Shirt change, card chang jumpcuts, virtual screen thief, you're going Zach King on us!
Do this one next ;-)
@alaska_vfx_filmer That's really impressive!
Cool! that was so smooth.
@FilmSensei Most of Zach's stuff is, but that one is particularity mind blowing, although I think I may have figured it out.
@alaska_vfx_filmer since that one has a real camera move it's particularly good (about 75% of Zach's classic vids were locked off shots relying on Vine being low res for plenty of reframe/fake shake/fake zoom room).
I also think I've figured it out... I think the trick is all about object removal.
@Triem23 Here is what I think
the paintings on the wall are real, the ladder is projected, zach mimes painting the ladder with a mask reveal.
as he steps over to get red paint an assistant runs in and places the ladder on set (this frame of the ladder is projected to the previous part of the video), zach then climbes the ladder and really paints on the building.
the camera moves to reveal the door and guard, zach dissappear's at the top of the frame, (I think that theirs a cut), that frame of the the ladder is projected through the rest of the clip and the real ladder is removed.
the guard run's over the projection, and the camera moves back to reveal the projection
The camera tilts up (again with a cut, I think) with another projected ladder on the wall.
Just my opinion, of course, but I don't think I'm far off, Just a note, in a corridor crew interview zach declined to explain because "it wa's close to his heart" so hopefully he doesn't mind folks talking about it :-)
I think CamtrackAR and RunwayAI roto could make this MUCH easier.
Btw @FilmSensei, Sorry for hijackingyour thread X-D
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Man that gives me a lot of ideas! Great job.
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Thanks for this!
@FilmSensei Thanks, I don't really remember how I put them in before but it seemed to take a lot longer than the way you did it.
@usafdummy Plus hit helps to keep you organized and not miss anyone important... and everyone who is part of your filmmaking team is important!
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Slick trick Jay!
Nice! I love that!
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Copied from my response on YouTube:
Advanced variation tip..
Cut the hero rock model layer down to three seconds. It doesn't need to last the entire comp shot.
In the hero rock layer, uncheck the link for Scale.
For the first second or so animate the X scale. Try about 125% to 75%. If you go too far you'll really distort the texture.
For the next two seconds repeat this on the Y and Z axes.
Back in the particle sim, dial down to your particle texture where you selected the rock model. Under "Frame" select "Random."
Now the Rocks will be randomly grabbed from different source frames and all that single axis scale variation will add even more variety.
Just know this will slow down the sim a bit.
Three seconds might be overkill - especially if working at 60fps. Maybe just a second or so of rock. Even at 24 fps one second of variations would yield 8 x-scaled, 8 y-scaled and 8 z-scaled variations. Effectively turning one rock model into 24.
Side note. Don't try using an animated version of the texture with override materials to add texture variations. It won't work. Model geometry transformations and ABC/FBX model animations can be offset by the particle sim, but override materials is always one-to-one. Any particle clones will always use whatever override texture is active on frame 30 of the texture on frame 30 of the Comp, and so forth.
@Triem23 Good to know!
Very nice. 😀
@FilmSensei Looks great but it seemed like there was a lot of shine on the rocks, Is it cold in space! I know you said play with it, I think it would work for green screening windows on space ships. Thanks
@usafdummy Right... that's because I didn't spend any time tweaking the model settings. If I had, I would have adjusted the rock's roughness and shininess sliders until it looked good.
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Nice! Wondered how to translate that tutorial a few months back!
Congrats on cracking 10k!
Yah!!! Glad for you. The work you put in you totally deserve all of them.