1 00:00:00,900 --> 00:00:01,320 Okay. 2 00:00:01,320 --> 00:00:02,100 Hello again. 3 00:00:02,820 --> 00:00:03,390 Let's. 4 00:00:03,990 --> 00:00:06,570 Let's see how the blender usually works, Charlie. 5 00:00:07,230 --> 00:00:09,940 So first, I want to show you these options here. 6 00:00:09,960 --> 00:00:17,370 These are the tools options that you can toggle them off and on with the T button. 7 00:00:17,370 --> 00:00:21,200 So the T button will tell you these. 8 00:00:21,600 --> 00:00:23,850 Tool and bar over here. 9 00:00:24,180 --> 00:00:25,800 The first one is for selection. 10 00:00:25,800 --> 00:00:31,880 Selection, and by default it is set to select box as box. 11 00:00:31,890 --> 00:00:35,910 You can draw a box and then you can select your object. 12 00:00:35,910 --> 00:00:41,430 For example, if you have a couple of objects and want to select them at once, you can do this. 13 00:00:41,940 --> 00:00:50,010 The other one is select to call this circle, and that allows you to select your objects and select 14 00:00:50,010 --> 00:00:51,270 the objects in the scene. 15 00:00:51,270 --> 00:00:53,970 You have to hold shift to select a bunch of objects. 16 00:00:53,970 --> 00:01:02,580 It is not useful when you have like big objects like this, but if you have like some smaller objects 17 00:01:02,580 --> 00:01:06,570 like here and you want to select them all, it will become useful one. 18 00:01:06,570 --> 00:01:12,390 The other one is the the lasso selects, it creates lasso. 19 00:01:12,390 --> 00:01:16,940 You can draw a lasso to select your objects in your scene. 20 00:01:17,190 --> 00:01:23,610 I tend to really use any other solution other than selection works. 21 00:01:24,720 --> 00:01:28,740 The other option is through the cursor. 22 00:01:28,980 --> 00:01:41,610 To ingest in blender means that when you when you have this on anywhere you click, your new object 23 00:01:41,610 --> 00:01:45,150 will be created in this position of your reports. 24 00:01:45,510 --> 00:01:54,660 So if I create an object by going to add mesh and it's creating another cube, it will be created in 25 00:01:54,660 --> 00:02:02,040 this position of my viewport if I change it each and the location of the 3D courses to somewhere like 26 00:02:02,040 --> 00:02:02,340 here. 27 00:02:02,700 --> 00:02:09,150 And if I make another mesh like that, it will be created there, which is useful. 28 00:02:09,150 --> 00:02:16,710 But the shortcut for to cursor is actually very easy shortcut these shift. 29 00:02:18,930 --> 00:02:21,450 Plus right click. 30 00:02:23,140 --> 00:02:24,700 Right click. 31 00:02:25,720 --> 00:02:26,770 Right mouse click. 32 00:02:26,980 --> 00:02:27,790 I mean, why not? 33 00:02:28,180 --> 00:02:32,050 So by holding shift and right mouse clicks, you can. 34 00:02:34,560 --> 00:02:39,690 Change the position of 3D cursor without even selecting the 3D cursor. 35 00:02:40,200 --> 00:02:44,970 And that way you can always change the communication you have, you select some selection works and 36 00:02:44,970 --> 00:02:46,290 you can work faster. 37 00:02:46,560 --> 00:03:01,650 And if you combine that with the adding mesh shortcut, which is shift the shift at the bottom, the 38 00:03:01,710 --> 00:03:10,830 key you can bring up this menu, which is I show this menu here to add a menu and you can make your 39 00:03:11,220 --> 00:03:17,400 mesh like a cylinder and then you can make any other mesh in your 3D. 40 00:03:17,790 --> 00:03:25,620 And that will be really useful by combining just these two shortcuts. 41 00:03:25,860 --> 00:03:27,930 I was always one in the word. 42 00:03:28,290 --> 00:03:33,000 So yeah, by pressing x I can really do stuff. 43 00:03:33,750 --> 00:03:44,040 So if I have a bunch of stuff right here and I select them and I place press X on my keyboard and then 44 00:03:44,100 --> 00:03:55,650 do the all right, so now I have my 3D cursor here, but I want it in my word origin, which is here, 45 00:03:56,340 --> 00:03:57,150 right here. 46 00:03:57,630 --> 00:04:01,470 So how can I do that? 47 00:04:01,830 --> 00:04:08,130 I can shift right to here but didn't do a good job or do that maybe. 48 00:04:08,130 --> 00:04:09,620 Is it on the word regime? 49 00:04:09,630 --> 00:04:10,350 No, it's not. 50 00:04:11,130 --> 00:04:18,640 So one thing I can do to bring back to my through the cursor to the word urgent is going to object a 51 00:04:18,690 --> 00:04:19,110 snap. 52 00:04:19,589 --> 00:04:28,440 And it's not my cursor to word or isn't it will bring back my cursor towards origin. 53 00:04:29,190 --> 00:04:32,910 But we're doing the shortcuts right now. 54 00:04:32,910 --> 00:04:33,330 Right. 55 00:04:33,330 --> 00:04:37,140 And I told you two shortcuts by now. 56 00:04:37,440 --> 00:04:41,740 Shift and shift right click the shortcut which is very close. 57 00:04:41,740 --> 00:04:58,800 So these two shortcut, these shifts and s so the key on the left of D is was just shift a oh, I did 58 00:04:58,800 --> 00:05:09,690 a mistake, I thought to do that the adds option shortcut was shift three, but it was actually shift 59 00:05:11,730 --> 00:05:12,270 a. 60 00:05:12,870 --> 00:05:19,380 So I confused it with the annotations which shorten the D I'm sorry for that. 61 00:05:20,040 --> 00:05:20,670 I'm really sorry. 62 00:05:20,910 --> 00:05:23,940 So shift eight is to create new mesh. 63 00:05:24,360 --> 00:05:33,900 Shift eight is create new miss mesh and shift s will bring of bring up a pie menu of this is not all 64 00:05:33,900 --> 00:05:36,380 these all these options will be displayed images. 65 00:05:36,870 --> 00:05:45,120 So if I click if I hold the shift and s it will bring up this climbing u which I can use and do this 66 00:05:45,120 --> 00:05:49,650 quest two or origin, right? 67 00:05:49,740 --> 00:05:52,410 So Shift A is to create mesh again. 68 00:05:52,440 --> 00:06:00,150 And so the next thing we have is the move too. 69 00:06:00,150 --> 00:06:05,850 So if I shift if I hold shift, shift a make an object, make it cute. 70 00:06:07,170 --> 00:06:12,360 We have this cute and if I click here, we can move it. 71 00:06:12,570 --> 00:06:16,950 We have these arrows, we can move within the axis. 72 00:06:17,310 --> 00:06:24,150 So if I move it in this green axis, it is actually the y axis. 73 00:06:24,420 --> 00:06:25,800 I move it in this axis. 74 00:06:25,800 --> 00:06:30,450 If I move it in the blue axis, it is the Z axis. 75 00:06:30,450 --> 00:06:35,340 I'm within that axis and x axis is the right one. 76 00:06:36,840 --> 00:06:38,820 The next one is for rotation. 77 00:06:38,820 --> 00:06:50,440 So the colors, it is in the y axis with the green one, with the blue one, it is in the axis with 78 00:06:50,440 --> 00:06:51,090 the rest. 79 00:06:51,090 --> 00:06:59,130 One is based on the x axis and the scale is the same. 80 00:06:59,700 --> 00:07:05,160 So I'm scaling in that axis like this. 81 00:07:05,670 --> 00:07:07,350 Let me make another cube. 82 00:07:07,710 --> 00:07:18,600 I'm a scale in the zip axis here with this red one, I'm scaling it in the x axis on the Y on a scale 83 00:07:18,600 --> 00:07:20,970 and it's in the Y axis. 84 00:07:21,600 --> 00:07:21,930 All right. 85 00:07:22,140 --> 00:07:25,110 And then and the last one is a transform. 86 00:07:25,440 --> 00:07:28,170 So it gives me this gizmo. 87 00:07:28,200 --> 00:07:30,990 I have this gizmo that has all these options. 88 00:07:30,990 --> 00:07:33,360 So it has the move options option. 89 00:07:33,830 --> 00:07:37,010 But here I can move it in any direction I want. 90 00:07:37,010 --> 00:07:44,000 These arrows lets me to move my Q These are for rotation. 91 00:07:44,330 --> 00:07:50,810 I'm rotating rotation in the x axis and in the y axis. 92 00:07:51,290 --> 00:07:53,570 Now in the z axis. 93 00:07:55,300 --> 00:07:58,140 And then we have also the scale. 94 00:07:58,150 --> 00:07:59,690 This is for scaling. 95 00:07:59,950 --> 00:08:01,810 So don't get confused with this one. 96 00:08:01,810 --> 00:08:06,440 This one is for moving and changing the location. 97 00:08:06,500 --> 00:08:15,130 And this one in the inner circle is for scaling so and scaling it in the X axis and then scaling it 98 00:08:15,310 --> 00:08:16,630 in the axis. 99 00:08:17,170 --> 00:08:17,650 All right. 100 00:08:18,460 --> 00:08:19,060 So that's all. 101 00:08:19,110 --> 00:08:23,330 But as always, the shortcuts are easier. 102 00:08:23,330 --> 00:08:33,450 And so we can't just ignore all these options for for moving the shortcut for moving these G on the 103 00:08:33,640 --> 00:08:34,630 keyboard. 104 00:08:34,929 --> 00:08:35,409 All right. 105 00:08:35,740 --> 00:08:36,309 Don't worry. 106 00:08:36,309 --> 00:08:39,309 I tried to not tell you the 107 00:08:42,070 --> 00:08:43,780 the wrong shortcut. 108 00:08:44,500 --> 00:08:46,870 The shortcut is G and my G. 109 00:08:47,740 --> 00:08:52,900 I can move around my objects and easy like that. 110 00:08:52,900 --> 00:08:59,140 So if I but person G, I'm really moving my objects in the 3D reports. 111 00:08:59,410 --> 00:08:59,740 All right. 112 00:09:00,160 --> 00:09:02,370 But what if I want to like the gizmo? 113 00:09:02,370 --> 00:09:04,600 I want to just move within the x axis. 114 00:09:05,410 --> 00:09:14,650 What I can do is has G first, then don't move it and then press. 115 00:09:14,800 --> 00:09:22,720 Like, if I want to move it in the x axis on the keyboard at press x, then I can move it in the x on 116 00:09:22,720 --> 00:09:23,440 the x axis. 117 00:09:24,040 --> 00:09:32,500 Then if I click, I confirm my movements and by pressing g again and pressing Y on the keyboard and 118 00:09:32,500 --> 00:09:32,920 move it. 119 00:09:33,860 --> 00:09:35,300 Along the y axis. 120 00:09:35,620 --> 00:09:40,340 I will pressing G and pressing Z and move it along the z axis. 121 00:09:40,790 --> 00:09:49,940 Another cool feature moving is if you press G and then you press shift and Z, it will exclude the z 122 00:09:49,940 --> 00:09:51,980 axis in your movement. 123 00:09:51,990 --> 00:09:59,600 So you are only moving your objects in x and y axis so you can move it up in the viewport. 124 00:10:00,080 --> 00:10:10,760 And another example of G shift x, we're moving in the Y and Z axis and we can move it in the X axis, 125 00:10:11,060 --> 00:10:13,130 which can become useful. 126 00:10:13,340 --> 00:10:13,820 All right. 127 00:10:13,910 --> 00:10:19,220 This is for annotation, which I use for writing. 128 00:10:19,220 --> 00:10:28,280 You can resample if you have this scene and you want to write the stuff and you want to write, this 129 00:10:28,280 --> 00:10:30,860 is a Q, you can do that. 130 00:10:31,400 --> 00:10:31,710 All right. 131 00:10:31,770 --> 00:10:32,840 That's for deleting. 132 00:10:32,840 --> 00:10:39,770 You just have to you just have to press D and then right click and you can delete the stuff. 133 00:10:40,310 --> 00:10:40,490 So. 134 00:10:40,490 --> 00:10:44,000 Presti And what the shortcut for annotation is? 135 00:10:44,000 --> 00:10:53,090 D If you want to delete a lot of annotations like you know, you have a lot of annotations and all it 136 00:10:53,090 --> 00:10:55,610 takes a lot to erase all these annotations. 137 00:10:56,840 --> 00:10:58,940 Go to this menu here. 138 00:10:59,390 --> 00:11:10,190 So by pressing and you go to this menu and then go to we down here annotations and press on this minus 139 00:11:10,190 --> 00:11:10,670 button. 140 00:11:10,730 --> 00:11:18,620 So you delete all your annotations and you see that you can also, if you saw the menu, you have the 141 00:11:18,620 --> 00:11:29,260 plus item that you can use and change the color and if annotation and do some more drawing and you wash 142 00:11:29,900 --> 00:11:30,110 it. 143 00:11:31,760 --> 00:11:32,930 All right. 144 00:11:33,100 --> 00:11:41,890 So the last option you have is measure the one thing that you may need. 145 00:11:41,900 --> 00:11:51,410 You mean not only if you, for example, you're making a human character and you want it to be relative 146 00:11:51,410 --> 00:11:52,520 to the water scale. 