we're restricting it to 30 frames. Ok no audio, all this is fine. Output it, output it in our folder. Tutorial output. Amazing. And before we output this one final remark. Again this perspective idea which again I keep stressing it's really powerful. As long as your camera is from the right angle, and even if you move it down along the same angle, this really does work. It really does. So even if your camera is moving in the shot like for example in this shot, in this shot it's very not noticeable. But if you look at the edge of the frame the camera does move so technically this is a moving shot. So these ideas, this corner pinning works with a moving camera, that's why it's so powerful. Enough of that, output, 30 frames, and then ok I think we're good. We'll see about that though, so control f12 and that's going to render the animation. Oh wait, big issue, big issue! You saw in the composite it didn't have any of the background even though we have all this. But that's because we've been feeding all of this, all these nodes into the viewer. We need to also, also, feed them into the composite. And that's basically what it's going to output. So now when we hit control f12 I have hight hopes. There we go! So it renders updates, renders updates. It's applying our color change, our bringing the thumbs back. So while this renders for only 30 frames some critiques. The shadows could be softer and put in a better place. Definitely some color correction that needs to happen here. I would recommend, I made the piece of paper a bit too big but if we didn't we would need to paint out the first one which is a pain. So I guess that's fine. But if you can help it scaling down this paper is always going to help sell the effect. Ok so that's our 30 frames, let's save our project. Where did I save this, this folder. Now hopefully this play nicely, let's try opening it. Ya there we go, so it's only a second long. But it really is correct. You'll notice that there is a few issues like right here the mask seems to be a bit off. That can either be a dilation issue or maybe the mask was a bit off you know. But that can always be fixed, that's my challenge to you to fix it. And there we go. Well what did we talk about. We talked about turning things into image sequences. How to do, how to do tracking. We learned a lot about tracking and how to do this corner pin effect especially how to use this kind of corner pinning hooks onto empties idea. And then using a bevel to smooth it out. We talked about shading this, about masking the thumbs over. And then finally this mess which really isn't that complicated, hopefully it was easy to follow this node network which kind of composites it all together along every single frame. Of course it kind of breaks because we didn't update this, if we f12 that should update. Ya now everything looks correct. But hopefully this tutorial was very useful again I have not seen anything like this on the internet at least when it comes to tracking deformable objects. Oh no, I don't know if you saw what I just saw, that means we needed to make the plane a bit bigger. You see it's kind of poking out. Either way in my preview I made sure it was the right size. But that is how you make this deformation tracking effect and it works with more than just paper. Only downside is you kind of miss out on shadows and stuff like that so hopefully you really enjoyed this tutorial. I really had fun making this one. Thank you guys for watching. If you want to support me either keep watching the tutorials, I also have a patreon. But make sure you download the resources for free of course, the project files below. Thank you guys for watching and I'll see you guys on the next one.
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Channel: CGMatter
Views: 203,752
Rating: undefined out of 5
Keywords: blender, 2.8, track, deformable, object, harry potter, newspaper, effect, vfx, motion, 3d, paper, masking, compositing
Id: aAiwLkEulTs
Channel Id: undefined
Length: 59min 34sec (3574 seconds)
Published: Sat Mar 09 2019
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