147 00:11:53,180 --> 00:11:57,170 So you click and drag and let go. 148 00:11:57,980 --> 00:12:00,740 And we will show you the units show. 149 00:12:00,740 --> 00:12:10,430 So the this queue, the distance between this cube and the border region is around six meters. 150 00:12:10,970 --> 00:12:19,490 And the bottom one, I can do another measuring as well. 151 00:12:19,970 --> 00:12:31,160 If you're not really good with the metric system and you want imperial metrics, you can imperial units, 152 00:12:31,520 --> 00:12:40,850 you can go to here this button here which says seen properties and then go to a unit and then change 153 00:12:40,850 --> 00:12:49,390 the unit system to Imperial and then it is changed to inches and all those with stops. 154 00:12:49,430 --> 00:12:49,760 Right. 155 00:12:49,970 --> 00:12:58,880 Well I use metric and to remove it you can press X to remove your measures or you can change it to your 156 00:12:58,880 --> 00:13:00,200 station to remove it. 157 00:13:00,480 --> 00:13:09,890 The last one here is not that useful, but you can keep it in one and Q is when you want to add a cube 158 00:13:09,890 --> 00:13:11,900 on top of other objects. 159 00:13:11,900 --> 00:13:19,100 So if I press here, as you can see, this screen here, this cube will be added on top of this object. 160 00:13:19,460 --> 00:13:21,980 I'm drawing here a box. 161 00:13:22,490 --> 00:13:24,290 I'm letting I'm letting go. 162 00:13:24,290 --> 00:13:30,500 And then I set the direction to be up or down. 163 00:13:30,590 --> 00:13:42,370 If I click now, it will make a cube based on those those boxes that I have drawn, you know, forth. 164 00:13:42,410 --> 00:13:50,030 At the same time, you can see what is in it is more, right? 165 00:13:50,180 --> 00:13:54,050 You can all do this in extrude all this good stuff. 166 00:13:54,710 --> 00:13:59,540 Okay, so I don't use as much, but you can if you want. 167 00:13:59,930 --> 00:14:05,690 I explain to you the shift as which was in objects. 168 00:14:05,870 --> 00:14:06,740 It's not here. 169 00:14:07,070 --> 00:14:18,590 All these options is you can bring it up by pulling shift and s and the one option I showed you was 170 00:14:18,590 --> 00:14:19,910 cursor toward origin. 171 00:14:20,300 --> 00:14:26,360 But if e you want to select this object and move it to the wall region as well. 172 00:14:26,360 --> 00:14:29,930 So it is hard to manually do that this time. 173 00:14:29,930 --> 00:14:32,670 And you also do the same for that. 174 00:14:32,690 --> 00:14:33,330 You're up. 175 00:14:33,640 --> 00:14:43,380 So if you select this one selection to curse the object, we will go to selection and then it is in 176 00:14:43,420 --> 00:14:48,160 on, it is on it is in the more origin location. 177 00:14:48,250 --> 00:14:59,200 But because you moved your cursor to origin, if you if you, if you want to do the opposite action 178 00:14:59,200 --> 00:15:03,670 so you want to move your to the cursor to the origin. 179 00:15:03,760 --> 00:15:11,140 Origin is it is this orange dots over here you want to do that. 180 00:15:11,290 --> 00:15:16,570 You just have to shift the s and cursor to select A. 181 00:15:16,610 --> 00:15:20,530 Now your cursor is in your selection. 182 00:15:20,890 --> 00:15:21,250 All right. 183 00:15:22,000 --> 00:15:25,660 Is here in the origin of your object. 184 00:15:26,410 --> 00:15:34,090 Uh, these three options are very useful selection to cursor cursor the selected cursor to your origin. 185 00:15:34,090 --> 00:15:39,010 You can also use the other options here for using installations. 186 00:15:39,010 --> 00:15:42,010 Active is useful also so because. 187 00:15:42,080 --> 00:15:51,700 So if you want to move this object here to this object here shift s and then selection to select your 188 00:15:51,700 --> 00:15:52,390 active object. 189 00:15:52,390 --> 00:15:59,140 This is, by the way, but it's orange and it's the colors like this. 190 00:15:59,140 --> 00:16:00,910 And you have orange here. 191 00:16:01,600 --> 00:16:04,900 This is your active object and this is your selections. 192 00:16:04,900 --> 00:16:11,830 If you if you have more objects here and you select them and these are the selection and this is the 193 00:16:11,830 --> 00:16:12,550 active object. 194 00:16:12,550 --> 00:16:17,530 If I select this queue over here now, this is the active object. 195 00:16:17,530 --> 00:16:28,510 So if I hold down shift s and selection to active, all these objects have moved inside this object. 196 00:16:29,230 --> 00:16:29,560 All right? 197 00:16:30,700 --> 00:16:38,230 So we don't see them to see them, we can toggle this option on toggle x ray and as you can see there, 198 00:16:38,230 --> 00:16:41,380 in the origin of that bigger box. 199 00:16:41,770 --> 00:16:55,540 So we discussed the two menu and then another option to the scaling is the shortcut. 200 00:16:55,540 --> 00:17:05,230 S So G was for moving and moving your object and S is for scaling your object. 201 00:17:05,260 --> 00:17:08,470 And the same applies to the S shortcut. 202 00:17:08,470 --> 00:17:14,109 So if you process and then press X, it will scale in the x axis. 203 00:17:14,530 --> 00:17:24,310 And if you press x and y you will skill in the y axis and so on for rotating as you can, as you have, 204 00:17:24,819 --> 00:17:26,170 I guess you guessed it. 205 00:17:26,170 --> 00:17:27,760 Are you guessing already? 206 00:17:27,760 --> 00:17:33,190 And you figure it out, you can move around with middle mouse button. 207 00:17:33,200 --> 00:17:43,960 So you pan around, move around with the mouse button to pan you hold shift and hold the middle mouse 208 00:17:43,960 --> 00:17:44,350 button. 209 00:17:46,070 --> 00:17:46,460 All right. 210 00:17:47,060 --> 00:17:50,810 And to zoom, you just use the mouse, will. 211 00:17:53,730 --> 00:17:59,580 But if you don't want to use those shortcuts to move around, you cannot use these ones. 212 00:17:59,910 --> 00:18:06,210 This is for rotating, so you just hover your mouse over here and then click and rotate. 213 00:18:07,170 --> 00:18:09,810 And then you can rotate around your object. 214 00:18:10,090 --> 00:18:12,860 You can also change your view. 215 00:18:12,870 --> 00:18:21,960 So I explained that in the in the last video that you can go to the views is not to use with numpad. 216 00:18:21,960 --> 00:18:29,640 So if you press one, you go to France, you if you press three, you go to side view to right with 217 00:18:29,640 --> 00:18:29,960 you. 218 00:18:29,970 --> 00:18:37,350 And if you press seven, you go to top view, which is integrated here right now is top view. 219 00:18:37,350 --> 00:18:41,400 If I press one, it will go to France view over here. 220 00:18:42,480 --> 00:18:44,520 But you can do that as well in here. 221 00:18:44,520 --> 00:18:49,380 So if I press on this X, it will go to right view if you like, press on this. 222 00:18:49,380 --> 00:18:51,180 Well, I will go to back view. 223 00:18:51,180 --> 00:18:54,560 If I press on this that it will go to top you. 224 00:18:54,570 --> 00:19:00,210 So you can use that as well if you don't want to use the shortcuts. 225 00:19:01,110 --> 00:19:08,850 And this is for zooming, but it's a simple you just click on it and then zoom in and zoom out. 226 00:19:09,240 --> 00:19:18,150 This is for putting your click on it and then move your mouse and this button will move your view to 227 00:19:18,150 --> 00:19:19,200 the camera view. 228 00:19:19,200 --> 00:19:27,270 So if you have a camera in your scene, which I don't have it since the other camera for bringing up 229 00:19:27,270 --> 00:19:38,220 a camera, you can shift and then camera over here you have a camera over here and if you like, I want 230 00:19:38,220 --> 00:19:39,240 to rotate it. 231 00:19:39,990 --> 00:19:45,060 And if I rotated over here like this is it down? 232 00:19:45,060 --> 00:19:51,240 And if I click here, it will go to my camera views and click on it. 233 00:19:51,240 --> 00:19:55,170 And as you can see, it is in my camera will be all right. 234 00:19:55,200 --> 00:19:58,500 But the shortcut it says here is non zero. 235 00:19:58,950 --> 00:20:06,270 So if I if you press numpad zero, you will also go into camera view and out of general view. 236 00:20:07,260 --> 00:20:12,210 The last option here is switching between orthographic view and prospective view. 237 00:20:12,220 --> 00:20:19,590 So we are right now in perspective, as you can see, if you want to switch towards a graphic, we can 238 00:20:19,590 --> 00:20:30,020 use this option and now we are in that orthographic which can cause problems when you're modeling. 239 00:20:30,030 --> 00:20:40,680 So I recommend you're modeling changes to perspective so you can see better like how your model is looking 240 00:20:40,920 --> 00:20:42,270 in a perspective. 241 00:20:42,570 --> 00:20:49,110 Because we see things in a perspective, you really don't see things and also graphic, right? 242 00:20:49,740 --> 00:20:52,980 So that's all for these options here. 243 00:20:52,980 --> 00:20:54,660 So as you can see, very easy. 244 00:20:54,660 --> 00:20:56,700 So what are these options? 245 00:20:57,000 --> 00:21:01,080 First, we have this one view object types. 246 00:21:01,800 --> 00:21:06,450 So let let me first add some objects here. 247 00:21:06,600 --> 00:21:17,850 I want to add a curve, then I want some metal balls, then I want an armature. 248 00:21:18,060 --> 00:21:20,970 All right, so we have this. 249 00:21:23,100 --> 00:21:24,510 Objects right now. 250 00:21:25,020 --> 00:21:25,260 Okay. 251 00:21:25,620 --> 00:21:32,130 If I go here and I have all of the objects in my scene and if I click on it and then I don't want to 252 00:21:32,130 --> 00:21:40,500 see any meshes, you might see I want to only see the other type of things I have in my viewpoint as 253 00:21:40,500 --> 00:21:43,660 click on this and all all my measures of disappearance. 254 00:21:43,660 --> 00:21:46,650 It's just not just this cube, all the measures I have. 255 00:21:47,310 --> 00:21:52,530 Like if I have a cylinder, all the images will disappear. 256 00:21:53,010 --> 00:21:53,410 Okay. 257 00:21:53,430 --> 00:21:56,130 The same applies to other types of care. 258 00:21:56,970 --> 00:21:59,400 If this is a curse, if I want. 259 00:22:01,150 --> 00:22:02,140 Sable the view. 260 00:22:02,320 --> 00:22:09,650 All the curves in my scene will be disabled, the metal also disabled, and the armature and all the 261 00:22:09,670 --> 00:22:13,810 type of things I have, the cameras and all of that. 262 00:22:14,590 --> 00:22:18,590 The other thing is this option here, the selection one. 263 00:22:18,610 --> 00:22:28,420 So if I dislike this one, so I'm pressing on into these thing and then all my missions are on SELECTABLE. 264 00:22:28,600 --> 00:22:33,040 It means if I try to select these here, I can select them. 265 00:22:33,040 --> 00:22:36,130 I'm pressing, but I can't select them. 266 00:22:36,130 --> 00:22:39,490 And that applies to other things like curves. 267 00:22:40,390 --> 00:22:44,470 The curve I have here, it is selectable. 268 00:22:45,160 --> 00:22:47,050 All right, so I turn this on. 269 00:22:48,490 --> 00:22:54,490 My recommendation is to not mess around with these object types of disability. 270 00:22:54,490 --> 00:22:57,250 Here, you can do the same thing over here. 271 00:22:57,250 --> 00:23:03,880 So if you want the cubes to be, like, hidden, you can just click and drag. 272 00:23:04,090 --> 00:23:08,170 So your objects and all the things are hidden. 273 00:23:08,170 --> 00:23:11,710 We can use other types of methods. 274 00:23:11,710 --> 00:23:18,880 Like, for example, if you press you cube and press shift edge, all the other objects in the scene 275 00:23:19,330 --> 00:23:21,970 will be hidden. 276 00:23:22,060 --> 00:23:32,890 And to get them back on, you can, you can do this or you can press all this edge to hide the hide 277 00:23:33,220 --> 00:23:39,190 to unhide to on hide the objects in your C. 278 00:23:40,030 --> 00:23:46,870 So you can also add these, this selection selection thing here. 279 00:23:47,170 --> 00:23:56,080 So if you go over here and then enable this, you have this option here that if, if, for example, 280 00:23:56,080 --> 00:24:03,430 I do this, then I can select this cute icons like this cute because it is on I can select this skip. 281 00:24:04,150 --> 00:24:08,290 So you can always use those options as well. 282 00:24:08,800 --> 00:24:12,490 So next thing we have is this viewport gizmos. 283 00:24:12,490 --> 00:24:19,960 It will if you disable this one, these the navigation here will be disabled is only for the viewport 284 00:24:20,290 --> 00:24:24,970 and the what things you want to see in your viewpoint, what things you don't want to see. 285 00:24:24,970 --> 00:24:29,620 So don't I recommend to tons to play around with these. 286 00:24:29,620 --> 00:24:39,790 Only if you want a clean viewport and you don't want these to be in your scene, just click on it to 287 00:24:39,790 --> 00:24:40,720 disable it. 288 00:24:40,990 --> 00:24:44,200 Don't play around with the other options. 289 00:24:45,160 --> 00:24:49,980 So the other thing is the release this quite important. 290 00:24:49,990 --> 00:24:51,640 So you have a lot of options here. 291 00:24:51,640 --> 00:25:00,940 As you can see, you have a flaw in or C, let me just delete this with X and shift as Cristobal or. 292 00:25:02,970 --> 00:25:10,860 We have all these things looking at the floor of the axis x axis and what axis are shown to us. 293 00:25:12,240 --> 00:25:18,090 So if I go to overlay, let's first of all disable the whole thing and disable it. 294 00:25:18,300 --> 00:25:25,590 We have a blank blank like a blank canvas, you know, but we can play around and then. 295 00:25:26,220 --> 00:25:28,050 So you just don't want the floor. 296 00:25:28,230 --> 00:25:29,150 We disable it. 297 00:25:29,160 --> 00:25:30,210 We don't want the grid. 298 00:25:30,210 --> 00:25:33,480 We don't want the text in full text. 299 00:25:33,480 --> 00:25:34,530 The info is right here. 300 00:25:35,880 --> 00:25:37,050 We can disable it. 301 00:25:37,510 --> 00:25:42,390 We don't want to the curse which is or we can disable it. 302 00:25:42,420 --> 00:25:46,110 Also, we don't want the annotations like we have of annotations. 303 00:25:46,110 --> 00:25:52,620 We don't want to remove it from the view or here or we can hide that here. 304 00:25:53,520 --> 00:25:58,140 What the same option is also here to disable dynamic annotations. 305 00:25:58,710 --> 00:26:02,310 Then we have statistics which is very good, very useful. 306 00:26:02,310 --> 00:26:10,650 I use I always send this on because as you can see, our statistics are 000 like we have no registry, 307 00:26:10,650 --> 00:26:13,100 no object, no edges, no is not right. 308 00:26:13,470 --> 00:26:22,170 But if I make an object queue, for example, I can see that they have six faces and 12 triangles. 309 00:26:22,170 --> 00:26:32,010 And then when I'm modeling, for example, I'm doing this one extrude gives me 20 triangles and ten 310 00:26:32,160 --> 00:26:41,730 faces, and then I can better optimize my scene and do a better modeling and optimization when I'm doing 311 00:26:41,970 --> 00:26:43,290 those modelling stuff. 312 00:26:44,730 --> 00:26:54,630 So I use this on the extras, the bones, and if you have an armature, these are all doing things. 313 00:26:55,110 --> 00:26:57,900 The other thing that you use a lot is wireframes. 314 00:26:57,900 --> 00:27:07,950 So if you go to mesh queue and you want to see like let's extrude a little bit like this. 315 00:27:08,190 --> 00:27:15,530 So from here you have this object over here and you want to see the wireframes, you want to see how 316 00:27:15,540 --> 00:27:22,700 is the geometry and then these black lines is shown to show you the geometry and how they work. 317 00:27:22,710 --> 00:27:28,800 You can play around and crank down the opacity, all right. 318 00:27:29,610 --> 00:27:32,010 Or how many wireframes are shown. 319 00:27:32,820 --> 00:27:35,190 That way you can see the white frames. 320 00:27:35,700 --> 00:27:39,840 Eve, I have something like you ask me to use it better. 321 00:27:40,350 --> 00:27:43,920 As you can see, the wireframes are shown here. 322 00:27:43,920 --> 00:27:52,740 So this shows me how optimized my scene is by just clicking on this thing for you. 323 00:27:54,330 --> 00:27:58,500 The next important option is face orientation. 324 00:27:59,190 --> 00:27:59,790 Okay? 325 00:28:00,360 --> 00:28:09,780 Face orientation is very important because sometimes you may make your scene, make your character, 326 00:28:09,960 --> 00:28:13,050 and then you want to animate and you want to do all. 327 00:28:13,050 --> 00:28:13,410 There's some. 328 00:28:13,410 --> 00:28:21,780 And then you face a lot of problems, a lot of distortions and all that and texturing and doing all 329 00:28:21,830 --> 00:28:23,670 of all the all the other things. 330 00:28:23,940 --> 00:28:35,010 So if I go to edit by pressing tab all these faces over here, all of these persons are facing toward 331 00:28:35,490 --> 00:28:37,830 the outside or inside. 332 00:28:38,670 --> 00:28:45,420 So if I get overlaid overlay in edit mode, he has some more options down here. 333 00:28:45,420 --> 00:28:47,550 I have this normal option. 334 00:28:47,550 --> 00:28:57,270 If I enable this, it will show me the direction each face is facing. 335 00:28:57,270 --> 00:28:59,880 Like the direction of this face is outside. 336 00:28:59,970 --> 00:29:00,490 Outside. 337 00:29:00,590 --> 00:29:07,230 Also it shows me that's the faces of my mesh is on the right direction. 338 00:29:07,230 --> 00:29:10,080 If I do something now, don't pay attention. 339 00:29:10,980 --> 00:29:12,390 If I do something now. 340 00:29:12,420 --> 00:29:14,220 And as you can see. 341 00:29:15,340 --> 00:29:16,920 I don't have those numbers. 342 00:29:16,960 --> 00:29:26,040 There are only if I zoom in all the more you can see that the normals are facing toward the insides 343 00:29:26,050 --> 00:29:26,890 of my image. 344 00:29:26,900 --> 00:29:28,810 And that's not good at all. 345 00:29:28,810 --> 00:29:35,650 Because if we are going to if you go to render it, if we go to texturing and all this stuff, we go 346 00:29:35,650 --> 00:29:36,640 to unwrap it. 347 00:29:36,640 --> 00:29:42,550 It makes a lot of problems for us and we may forget about this. 348 00:29:42,970 --> 00:29:43,270 All right. 349 00:29:43,270 --> 00:29:51,400 So so I recommend you to always if you make your character, for example, let's say your model is this 350 00:29:52,000 --> 00:29:54,190 and you finish you want to render your own texture. 351 00:29:54,190 --> 00:29:55,720 You want to do all those good stuff. 352 00:29:56,560 --> 00:30:01,660 Always go to here all these and turn on first orientation. 353 00:30:01,660 --> 00:30:07,510 And when you turn this option on, you must see all your objects in blue. 354 00:30:07,780 --> 00:30:14,200 Okay, so, so always remember that that's all the ways you need to see blue. 355 00:30:14,200 --> 00:30:23,080 So if I turn the song and I see any red, then that is an alarm for me that my normals are facing the 356 00:30:23,080 --> 00:30:24,430 wrong direction. 357 00:30:25,690 --> 00:30:26,740 Now, this is normal. 358 00:30:27,460 --> 00:30:27,970 This is. 359 00:30:29,200 --> 00:30:31,450 This is red. 360 00:30:31,570 --> 00:30:39,610 So this shows me that my normals are facing the wrong direction. 361 00:30:39,700 --> 00:30:41,050 Let me delete these ones. 362 00:30:41,380 --> 00:30:53,620 And what happened was edit I press a to select all of them and then press press the shortcut which was 363 00:30:53,950 --> 00:31:03,610 shift plus and shift boss and will recalculate your normals and then flip the normals for you. 364 00:31:03,700 --> 00:31:06,850 So whenever you have this option, don't panic. 365 00:31:07,240 --> 00:31:17,770 Just if you see your your objects in red this go to edit mode by tapping a selecting all by pressing 366 00:31:17,800 --> 00:31:23,530 a and then shift and and then your problem is solved. 367 00:31:24,160 --> 00:31:24,540 Right? 368 00:31:24,550 --> 00:31:28,870 This is blue now and the normals are facing the right direction. 369 00:31:28,870 --> 00:31:34,480 If it didn't solve your problem, just flip this box. 370 00:31:34,720 --> 00:31:38,710 Check this box to see if fixes that for you. 371 00:31:39,580 --> 00:31:42,430 Now I can disable my normal direction. 372 00:31:42,430 --> 00:31:43,030 Or here. 373 00:31:44,170 --> 00:31:48,890 And right now, I have a blue object. 374 00:31:50,680 --> 00:31:52,960 And now I can turn this off. 375 00:31:53,470 --> 00:31:59,890 So, yeah, that's all about normals, which is importantly can cause a lot of problems if you don't 376 00:31:59,890 --> 00:32:02,140 know what this one doing. 377 00:32:02,500 --> 00:32:04,600 The motion tracking is important for us. 378 00:32:05,830 --> 00:32:09,750 This is because it's for animations and. 379 00:32:10,030 --> 00:32:11,260 All right, there you of. 380 00:32:12,770 --> 00:32:14,300 Discuss the oil is now. 381 00:32:14,930 --> 00:32:17,690 The next option is x ray. 382 00:32:17,750 --> 00:32:27,050 So if you have an option, if you have a objects, a Q and then you have another object and usually 383 00:32:27,050 --> 00:32:27,770 a sphere. 384 00:32:27,800 --> 00:32:28,220 All right. 385 00:32:28,490 --> 00:32:32,660 If you have selected this thing, you know, there there's a you this one in the box. 386 00:32:32,660 --> 00:32:40,940 But if you have not selected this, then you're making objects after the of oblivion, you meet in scene 387 00:32:40,940 --> 00:32:48,860 and then you went there and in the render it may be appear in this little sphere here. 388 00:32:48,920 --> 00:32:55,760 By the way, if you want to if you have objects in objects and you want to select them first, click 389 00:32:55,760 --> 00:32:56,630 on the first object. 390 00:32:56,630 --> 00:33:04,190 If it clicks, if you click another time, you will select the object and the other object that is inside 391 00:33:04,190 --> 00:33:04,970 of that logic. 392 00:33:05,870 --> 00:33:06,190 All right. 393 00:33:06,200 --> 00:33:08,330 If you have the third object, just click. 394 00:33:09,800 --> 00:33:10,190 Okay. 395 00:33:10,670 --> 00:33:14,220 As I was saying, you have a lot of objects here. 396 00:33:14,990 --> 00:33:17,240 Then you need to check first. 397 00:33:17,690 --> 00:33:28,580 If you don't have objects inside other objects, so you target this x ray on or I usually tend to use 398 00:33:28,580 --> 00:33:33,050 the shortcut, which is also that. 399 00:33:34,460 --> 00:33:35,840 All right, bye bye. 400 00:33:36,080 --> 00:33:41,180 Holding alts and that I have toggled on the x ray. 401 00:33:41,540 --> 00:33:52,470 And now we can see that there's a sphere inside my cube and I can delete it by pressing x, delete it, 402 00:33:52,880 --> 00:33:57,770 then all that again and the x ray is off. 403 00:33:58,010 --> 00:34:00,980 The x ray is really helpful, especially when you're 404 00:34:03,530 --> 00:34:05,260 adjusting your scenes. 405 00:34:05,660 --> 00:34:08,120 It's real and we'll get into into that. 406 00:34:09,530 --> 00:34:12,290 And the last things here are the shadings. 407 00:34:13,370 --> 00:34:20,420 We are all now in the solid more or within the solid mode. 408 00:34:20,449 --> 00:34:26,719 If I change it to this one is on Y for a moment so I can see the y frame of my objects. 409 00:34:27,139 --> 00:34:28,969 Let me add some more objects. 410 00:34:29,780 --> 00:34:32,179 Let's circle you with sphere. 411 00:34:32,600 --> 00:34:36,409 That may be a cylinder now, maybe. 412 00:34:37,850 --> 00:34:38,770 Tourists. 413 00:34:39,159 --> 00:34:46,699 Now, on top of all them, the monkey, which is facing this way. 414 00:34:46,909 --> 00:34:49,100 This is a monkey. 415 00:34:50,880 --> 00:34:51,250 Cold. 416 00:34:51,510 --> 00:34:52,590 Suzanne. 417 00:34:53,070 --> 00:34:56,100 So, Michael, Suzanne is chilling. 418 00:34:56,880 --> 00:35:02,010 So much energy to Warframe, as you can see. 419 00:35:02,400 --> 00:35:05,640 You have the wireframes of all our objects. 420 00:35:06,570 --> 00:35:11,140 And this is another way to check if we have objects in objects. 421 00:35:11,140 --> 00:35:20,760 So if I do this process to scope and this is another way to see if we have objects inside objects other 422 00:35:20,760 --> 00:35:24,690 than the, you know, the x ray. 423 00:35:25,440 --> 00:35:25,680 Right. 424 00:35:27,150 --> 00:35:34,630 And this is also a good way to check if you have all the geometry that we don't want. 425 00:35:34,650 --> 00:35:42,030 So if this is all the geometry and then don't want freedom, go inside and try to use the geometry. 426 00:35:43,380 --> 00:35:45,050 I wrote the next one. 427 00:35:45,060 --> 00:35:46,080 This is one frame. 428 00:35:46,140 --> 00:35:48,270 This is solid shape, which we are. 429 00:35:48,450 --> 00:35:48,780 No. 430 00:35:49,710 --> 00:35:50,550 And we do. 431 00:35:50,550 --> 00:35:54,930 We use this mode to model a lot of stuff after we did our modelling. 432 00:35:55,680 --> 00:36:05,760 And then for example, we add material between going here we go here and right here and it says material 433 00:36:05,760 --> 00:36:06,690 properties. 434 00:36:07,470 --> 00:36:09,520 Click on it and then click on New. 435 00:36:09,540 --> 00:36:19,110 We have given our Suzanne the material and let's change the base color here basically to like something 436 00:36:19,110 --> 00:36:21,770 like orange. 437 00:36:22,140 --> 00:36:22,410 Right. 438 00:36:24,210 --> 00:36:29,360 And we want to see how it looks with the material and the color. 439 00:36:29,430 --> 00:36:36,150 So we go to this option, which is material preview and we'll click on it. 440 00:36:36,330 --> 00:36:41,680 As you can see, we can now see how our Suzanne looks like. 441 00:36:42,510 --> 00:36:43,020 All right. 442 00:36:43,920 --> 00:36:49,710 But then we have another option, which is the rendering surrender preview. 443 00:36:49,950 --> 00:36:52,470 We have two main renderers. 444 00:36:53,150 --> 00:36:59,730 First one is cycles, which is a which is an offline render renderer. 445 00:36:59,730 --> 00:37:11,160 It means it calculates all those lights and those realistic lighting's offline. 446 00:37:11,160 --> 00:37:16,740 So you don't always see the glory of how cycle works in the preview. 447 00:37:17,490 --> 00:37:26,700 You can see that it is very much performance was not really good. 448 00:37:27,690 --> 00:37:28,080 All right. 449 00:37:28,530 --> 00:37:32,880 But image, on the other hand, is a real time render. 450 00:37:32,970 --> 00:37:40,380 So it shows you it shows your objects in a real time view view. 451 00:37:40,890 --> 00:37:44,190 And what you see is what you get. 452 00:37:44,220 --> 00:37:52,140 So as you see in there evening, you get in the render as well as if I switch it to TV, we can see 453 00:37:52,380 --> 00:37:56,710 that we have this whole little thing is because we don't have a light. 454 00:37:56,730 --> 00:38:08,880 So if my friends shift away and go to light and at a sun, now we can see better how Suzanne in color 455 00:38:10,110 --> 00:38:13,020 and how the shadows walk. 456 00:38:13,920 --> 00:38:15,570 Like pretty cool, right? 457 00:38:16,140 --> 00:38:19,110 But cycles is more realistic. 458 00:38:19,110 --> 00:38:23,520 So if I change it to cycles, let's see what happens. 459 00:38:23,970 --> 00:38:27,000 As you can see, the shadows are more soft now. 460 00:38:27,210 --> 00:38:30,510 Like how you will see them in real world. 461 00:38:30,510 --> 00:38:30,750 But. 462 00:38:32,090 --> 00:38:39,230 I zoom out, it becomes like noisy and that is not good. 463 00:38:39,890 --> 00:38:43,670 So that's how that cycle works. 464 00:38:43,860 --> 00:38:51,560 The way in TV is real time, but in cycles it is more of loan based. 465 00:38:52,280 --> 00:39:01,370 But you can fix this by going to Dino's Enable and Dino's, and this will be this will give you a better 466 00:39:01,370 --> 00:39:02,360 experience. 467 00:39:03,080 --> 00:39:09,650 All right, well, turn back on TV, and that's it for the viewport. 468 00:39:09,650 --> 00:39:16,340 So you have the read, the report, the material preview, the shading, the solid viewport, and the 469 00:39:16,520 --> 00:39:21,140 higher frame viewport before going to these options. 470 00:39:22,070 --> 00:39:24,560 Let's have a look at up here. 471 00:39:24,980 --> 00:39:28,240 As you can see, we have something. 472 00:39:28,250 --> 00:39:30,320 It's called global. 473 00:39:30,890 --> 00:39:31,970 What does it mean? 474 00:39:32,000 --> 00:39:41,120 It means if I select my Suzanne and if I go to my gizmo and I rotate it right this. 475 00:39:41,660 --> 00:39:41,990 All right. 476 00:39:41,990 --> 00:39:44,420 It is changing the location. 477 00:39:44,420 --> 00:39:49,340 And this gizmo is based on the global axis. 478 00:39:49,340 --> 00:39:55,820 The global axis is this one's for here is the red line and green one. 479 00:39:56,000 --> 00:39:56,270 All right. 480 00:39:56,270 --> 00:40:04,270 If I change it to local, it will change its based on the origin of my object. 481 00:40:04,370 --> 00:40:13,610 So if I change it to local, as you can see, the axis all changed based on the origin. 482 00:40:14,210 --> 00:40:24,770 If I change the origin of my if I go to head mode and the move with G, as you can see, this orange 483 00:40:24,770 --> 00:40:26,980 dot is here right now. 484 00:40:27,050 --> 00:40:34,940 If I change the origin and then in the local axis it is in the different locations. 485 00:40:35,720 --> 00:40:36,020 Right. 486 00:40:37,660 --> 00:40:44,330 But if I change it to global, it is now in the global direction like this. 487 00:40:44,570 --> 00:40:45,770 But this is the whole difference. 488 00:40:45,770 --> 00:40:56,870 You can use the normals, the gimbal gimbal on the north coast view and the cursor vectors, but usually 489 00:40:56,870 --> 00:40:59,450 just use the global and local. 490 00:41:00,200 --> 00:41:00,440 Right. 491 00:41:02,120 --> 00:41:03,770 And then another thing is 492 00:41:06,980 --> 00:41:16,820 first let me give you a shortcut for like our season is like this in your position, you can do this 493 00:41:16,820 --> 00:41:21,200 and the like, but it is not in the right position. 494 00:41:21,200 --> 00:41:30,170 What if you press all these spots and then if I press G in the reset location? 495 00:41:30,380 --> 00:41:30,740 All right. 496 00:41:30,740 --> 00:41:35,570 You reset the location of first and go back to the word origin. 497 00:41:36,020 --> 00:41:42,650 If I press alt press or you do reset the rotation. 498 00:41:43,160 --> 00:41:51,220 So remember these two shortcuts also always are and always. 499 00:41:53,400 --> 00:42:01,350 G who resets each location and rotation on our faults. 500 00:42:03,660 --> 00:42:03,990 All right. 501 00:42:05,400 --> 00:42:11,940 So by default, this option is for pivots points by default, by the way. 502 00:42:12,030 --> 00:42:17,520 As you can see, our original design is here to fix that. 503 00:42:17,940 --> 00:42:23,120 Right click go to set origin and origin to geometry. 504 00:42:23,130 --> 00:42:24,750 These options are really cool. 505 00:42:25,050 --> 00:42:25,950 You can move. 506 00:42:25,950 --> 00:42:27,210 The origin is 3D cursor. 507 00:42:27,210 --> 00:42:34,950 So if I select Mexico, move to the cursor here by holding sheath and right click and then right click 508 00:42:34,950 --> 00:42:37,890 on my Suzanne set origin origins of the cursor. 509 00:42:37,890 --> 00:42:41,490 Now the origin of my design is in this call to the cursor. 510 00:42:41,670 --> 00:42:45,690 It rotates based on this origin. 511 00:42:46,650 --> 00:42:53,190 All right, but if I wanted that in the middle of my Suzanne, I can just go here or he's into geometry 512 00:42:53,190 --> 00:42:55,050 and now it's back in the middle. 513 00:42:55,050 --> 00:43:01,230 And if I press hold or and I'll g now it's back to the origin. 514 00:43:01,620 --> 00:43:01,920 Cool. 515 00:43:01,920 --> 00:43:13,510 But puts away by default the pivot point is on the meeting points which is now like in the middle and 516 00:43:13,530 --> 00:43:22,710 like this points here if I change it to something like to the cursor now it is based on the 3D curve. 517 00:43:22,710 --> 00:43:26,790 Said the same thing I did by moving the origin points. 518 00:43:26,790 --> 00:43:35,040 Right now my Suzanne moves and rotates and scales based on the to the cursor. 519 00:43:35,040 --> 00:43:47,460 So I'm moving my suitcase by shift and right click and if I now rotate like this, my Suzanne is rotating 520 00:43:47,460 --> 00:43:56,940 based on the 3D cursor and that will become really useful when we have a lot of options and we want 521 00:43:56,940 --> 00:44:03,180 to rotate things around and we don't want to rotate it around the mid some point. 522 00:44:03,450 --> 00:44:11,490 Like we want to rotate it for example for trees we tend to move the cursor here and then rotate it like 523 00:44:11,490 --> 00:44:13,080 this from the bottom. 524 00:44:13,530 --> 00:44:21,390 To move it like this, it will become easier to scale it, to rotate onto all those stuff and that's 525 00:44:21,390 --> 00:44:24,510 all the thing you can get with the change in the pivot points. 526 00:44:24,630 --> 00:44:32,910 Again, just the medium point to the cursor is enough, but you can use the individual origins as well 527 00:44:32,910 --> 00:44:36,150 as you have some more objects in your. 528 00:44:36,150 --> 00:44:42,420 See, the next thing I want to show you here is the snap. 529 00:44:43,620 --> 00:44:45,990 The snap is a little tricky. 530 00:44:46,140 --> 00:44:56,460 If I change this to face and turn this all on and then I make a plane. 531 00:44:57,900 --> 00:44:58,320 All right. 532 00:44:59,400 --> 00:45:00,570 I have a plane here. 533 00:45:01,760 --> 00:45:02,330 Then. 534 00:45:03,990 --> 00:45:07,710 I changed this to medium point, the pivot point towards it. 535 00:45:07,710 --> 00:45:21,750 It's like this or or x 92 rotate it as the skeleton and then g y to move it. 536 00:45:23,070 --> 00:45:36,780 Now on once my playing on the head of my Suzanne but I just it like it's really hard like that just 537 00:45:37,770 --> 00:45:45,260 very is exact and the it goes like inside of the object and all those problems I can use this as that 538 00:45:45,570 --> 00:45:50,850 feature for here and then turn it on and then watch what happens. 539 00:45:51,210 --> 00:45:53,190 If I do this. 540 00:45:53,190 --> 00:45:58,860 It will snap my frame on top of the other objects. 541 00:45:59,370 --> 00:46:03,870 So if I move it and this object, it will also snap it. 542 00:46:03,930 --> 00:46:14,370 And this object, if I move it around this object through the snap, it's on the ball on the surface 543 00:46:14,850 --> 00:46:15,690 of this object. 544 00:46:15,690 --> 00:46:19,860 And this is why changing it from this default one to face. 545 00:46:20,190 --> 00:46:23,250 Usually these are all different types. 546 00:46:23,250 --> 00:46:28,350 Like if you want the edge to stick into the edge, you can try this one. 547 00:46:29,010 --> 00:46:33,450 But usually the face is what you're going to use to do that. 548 00:46:33,450 --> 00:46:39,210 And this is actually the fundamental of topology. 549 00:46:39,210 --> 00:46:43,770 So, for example, if you have this, Suzanne. 550 00:46:45,560 --> 00:46:56,240 And they have this design and then we have this and then we want to apologize our Suzanne. 551 00:46:56,570 --> 00:46:56,990 All right. 552 00:46:57,000 --> 00:47:07,040 Because we it's not this until Suzanne and then we go to edit mode change it to Edgemont and like extrude 553 00:47:07,670 --> 00:47:08,180 around. 554 00:47:08,330 --> 00:47:08,870 Suzanne. 555 00:47:09,350 --> 00:47:09,680 All right. 556 00:47:10,280 --> 00:47:16,250 Then after extruding and then getting the shape of Suzanne, we just want plain and using the stop feature. 557 00:47:16,760 --> 00:47:20,390 We have a much lower resolution, Suzanne. 558 00:47:21,260 --> 00:47:23,870 That's useful in its apology. 559 00:47:24,200 --> 00:47:27,050 This option is for proportional editing. 560 00:47:27,080 --> 00:47:30,800 It is only usable in a moment. 561 00:47:31,010 --> 00:47:42,350 So, for example, if I'm in this mode of Suzanne by pressing tap and I go to vertex mode and then I 562 00:47:42,590 --> 00:47:46,890 want to move these only it's like four or more. 563 00:47:47,240 --> 00:47:47,690 All right. 564 00:47:48,650 --> 00:47:53,390 And then I press G and then like, what happened here? 565 00:47:53,830 --> 00:47:54,290 Right. 566 00:47:54,710 --> 00:47:59,660 Because I only move these vertices that I select. 567 00:48:00,280 --> 00:48:01,910 That's what that's what we want. 568 00:48:01,970 --> 00:48:07,120 So what we can do is by turning this proportional editing arms. 569 00:48:08,190 --> 00:48:08,540 Right. 570 00:48:08,900 --> 00:48:14,990 And based on this kind of curves here. 571 00:48:16,170 --> 00:48:20,230 We can move our object so it is on while we can't see anything yet. 572 00:48:20,240 --> 00:48:20,640 Right. 573 00:48:20,650 --> 00:48:26,230 Because we have to press the magic key which is G for moving, right? 574 00:48:26,620 --> 00:48:30,730 So if I press G, this gives me this circle. 575 00:48:31,030 --> 00:48:38,380 And if I use my the feel of my mouse, my mouse will. 576 00:48:38,740 --> 00:48:39,010 Right. 577 00:48:39,580 --> 00:48:45,720 And going down and going up, I can increase or decrease my selection. 578 00:48:45,730 --> 00:48:51,190 So this circle is the radius of my selection. 579 00:48:51,580 --> 00:48:53,080 It will select all the words. 580 00:48:53,080 --> 00:49:01,260 This is connected to the to these to these vertices vertices that I have selected. 581 00:49:01,810 --> 00:49:04,180 So if I increase the radius, it will. 582 00:49:05,410 --> 00:49:10,480 Select all the vertices connected here and then I can move it around here. 583 00:49:10,780 --> 00:49:12,160 But I want only the here. 584 00:49:12,520 --> 00:49:23,050 So maybe I just see this then I have used my here without stored in it like that and I can move around 585 00:49:23,050 --> 00:49:23,800 easily. 586 00:49:24,220 --> 00:49:27,910 The shortcut for proportional editing is all so. 587 00:49:28,120 --> 00:49:31,060 So is the shortcut. 588 00:49:31,300 --> 00:49:35,800 If I press all, as you can see, it will turn back on or off. 589 00:49:37,000 --> 00:49:40,000 Okay, that's it for these options. 590 00:49:41,200 --> 00:49:43,630 The next ones are or here. 591 00:49:44,320 --> 00:49:47,230 As you have guessed already, we are in object mode. 592 00:49:47,500 --> 00:49:50,740 We can change the mode we are in right here. 593 00:49:51,280 --> 00:49:55,660 The shortcut for I didn't mode was to have as I've said it before. 594 00:49:56,290 --> 00:49:57,130 All right, Top. 595 00:49:58,840 --> 00:50:10,750 But you can go here and use this menu to go as well or use this menu to go to sculpt more or use this 596 00:50:10,750 --> 00:50:19,800 menu, go to vertex paint or use this menu to go to make paint or texture paint and then get back to 597 00:50:19,890 --> 00:50:20,140 object. 598 00:50:20,710 --> 00:50:27,190 But the easier way to do this, the shortcut way you'll see is control. 599 00:50:27,850 --> 00:50:31,690 Plus tap on keyboard. 600 00:50:32,080 --> 00:50:41,260 So if you select your objects and then press halt control and then tap is pie menu will open up for 601 00:50:41,260 --> 00:50:47,350 you, which is exactly the same as this thing over here that we discussed. 602 00:50:47,530 --> 00:50:47,860 Right? 603 00:50:48,340 --> 00:50:55,060 So if you want to go to object mode here and it won't hear sculpt mode here, texture, paint, vertex 604 00:50:55,300 --> 00:50:57,580 and baseball, great payments. 605 00:50:58,330 --> 00:51:02,200 So what if I want to quickly go to weights, paints, do this. 606 00:51:02,200 --> 00:51:08,620 If I want to quickly go to this, you want to quickly go to a school board of this or want to quickly 607 00:51:08,620 --> 00:51:13,000 go to where it exports texture as it objects. 608 00:51:13,570 --> 00:51:14,080 Easy. 609 00:51:14,260 --> 00:51:22,690 I just I'm just holding control on top and then moving my mouse toward the direction. 610 00:51:22,690 --> 00:51:32,110 So I know for a fact that the duration of this called is this way and then objects is this way and then 611 00:51:32,130 --> 00:51:34,900 edit is this way, right? 612 00:51:34,900 --> 00:51:39,550 The most things that you're going to use in doing modeling. 613 00:51:40,150 --> 00:51:44,440 So control, top down, console, top right, console, top left. 614 00:51:45,100 --> 00:51:54,610 And I can this way I can quickly change between my moves and then I don't want to just use these on 615 00:51:54,610 --> 00:51:55,210 my work here. 616 00:51:55,570 --> 00:51:56,890 We're going to discuss this later. 617 00:51:57,460 --> 00:52:05,620 The important thing to me is this shift as to bring back my cursor to work region. 618 00:52:07,000 --> 00:52:11,980 This view option will give you the options to toggle on and off the toolbar. 619 00:52:11,980 --> 00:52:18,760 Toolbar is this one, as I've said before, the to toggle this on or off in your view for just press 620 00:52:18,760 --> 00:52:28,450 t as it says here t the sidebar is here, this one over here, which we just discussed later, and the 621 00:52:28,450 --> 00:52:32,800 shortcut is in by press and you can go. 622 00:52:35,300 --> 00:52:36,650 Now it can go. 623 00:52:39,320 --> 00:52:42,950 Opening up this sidebar or close and close it. 624 00:52:44,870 --> 00:52:51,890 And the tool setting is this here, which is which has the options. 625 00:52:52,100 --> 00:52:58,160 Once you have the options over here and these are all in the selection modes. 626 00:52:58,160 --> 00:52:59,630 How to select words. 627 00:52:59,660 --> 00:53:02,000 I never found the use for them. 628 00:53:02,480 --> 00:53:10,250 Maybe if you're doing environments and doing object stuff is useful to you, but I tend to turn this 629 00:53:10,250 --> 00:53:12,590 off and adjust. 630 00:53:12,590 --> 00:53:17,930 Last operation is very important don'ts and I repeat, don't turn this off. 631 00:53:18,470 --> 00:53:20,420 What is a just nice operation? 632 00:53:20,420 --> 00:53:28,730 For example, if you scan all this, Suzanne, by pressing S and then click, you get this window over 633 00:53:28,730 --> 00:53:29,000 here. 634 00:53:29,000 --> 00:53:33,940 And this is what was called here at just last operation in this menu. 635 00:53:33,940 --> 00:53:37,460 And you can adjust your scaling that you did. 636 00:53:37,790 --> 00:53:38,690 You just did. 637 00:53:38,900 --> 00:53:39,410 All right. 638 00:53:40,160 --> 00:53:43,340 And you can have all these nice options. 639 00:53:44,030 --> 00:53:47,190 And if you if you rotate in, you're not affected. 640 00:53:47,330 --> 00:53:56,390 But if you click and even in blend or in viewport, if you click anywhere in the viewport, it will 641 00:53:56,690 --> 00:53:59,240 disappear and you never get it back. 642 00:54:00,140 --> 00:54:06,380 So keep in mind that if you do this and then you have these options and if you accidentally click, 643 00:54:06,380 --> 00:54:07,760 you don't get this map. 644 00:54:08,420 --> 00:54:13,610 So you can't control Z to undo that and then to the second to get this option. 645 00:54:14,080 --> 00:54:21,860 But if you turn this off by accident or anything, then you don't have that option. 646 00:54:22,070 --> 00:54:25,460 It becomes very useful in many situations. 647 00:54:26,000 --> 00:54:29,180 So be careful to always have that options. 648 00:54:29,420 --> 00:54:38,540 Option on and friend selected is really useful, especially when you're modelling. 649 00:54:38,570 --> 00:54:41,720 For example, you're here. 650 00:54:42,380 --> 00:54:49,970 I have selected this cylinder over here and then I'm just for away like okay, where I'm where I am, 651 00:54:49,970 --> 00:54:50,930 my viewport. 652 00:54:50,930 --> 00:55:02,540 Like you were aiming objects, then you would press that the Dell or the Dell the key and you numpad 653 00:55:02,540 --> 00:55:04,130 the period key and your numpad. 654 00:55:04,910 --> 00:55:09,560 And with that it will automatically zoom into your cylinder. 655 00:55:09,560 --> 00:55:18,620 If I select this one and the numpad in the numpad the delta key, it will reset camera based on this 656 00:55:19,160 --> 00:55:20,990 object and so on. 657 00:55:21,020 --> 00:55:22,100 And this is the object. 658 00:55:22,100 --> 00:55:23,660 This is the option you have here. 659 00:55:23,660 --> 00:55:31,910 If you don't have a numpad or you don't want to use the key or Kisha key shortcut to the shortcut you 660 00:55:31,910 --> 00:55:41,360 can use here frame selected the frame all as you can see is the home button. 661 00:55:41,360 --> 00:55:47,120 So if I click on home button, it will frame all the objects I have. 662 00:55:47,170 --> 00:55:48,890 My C all right. 663 00:55:49,640 --> 00:55:50,720 Pretty handy. 664 00:55:52,190 --> 00:55:53,520 And the Numpad five will 665 00:55:56,360 --> 00:55:59,690 switch between perspective and I want the graphic which is this one here. 666 00:56:00,080 --> 00:56:05,320 So with number five, you can change between perspective and auto graphic. 667 00:56:05,810 --> 00:56:06,110 Okay. 668 00:56:07,870 --> 00:56:08,570 Um. 669 00:56:10,520 --> 00:56:12,500 This is very useful. 670 00:56:12,500 --> 00:56:13,910 I use it all the time. 671 00:56:14,810 --> 00:56:18,050 If you have let me change into perspective. 672 00:56:18,830 --> 00:56:27,290 If you have your shoes on and you're going to sculpt and you want to sculpt, Suzanne, but these objects, 673 00:56:27,290 --> 00:56:29,090 you don't want them in your report. 674 00:56:29,180 --> 00:56:40,520 So what you do is pressing slash on your keyboard and you make your object to go into a solid more, 675 00:56:41,090 --> 00:56:41,720 basically. 676 00:56:42,260 --> 00:56:46,520 So if you're press slash, it will hide. 677 00:56:46,610 --> 00:56:49,640 It will not hide all the other objects. 678 00:56:49,640 --> 00:56:51,470 As you can see, it is not hot, hidden. 679 00:56:52,010 --> 00:57:02,900 It will only makes your objects to go into a solid wall so you can only see your object and do adjustments. 680 00:57:02,900 --> 00:57:08,690 And if you press slash again, you can now see all other objects, right? 681 00:57:09,410 --> 00:57:16,700 So it is different with Shift Edge, with which I discussed, which will hide all the other objects. 682 00:57:17,360 --> 00:57:21,170 And for on hiding, you have to press all edge. 683 00:57:22,220 --> 00:57:30,950 But Slash is more useful because it's as you saw, it will sit the camera based on this objects object 684 00:57:30,950 --> 00:57:31,310 as well. 685 00:57:31,310 --> 00:57:34,610 So you don't need to press numpad as well. 686 00:57:35,090 --> 00:57:36,260 And you can always just. 687 00:57:37,570 --> 00:57:39,310 Press and slash. 688 00:57:39,790 --> 00:57:40,930 Go in and out. 689 00:57:41,530 --> 00:57:41,800 Right. 690 00:57:43,660 --> 00:57:45,970 It also works in edit mode. 691 00:57:46,180 --> 00:57:47,980 So if you have a bunch of objects. 692 00:57:48,010 --> 00:57:53,950 If I join these objects together with control j. 693 00:57:54,220 --> 00:57:57,080 So I joined this cylinder over here with this design. 694 00:57:57,640 --> 00:58:01,630 And then I go to edit more of these two objects. 695 00:58:02,410 --> 00:58:07,630 For selecting these objects, ease my pressing l. 696 00:58:08,380 --> 00:58:11,140 I can select the connected 697 00:58:13,330 --> 00:58:17,400 vertices, so I select the connected vertices safely. 698 00:58:17,650 --> 00:58:26,090 However, my mouse over Suzanne and press l it will select the connected versus which is Suzanne the 699 00:58:26,110 --> 00:58:28,300 hover my mouse over the cylinder. 700 00:58:28,480 --> 00:58:31,000 So it will connect. 701 00:58:31,450 --> 00:58:33,390 It will select all these want. 702 00:58:34,120 --> 00:58:34,450 All right. 703 00:58:34,990 --> 00:58:38,740 And then if I press slash, it will only 704 00:58:41,680 --> 00:58:47,050 will only make these objects 705 00:58:49,570 --> 00:58:50,290 selectable. 706 00:58:50,710 --> 00:58:55,540 The best way to say these objects or only selectable. 707 00:58:55,690 --> 00:59:02,320 And then by presence again, I can see all other objects pretty handy. 708 00:59:02,590 --> 00:59:09,490 So the camera, the active camera is what we have here. 709 00:59:09,580 --> 00:59:13,120 So we'll will switch to the camera here, but we don't have it. 710 00:59:13,570 --> 00:59:17,490 And so I can see it's active objects. 711 00:59:17,500 --> 00:59:24,010 Camera will only set objects as the set set the object that we have. 712 00:59:24,160 --> 00:59:30,910 So the camera, for example, that we have, has the active camera for selecting between cameras because 713 00:59:30,910 --> 00:59:33,160 we discussed camera before. 714 00:59:33,160 --> 00:59:41,170 Shift a camera here and you have separate cameras for if I if I do this or press number zero and go 715 00:59:41,170 --> 00:59:42,590 to my camera, this is my camera. 716 00:59:42,660 --> 00:59:44,800 Now this is showing this camera. 717 00:59:45,070 --> 00:59:51,660 But by going here seen properties, I can change what camera want to see. 718 00:59:51,670 --> 00:59:59,220 So if I change to one, if I change it to two, because something I'm seeing on the the floor and canvas, 719 00:59:59,410 --> 01:00:00,220 it's not showing. 720 01:00:00,220 --> 01:00:03,160 But if I change, it's here, for example, maybe. 721 01:00:04,450 --> 01:00:04,750 Yeah. 722 01:00:05,350 --> 01:00:07,000 As you can see, it is. 723 01:00:09,830 --> 01:00:10,370 Yeah. 724 01:00:10,940 --> 01:00:12,350 This is my first camera. 725 01:00:15,610 --> 01:00:15,980 Okay. 726 01:00:17,050 --> 01:00:25,660 As you can see, the camera two is my selected is my primary camera for rendering. 727 01:00:25,660 --> 01:00:31,270 So if I go to camera and want this is what I get from rendering. 728 01:00:31,810 --> 01:00:36,760 If I want I don't want this view and I want to render this view. 729 01:00:36,790 --> 01:00:42,790 I just go here to select properties and then set the can select other camera. 730 01:00:43,060 --> 01:00:44,650 And this one is not acting out. 731 01:00:44,650 --> 01:00:51,970 As you can see, this triangle here becomes it fills the triangle. 732 01:00:51,970 --> 01:00:55,840 So other cameras don't have this feeling. 733 01:00:56,040 --> 01:00:58,150 I mean, that triangle, right? 734 01:00:58,540 --> 01:01:04,340 So if I saw this camera as well, which I want happens, it shows as cameras, as the active camera. 735 01:01:04,340 --> 01:01:09,970 And if I go here and as you can see, this is my active camera. 736 01:01:10,600 --> 01:01:10,930 All right. 737 01:01:11,230 --> 01:01:17,020 So with these cameras, the viewport, this will obviously be discussed. 738 01:01:17,020 --> 01:01:22,470 So basically by pressing one on number, you go to front. 739 01:01:22,520 --> 01:01:27,430 We can see here by pressing three, you go to the right and seven you go to top. 740 01:01:27,430 --> 01:01:31,900 But what if you want to go to your in top view? 741 01:01:31,900 --> 01:01:41,410 Now, what if you go to the bottom of the nine, the number nine key or key or you get you to the other 742 01:01:41,410 --> 01:01:41,740 side. 743 01:01:41,740 --> 01:01:48,760 So if I press nine, if it will change the view to the bottom. 744 01:01:48,760 --> 01:01:52,390 So as you can see, a four is nine what's my purpose? 745 01:01:52,390 --> 01:01:55,450 Nine to go top and again, bottom nine again. 746 01:01:55,450 --> 01:02:02,500 So if I press three to go to the right and then I want to go to the left view, I was not very good. 747 01:02:02,500 --> 01:02:08,830 If I press one and go to the front of you and I want to go to the back view, I press nine, I will 748 01:02:08,830 --> 01:02:10,330 go to back view. 749 01:02:10,630 --> 01:02:17,170 So this is all the options you have for viewing here as well with the number navigation. 750 01:02:17,170 --> 01:02:23,000 We discussed all these options because we were doing this with shortcuts. 751 01:02:23,050 --> 01:02:23,320 Right. 752 01:02:23,800 --> 01:02:24,100 Okay. 753 01:02:24,520 --> 01:02:27,070 Now we can navigate to this as well. 754 01:02:28,240 --> 01:02:28,690 All right. 755 01:02:30,100 --> 01:02:36,730 So align view, we can align the view to the active camera or the active object. 756 01:02:37,900 --> 01:02:45,460 We don't need this very much, except maybe this one center person, very small. 757 01:02:45,470 --> 01:02:51,070 If we press shift C, it will send that concern and frame all the objects. 758 01:02:51,580 --> 01:02:59,200 If I have my cursor over here, similar to what we do with the cursor origin thing, but it will also 759 01:03:00,310 --> 01:03:01,270 reset the camera. 760 01:03:02,150 --> 01:03:03,700 I would like this. 761 01:03:03,700 --> 01:03:09,190 So shift plus c is the option. 762 01:03:09,190 --> 01:03:10,630 The is the shortcut for this. 763 01:03:13,490 --> 01:03:22,130 Navigation along with you shift see as we discussed the regions not important unless there were in the 764 01:03:22,610 --> 01:03:29,150 region maybe because the controls be does the river in the region, for example. 765 01:03:29,570 --> 01:03:31,880 You're adjusting, Suzanne, right now. 766 01:03:32,060 --> 01:03:32,480 Okay. 767 01:03:32,980 --> 01:03:38,090 I just and Suzanne, right now, you don't want to see all the other objects in your render. 768 01:03:38,450 --> 01:03:43,160 So you want to go here and just see Suzanne in your render. 769 01:03:43,460 --> 01:03:51,650 So by pressing control, B, you get this this option to draw a box. 770 01:03:51,650 --> 01:03:53,060 And we're drawing this box here. 771 01:03:53,630 --> 01:04:01,970 All you see in the rendering will be what is in this section, or it only walks in cycles. 772 01:04:02,150 --> 01:04:04,910 So it doesn't work in every auction cycle. 773 01:04:04,910 --> 01:04:08,780 And because cycle is very heavy, you can use it in your advantage. 774 01:04:08,960 --> 01:04:10,310 So cycle. 775 01:04:10,310 --> 01:04:13,100 But do that as you can see, all the other objects disappear. 776 01:04:13,170 --> 01:04:22,010 You only see what is in this box cycle or we only calculate what is inside this box. 777 01:04:22,130 --> 01:04:24,240 And that makes things very faster. 778 01:04:24,260 --> 01:04:29,960 You know, it makes it makes sense to use this when you're using cycle. 779 01:04:30,080 --> 01:04:31,310 So remember that. 780 01:04:31,310 --> 01:04:37,940 And to delete this red dot box. 781 01:04:38,870 --> 01:04:41,630 I believe it was control of speed. 782 01:04:41,690 --> 01:04:42,500 Yes, it was. 783 01:04:42,860 --> 01:04:45,320 Control of speed will remove it. 784 01:04:45,330 --> 01:04:50,930 So control would be to make a render box and control wants me to remove. 785 01:04:51,640 --> 01:04:54,560 And you see those regions over here as well. 786 01:04:54,860 --> 01:04:55,250 Oh yeah. 787 01:04:55,250 --> 01:04:55,730 Clear. 788 01:04:55,730 --> 01:05:02,330 And the region controls be the animation things we're not going to discuss but this will render images 789 01:05:02,720 --> 01:05:13,370 I there's interesting so if y disable my overlays and gets more and all those things and if I want to 790 01:05:13,370 --> 01:05:23,390 capture a screenshot from this canvas or here I go to you and the viewport render image and what I see 791 01:05:23,600 --> 01:05:30,220 it it captures screenshots of my viewport right. 792 01:05:30,230 --> 01:05:40,030 Pretty handy for press t to highlight the tools can see better so view before render image and then 793 01:05:40,130 --> 01:05:48,500 I can go to image save and save my image wherever I wants the presenter again to get in, provide these 794 01:05:48,500 --> 01:05:51,890 tools for these days and we have seen. 795 01:05:52,880 --> 01:05:55,190 So that's it for the view options. 796 01:05:58,910 --> 01:06:08,720 One last thing is that Blender has this cool option to match more windows, right? 797 01:06:09,260 --> 01:06:09,940 Let me show you. 798 01:06:09,950 --> 01:06:20,420 So if if hovering amongst or here on the edge or here and you press and drag, all right, you press 799 01:06:20,420 --> 01:06:26,270 and drag, you'll get another scene, right? 800 01:06:26,520 --> 01:06:30,410 Another like window. 801 01:06:31,160 --> 01:06:31,490 All right. 802 01:06:31,490 --> 01:06:37,310 I did that by hovering my mouse on the edge here and then dragging it down. 803 01:06:37,460 --> 01:06:47,090 Now I have three windows so I can use this model and I can set this one in the like pressing. 804 01:06:47,090 --> 01:06:59,480 Try go to right to you and then this one pressing seven to go to top you and then maybe this one for 805 01:06:59,720 --> 01:07:05,870 rotating around and stuff like that or setting this one to camera view like you don't have a camera 806 01:07:05,870 --> 01:07:06,050 now. 807 01:07:06,470 --> 01:07:08,790 Well, I can set this one to general view. 808 01:07:08,840 --> 01:07:14,450 So for example, this is more general view, what I get in the end, and then I can adjust it accordingly. 809 01:07:14,570 --> 01:07:14,960 All right. 810 01:07:15,620 --> 01:07:20,450 To delete these or join these areas together. 811 01:07:20,750 --> 01:07:24,470 Hover your mouse over here and then go up. 812 01:07:24,860 --> 01:07:35,110 And then the area that is that is like shaded the black location, but black sheet will be deleted and 813 01:07:35,150 --> 01:07:40,820 the area that is white will join the other area. 814 01:07:41,120 --> 01:07:48,080 If I did this again, so yeah, do this again, this will happen. 815 01:07:48,470 --> 01:07:52,010 Another way to make more windows is by going here. 816 01:07:52,010 --> 01:07:56,970 As you can see, these arrows right click and then vertical space or horizontal speed. 817 01:07:56,990 --> 01:08:01,430 If we do a vertical speed, it will give us this line over here. 818 01:08:01,430 --> 01:08:02,330 We can press it. 819 01:08:02,330 --> 01:08:07,220 And now we have two areas that we can work with, right? 820 01:08:07,430 --> 01:08:08,000 Vertical. 821 01:08:08,760 --> 01:08:12,620 If you press this and I'm not there, let's make. 822 01:08:12,810 --> 01:08:13,880 Or is it to spend now? 823 01:08:14,310 --> 01:08:22,500 And we decided we wanted to hear was here, let's say here and now we have three areas over here which 824 01:08:22,500 --> 01:08:24,420 can be useful. 825 01:08:24,810 --> 01:08:25,109 Right. 826 01:08:26,700 --> 01:08:27,990 And then to join them. 827 01:08:27,990 --> 01:08:36,930 Also we can use this arrow, right click join areas or swap areas and then join them where we want. 828 01:08:37,080 --> 01:08:41,609 So can you join us and then join and that's it. 829 01:08:42,060 --> 01:08:48,689 Well, we have another cool option here in view for you area where we can toggle quad view by targeting 830 01:08:48,689 --> 01:08:49,260 quad view. 831 01:08:49,260 --> 01:08:58,470 It will give us four windows, four areas which three of them are not adjustable. 832 01:08:58,470 --> 01:09:02,310 You can rotate in them, you can only rotate in one of them. 833 01:09:02,939 --> 01:09:12,840 I would go this quick and show you how you go because as you can see, a quick changing between the 834 01:09:12,840 --> 01:09:18,149 areas, between the lines here and we don't have to do that manually. 835 01:09:18,930 --> 01:09:26,970 So in here you can rotate like you can rotate around, you can only pan, but you can rotate around. 836 01:09:27,330 --> 01:09:33,240 And the only window you can with around is this one that you can rotate around and go away. 837 01:09:34,380 --> 01:09:36,330 And this is cool for modelling too. 838 01:09:36,330 --> 01:09:46,020 Like we're modelling this, you're seeing I mean zooming, zooming in is in these videos and you're 839 01:09:46,020 --> 01:09:52,800 modelling in this window and then you can see the France view, the right view and the top. 840 01:09:52,800 --> 01:10:02,120 You like that anyway open or you're going to enable proportional editing and then proportionally like 841 01:10:02,130 --> 01:10:11,070 change this here we can see how it is also changing in other we use critical they will want to turn 842 01:10:11,070 --> 01:10:12,570 back turn this off. 843 01:10:12,570 --> 01:10:17,760 I just talk of this and then I'm back to my original view. 844 01:10:19,560 --> 01:10:27,880 You can also toggle you can also if you have like let's say you have two windows each. 845 01:10:29,210 --> 01:10:30,890 Like you have to win those. 846 01:10:31,130 --> 01:10:33,680 You're doing some other works here. 847 01:10:33,690 --> 01:10:44,000 Like, for example, you press a slash on my keyboard to make my object here to go to solo mode. 848 01:10:44,570 --> 01:10:46,880 And my object is now in Solomon. 849 01:10:47,420 --> 01:10:49,720 And this window is nothing Solomon. 850 01:10:51,860 --> 01:10:52,730 You can also. 851 01:10:54,180 --> 01:10:57,140 I want this window later at home to do my work. 852 01:10:57,980 --> 01:11:02,800 But for now, I want this window to work on these objects I have. 853 01:11:03,260 --> 01:11:04,700 I don't want these objects to work. 854 01:11:06,170 --> 01:11:08,090 So I want this window. 855 01:11:08,120 --> 01:11:12,170 I press control the space to maximize the window here. 856 01:11:12,470 --> 01:11:17,270 If I break control of space, as you can see it, this window is maximized. 857 01:11:17,270 --> 01:11:19,910 I don't even have the other windows I have here. 858 01:11:19,910 --> 01:11:29,090 Like the animation stuff now and is maximized is very useful, especially sculpts more and you're sculpting. 859 01:11:31,580 --> 01:11:36,140 And Yeah said you can also sort of control space. 860 01:11:36,590 --> 01:11:48,350 Use this toggle maximum OEM full screen area is pretty much the same, but you can see the menus here. 861 01:11:49,250 --> 01:11:50,090 They're gone. 862 01:11:51,120 --> 01:11:53,660 Control space will do that for you. 863 01:11:55,160 --> 01:11:58,760 The closer you go to close the areas we're in. 864 01:11:59,420 --> 01:12:04,970 If I select this now, it will close blend there like the through. 865 01:12:04,970 --> 01:12:05,690 It will be close. 866 01:12:06,200 --> 01:12:07,910 So be careful with that. 867 01:12:09,140 --> 01:12:09,830 All right. 868 01:12:09,870 --> 01:12:16,100 Now we have to go through the reviews now that we have done it. 869 01:12:16,130 --> 01:12:17,660 I want to show you the windows. 870 01:12:18,140 --> 01:12:23,010 We can get rid of these animation time line. 871 01:12:23,240 --> 01:12:30,650 So if I if we don't need animation for now, so let's just toggle this off point going here. 872 01:12:30,710 --> 01:12:34,130 Right click and joint areas and do this. 873 01:12:34,700 --> 01:12:38,370 And now we have a more space model things, right? 874 01:12:38,750 --> 01:12:40,340 The first one is selection. 875 01:12:40,610 --> 01:12:56,060 We can if I slash the objects for how these use here and I want to do something for other objects in 876 01:12:56,060 --> 01:12:58,870 my scene except my sphere. 877 01:12:58,970 --> 01:12:59,360 All right. 878 01:12:59,660 --> 01:13:05,600 So I'm thinking now I want these objects, like these objects to do something. 879 01:13:05,600 --> 01:13:07,520 I can manually select them like this. 880 01:13:07,830 --> 01:13:11,060 When there are a lot of objects, it becomes hot, right? 881 01:13:11,630 --> 01:13:18,800 So what I can do, I can select object that I want to be excluded from selection and then press control. 882 01:13:19,160 --> 01:13:27,290 I and it will select all the other objects in my scene, including my lights, or if I have a camera 883 01:13:27,290 --> 01:13:27,980 on my camera. 884 01:13:28,190 --> 01:13:29,240 So be careful with that. 885 01:13:30,920 --> 01:13:37,370 Also, you can get this effect here with in words and in voice of a will. 886 01:13:37,520 --> 01:13:40,580 This select everything and I will select everything. 887 01:13:40,580 --> 01:13:42,770 So I will select anything. 888 01:13:42,770 --> 01:13:50,870 And also, you see, select anything the box selects is what we are using or now circle select. 889 01:13:50,900 --> 01:13:58,130 These are all the options that we have here, circle and Export Book Select we have in the toolbar tool 890 01:13:58,130 --> 01:13:58,550 menu. 891 01:13:59,120 --> 01:14:03,560 So select all my type is quite handy. 892 01:14:03,920 --> 01:14:04,790 So we have. 893 01:14:06,220 --> 01:14:13,590 Although we have some curves on here and some like glass and metal bowl. 894 01:14:14,350 --> 01:14:18,970 And then I only want to select my meshes. 895 01:14:19,150 --> 01:14:19,610 All right? 896 01:14:19,630 --> 01:14:20,140 I do. 897 01:14:20,140 --> 01:14:23,620 I come here, select and select my top mesh. 898 01:14:23,980 --> 01:14:27,070 Now I only have my meshes selected. 899 01:14:27,700 --> 01:14:28,030 Mm hmm. 900 01:14:29,290 --> 01:14:33,880 And that's quite on these curves and all other things. 901 01:14:36,120 --> 01:14:40,110 So that active camera is that non-participating zero. 902 01:14:40,650 --> 01:14:41,010 All right. 903 01:14:41,220 --> 01:14:45,270 We have select mirror setting randomly, randomly select objects in the scene. 904 01:14:45,270 --> 01:14:50,040 So if I select again and again and again, it will randomly selected objects. 905 01:14:51,120 --> 01:14:59,060 And the saying more or less is is more useful in the element. 906 01:14:59,640 --> 01:15:05,780 So I have this and I could select that it more or less this can see nothing happens. 907 01:15:05,790 --> 01:15:16,350 But if I go to this object to have it mode by tapping tap and then change it to face selection. 908 01:15:16,680 --> 01:15:23,430 So this is the solution edge selection where the selection is these vertices over here, that selection 909 01:15:23,430 --> 01:15:24,540 is this edges. 910 01:15:24,540 --> 01:15:30,270 So we can see it's just faceless and these are these faces over here. 911 01:15:30,960 --> 01:15:33,120 So if I go to face selection. 912 01:15:34,240 --> 01:15:38,580 I can move as well as you can see, of moving around. 913 01:15:39,480 --> 01:15:44,880 But I want to see more of the faces around this selection. 914 01:15:44,880 --> 01:15:52,460 So I press control plus on my keyboard and I increase the selection. 915 01:15:52,590 --> 01:15:52,910 Right. 916 01:15:53,340 --> 01:15:56,790 It is very useful, especially for areas like this. 917 01:15:57,390 --> 01:16:01,240 I have selected this then from the space of space. 918 01:16:01,500 --> 01:16:01,850 Space. 919 01:16:02,430 --> 01:16:08,970 For example, if I go to this vertices, I have this versus the selected control of the space. 920 01:16:09,130 --> 01:16:16,880 I thought this was, as you can see, this selecting the face loops you have here and it is very useful. 921 01:16:16,900 --> 01:16:21,810 For example, I can do this and then press X and delete this. 922 01:16:22,440 --> 01:16:23,160 Pretty useful. 923 01:16:23,610 --> 01:16:27,480 And we're doing some modeling and in edit mode. 924 01:16:28,560 --> 01:16:28,770 Okay. 925 01:16:30,600 --> 01:16:34,980 You can also use this for selecting the parents and asking the chores as well. 926 01:16:36,090 --> 01:16:36,450 All right. 927 01:16:36,630 --> 01:16:41,520 We'll discuss that in the modeling video when we go into the modeling. 928 01:16:42,740 --> 01:16:50,750 A select group will select the children, parents or groups, sex links or select everything that or 929 01:16:51,770 --> 01:16:53,730 have the same data. 930 01:16:54,320 --> 01:17:02,630 If, for example, let's say let's give this a material material number two, and if what if this the 931 01:17:02,630 --> 01:17:06,580 same as you were going here, clicking on it and working on Material two. 932 01:17:06,590 --> 01:17:12,890 Now this object also has material to these two objects of material to identify with the selection and 933 01:17:12,890 --> 01:17:14,810 select link and select the material. 934 01:17:15,050 --> 01:17:19,190 Then the objects that have the same material will be selected. 935 01:17:20,480 --> 01:17:21,050 All right. 936 01:17:23,120 --> 01:17:24,870 The object as evolves. 937 01:17:25,250 --> 01:17:27,170 We'll discuss those later. 938 01:17:28,070 --> 01:17:30,350 And that's it for selection menu here. 939 01:17:30,350 --> 01:17:39,650 The other menu here is just we this them shift a menu, admissions curves, materials, volumes mature. 940 01:17:40,340 --> 01:17:42,320 It's not an empty thumbnail image. 941 01:17:42,500 --> 01:17:54,080 The lighter light prop for mostly easy for the lighting of the camera and for some physics simulations. 942 01:17:54,500 --> 01:17:54,770 Right. 943 01:17:56,370 --> 01:18:04,080 Calls to an object which transformation we discuss this for rotating r for a scaling s, for moving 944 01:18:04,530 --> 01:18:07,440 g for other stuff. 945 01:18:07,440 --> 01:18:09,720 The bending of these things are not useful. 946 01:18:10,260 --> 01:18:11,310 So we use for bending. 947 01:18:11,310 --> 01:18:14,430 We use modifiers which we'll discuss later. 948 01:18:14,610 --> 01:18:20,430 And then we have move texture, space along transportation and align objects. 949 01:18:20,940 --> 01:18:23,110 So the origin we discussed starts over. 950 01:18:23,320 --> 01:18:29,310 So like objects like Suzanne for example here and right click and separation is right here. 951 01:18:29,790 --> 01:18:37,800 Like instead of adding to geometry, you have this option also here, the mirroring if you don't use 952 01:18:37,800 --> 01:18:44,910 it here sports when you re when you're using the mirror for example the modifier here later, I don't 953 01:18:44,910 --> 01:18:46,650 want to overwhelm you. 954 01:18:47,010 --> 01:18:48,060 It's all the things. 955 01:18:48,060 --> 01:18:52,950 But we can change the axes here with this option. 956 01:18:53,490 --> 01:18:56,550 The Y option is very important. 957 01:18:56,700 --> 01:19:06,150 So I have to, Suzanne, if I click and as you can see, if I go to item my scaling off of that, it's 958 01:19:06,150 --> 01:19:06,990 so much. 959 01:19:07,350 --> 01:19:16,020 But if I go to my like this object here, you can see the scale is one to go to here the go is valid 960 01:19:16,020 --> 01:19:25,410 again over here, one if we go here one for making new objects like another column, for example, as 961 01:19:25,410 --> 01:19:30,600 you can see, the default scale variation is set to one. 962 01:19:31,200 --> 01:19:38,700 All right, if my other objects are not set to one value, it will make it like this scale. 963 01:19:38,700 --> 01:19:46,440 Now, if this is not similar to how the scan of this object looks will make problems later on other 964 01:19:47,220 --> 01:19:53,010 sections, even in rendering, even in doing parenting. 965 01:19:53,280 --> 01:20:01,710 And those are still painting, doing painting by the means like linking objects together. 966 01:20:02,940 --> 01:20:13,470 So what you have to do is this you have your object, you have to check this here item and then go to 967 01:20:13,560 --> 01:20:14,280 scale. 968 01:20:14,550 --> 01:20:17,850 And you always have to see this as one. 969 01:20:18,120 --> 01:20:26,640 So if you go here and if you click and drag here and you manually change it to one, the scaling changes, 970 01:20:26,640 --> 01:20:26,910 see? 971 01:20:26,910 --> 01:20:27,630 No wonder. 972 01:20:27,870 --> 01:20:28,180 All right. 973 01:20:28,200 --> 01:20:33,420 You want to scale to be this, that you want it like you don't want it to be big like this. 974 01:20:33,630 --> 01:20:34,080 All right. 975 01:20:34,470 --> 01:20:39,450 If it changes manually here, it was just scaled down, right? 976 01:20:39,630 --> 01:20:43,890 You wanted this scaling to be like these based on this. 977 01:20:43,890 --> 01:20:48,900 But see, but you have these, like, monstrous. 978 01:20:49,050 --> 01:20:49,940 Suzanne Yeah. 979 01:20:50,670 --> 01:20:56,340 So what you would do is the shortcut for this, one of these very important, one of the most important 980 01:20:56,340 --> 01:20:56,970 shortcuts. 981 01:20:57,510 --> 01:21:08,280 Control a control as a shortcut to get this menu here or as we saw is or here object and apply are these 982 01:21:08,280 --> 01:21:15,060 says control so progress in control a and then over here we have some apply so location, rotation scale 983 01:21:15,420 --> 01:21:17,760 all transforms and all those here. 984 01:21:18,590 --> 01:21:20,440 It was press skill. 985 01:21:20,770 --> 01:21:21,970 Watch what happens here. 986 01:21:22,600 --> 01:21:31,180 Focus skill l chin chin is backed by migration to one, but it keeps the scaling that we did. 987 01:21:31,690 --> 01:21:38,500 All right, so usually when you're done modeling, keep this, have it, make this happen for yourself, 988 01:21:38,500 --> 01:21:46,990 that your modeling is still rotating many objects and doing these these and that that these objects 989 01:21:47,320 --> 01:21:48,850 scaling are not similar. 990 01:21:48,850 --> 01:21:56,830 You have to press a select all of them, then press control a and then the skill on all the objects, 991 01:21:56,830 --> 01:21:59,860 variations, escalations, what to say. 992 01:22:00,590 --> 01:22:00,810 Right. 993 01:22:01,240 --> 01:22:03,040 So keep that in mind. 994 01:22:04,270 --> 01:22:12,760 And also the other useful for control apply is as for example, if you have modify modifications here, 995 01:22:13,540 --> 01:22:18,800 this modifiers for these numbers on the multiple is like mirror and stuff like that. 996 01:22:18,830 --> 01:22:20,930 You have a lot of money for us here. 997 01:22:21,010 --> 01:22:21,340 All right. 998 01:22:21,670 --> 01:22:27,610 And then you want to apply all the all these modifiers once you can apply modifiers, but going to this 999 01:22:27,610 --> 01:22:30,650 arrow here, clicking on it and then apply. 1000 01:22:31,240 --> 01:22:39,580 But you can also do that by going here, selecting an object and then control a and clicking on here 1001 01:22:39,670 --> 01:22:49,300 visual geometry to match and it will apply all those modifiers for you and all the other things. 1002 01:22:49,840 --> 01:22:58,360 Okay, so that's it for apply as the most important things in apply this not you discussed it it's with 1003 01:22:58,390 --> 01:23:02,110 this discussed that it's not discussed. 1004 01:23:03,610 --> 01:23:04,060 All right. 1005 01:23:05,470 --> 01:23:06,820 It's shift s. 1006 01:23:08,600 --> 01:23:18,690 If that's your idea and then the duplication for duplicating objects you use shift the and for duplicating 1007 01:23:18,710 --> 01:23:19,320 link. 1008 01:23:19,880 --> 01:23:24,170 So usually we use shift to duplicate. 1009 01:23:24,350 --> 01:23:24,650 Right. 1010 01:23:25,610 --> 01:23:33,530 But for example, if we give given material, this is one of the materials, I give it a blue color 1011 01:23:33,530 --> 01:23:35,480 and then go to material preview. 1012 01:23:36,680 --> 01:23:41,350 These will all have blue material, right? 1013 01:23:41,660 --> 01:23:45,450 Because they're of the same objects. 1014 01:23:45,740 --> 01:23:48,830 If we shift the again, these are have all the material. 1015 01:23:48,890 --> 01:23:59,690 But if I go to element and if I change anything in this objects like this, this change will not be 1016 01:23:59,690 --> 01:24:01,250 applied to all the other objects. 1017 01:24:01,400 --> 01:24:02,900 Sometimes we want that. 1018 01:24:03,530 --> 01:24:07,770 So what we do is sort of shift the for these objects. 1019 01:24:07,790 --> 01:24:17,010 Then we go back to that is the shift you use all t which is here duplicate link all the. 1020 01:24:18,350 --> 01:24:24,320 And then we have an object with same object data on this one. 1021 01:24:25,430 --> 01:24:31,350 So what that means is that if I, this is my original mesh, which I duplicate it for good. 1022 01:24:32,540 --> 01:24:38,180 And then this, as you can see, these other objects will be 1023 01:24:41,410 --> 01:24:42,680 will be changed as well. 1024 01:24:42,830 --> 01:24:50,060 So if I do alter D again and again and again, if I make any changes to any of these objects, the other 1025 01:24:50,060 --> 01:24:51,140 objects will change as well. 1026 01:24:51,140 --> 01:24:55,400 But these one these one will shift the. 1027 01:24:57,600 --> 01:25:00,660 And this one will also see. 1028 01:25:02,720 --> 01:25:04,850 For most of these objects. 1029 01:25:06,170 --> 01:25:08,150 If I did this, nothing will happen. 1030 01:25:08,740 --> 01:25:09,080 All right? 1031 01:25:10,040 --> 01:25:12,020 So that is the fundamentals of doing this. 1032 01:25:12,020 --> 01:25:12,290 It is. 1033 01:25:12,290 --> 01:25:13,760 This can be useful. 1034 01:25:13,970 --> 01:25:19,040 But this is also good for performance. 1035 01:25:19,470 --> 01:25:19,790 Right. 1036 01:25:20,030 --> 01:25:24,670 It takes a lot less power from like a compressor. 1037 01:25:24,800 --> 01:25:31,100 It's really good for the memory and all those stuff if you're seeing it's laggy because you have a lot 1038 01:25:31,100 --> 01:25:35,240 of duplicated mesh, so you can consider using the oldie. 1039 01:25:35,600 --> 01:25:41,690 But what I use is that I use this simple shift for duplication. 1040 01:25:42,790 --> 01:25:44,180 Then you have this shortcut. 1041 01:25:44,180 --> 01:25:51,860 For example, if I select these on these and then select this one as the active object, and then the 1042 01:25:51,860 --> 01:25:54,050 shortcut is control. 1043 01:25:54,470 --> 01:25:58,550 And so the shortcut is control. 1044 01:25:58,610 --> 01:26:10,960 L If I press control and then I link object data, it basically does the same as all C, which we duplicated. 1045 01:26:11,070 --> 01:26:18,410 So if I link object data to all these objects, details are linked to this one over here. 1046 01:26:18,860 --> 01:26:19,130 Right. 1047 01:26:19,410 --> 01:26:21,980 So if I got it marked and then I did this. 1048 01:26:22,430 --> 01:26:26,840 Now, as you can see, all the other objects will be changed accordingly. 1049 01:26:27,080 --> 01:26:30,530 So I use this method to do these things. 1050 01:26:30,530 --> 01:26:33,380 So like shift. 1051 01:26:34,250 --> 01:26:35,600 Then if I want to. 1052 01:26:36,050 --> 01:26:40,240 Like these datas are linked for one to link this one as well. 1053 01:26:40,250 --> 01:26:46,370 Control L latency lynch side link of the data. 1054 01:26:46,790 --> 01:26:53,960 And now the object data is copied to this object selection of objects from the active objects. 1055 01:26:54,410 --> 01:27:01,910 So that's the whole thing about the control and of system for joining two object together as you can 1056 01:27:01,910 --> 01:27:04,120 see and. 1057 01:27:05,430 --> 01:27:06,360 Oh, this object. 1058 01:27:06,990 --> 01:27:08,100 This is one object. 1059 01:27:08,100 --> 01:27:13,170 If I move it around and other objects will not move. 1060 01:27:13,650 --> 01:27:24,390 But if I want to join these two together, I press control J and both hop and or method control data 1061 01:27:24,780 --> 01:27:33,840 they form once, so don't make movies for him and then I shift it in a skillet and I want these two 1062 01:27:33,840 --> 01:27:34,950 to be joined together. 1063 01:27:35,460 --> 01:27:35,820 Right. 1064 01:27:36,150 --> 01:27:39,000 I want of cubes of sphere one is due to you. 1065 01:27:39,000 --> 01:27:41,700 I want I only want a sphere one. 1066 01:27:41,700 --> 01:27:43,740 I wanted this one to be joint of this one. 1067 01:27:43,740 --> 01:27:44,820 So this is the solution. 1068 01:27:44,820 --> 01:27:49,730 This is the active and control j and I have the sphere one as one object. 1069 01:27:49,760 --> 01:27:54,390 I can move around and go to it and add them all together. 1070 01:27:55,320 --> 01:28:00,540 So then copy objects and place objects. 1071 01:28:01,860 --> 01:28:13,410 Not that useful, but maybe if you if you want to move it in the collections but not that useful and 1072 01:28:13,410 --> 01:28:16,200 these pants and things. 1073 01:28:17,590 --> 01:28:17,970 All right. 1074 01:28:18,750 --> 01:28:21,060 Let me explain the pattern of things for you. 1075 01:28:22,650 --> 01:28:32,910 If I make an object here like a cute skin, adult control, a skill set, this go back to one another 1076 01:28:32,910 --> 01:28:35,130 object here is for. 1077 01:28:36,240 --> 01:28:37,770 And another object here. 1078 01:28:38,130 --> 01:28:40,830 Like a choice to object. 1079 01:28:41,220 --> 01:28:44,820 I want to move this object, this cube over here. 1080 01:28:45,330 --> 01:28:47,390 I wants all these other objects here. 1081 01:28:47,400 --> 01:28:50,100 This one, this one, this one to follow this object. 1082 01:28:50,110 --> 01:28:56,970 So what I do is select this one as selection and select this one the last one as the active object. 1083 01:28:57,510 --> 01:28:59,960 And then I pass them together for printing. 1084 01:28:59,970 --> 01:29:02,460 This could be looking changes too. 1085 01:29:03,360 --> 01:29:03,690 All right. 1086 01:29:03,930 --> 01:29:08,780 Proposing the shortcut is control p. 1087 01:29:08,790 --> 01:29:16,440 So if I select these on this and then select this one as active and then control P, this menu will 1088 01:29:16,440 --> 01:29:19,390 be opened and obviously object. 1089 01:29:19,410 --> 01:29:23,610 Now if we move my queue, okay, what happens? 1090 01:29:25,590 --> 01:29:33,510 All right, so let's in these one control a scale, we control P and so advance. 1091 01:29:34,610 --> 01:29:38,990 To keep transfer loop in pants. 1092 01:29:39,820 --> 01:29:41,120 Oh, so it is. 1093 01:29:41,600 --> 01:29:42,620 It is pounds. 1094 01:29:42,620 --> 01:29:42,890 It's. 1095 01:29:45,790 --> 01:29:46,390 Look in France. 1096 01:29:46,560 --> 01:29:54,150 So let's press all speak to the appearance of all these objects. 1097 01:29:54,450 --> 01:29:55,750 So clear pants. 1098 01:29:55,770 --> 01:29:58,380 It's all free and clear pants. 1099 01:29:59,250 --> 01:30:03,060 And then selecting these control p objects. 1100 01:30:04,470 --> 01:30:05,340 Yeah, it works now. 1101 01:30:05,820 --> 01:30:11,670 I don't know what happens there, what happened there, but now works as you can see by selecting these 1102 01:30:11,670 --> 01:30:16,950 one and then control P and then selecting the objects to be painted. 1103 01:30:17,310 --> 01:30:25,890 Now whatever I do, if I move, if I rotated, if I scale it, it will be other objects will do the 1104 01:30:25,890 --> 01:30:26,930 same as well. 1105 01:30:26,940 --> 01:30:29,160 So that's the whole thing about parenting. 1106 01:30:29,580 --> 01:30:30,040 All right. 1107 01:30:30,090 --> 01:30:36,690 If if I want to on parents, these objects select them and then also speak under clear pants. 1108 01:30:37,110 --> 01:30:41,460 If you, for example, you have this parent and for example. 1109 01:30:42,560 --> 01:30:47,180 You have, move them over here or rotate them right here. 1110 01:30:47,540 --> 01:30:55,010 And if you select them and all three and just select the clear patterns, as you can see the movements, 1111 01:30:55,010 --> 01:30:58,460 all those actions will be resets. 1112 01:30:58,670 --> 01:31:03,170 So if you don't want that, also be a clear presence and keep transformation. 1113 01:31:03,470 --> 01:31:05,960 So the movements are kept. 1114 01:31:06,170 --> 01:31:08,370 We discussed the links, obviously. 1115 01:31:08,390 --> 01:31:19,910 So over here, if I want to like if I go to edit and then like do this, all these objects will be moved 1116 01:31:19,910 --> 01:31:20,290 as well. 1117 01:31:20,300 --> 01:31:23,690 But I want this to be to have a separate object. 1118 01:31:23,690 --> 01:31:25,520 And so now on this separated. 1119 01:31:25,520 --> 01:31:33,430 So what I would do, I selected objects and then go to relations, mix singular user and objects and 1120 01:31:33,440 --> 01:31:33,800 data. 1121 01:31:34,190 --> 01:31:44,990 And now if I look at this now this object here is a single user and you can edit this and you like anything 1122 01:31:44,990 --> 01:31:48,770 you want and it won't affect any other objects. 1123 01:31:50,830 --> 01:31:55,390 The collections will discuss the collection collections here. 1124 01:31:55,870 --> 01:31:56,830 Let's discuss them. 1125 01:31:57,580 --> 01:32:00,700 This costs the collection. 1126 01:32:00,900 --> 01:32:02,670 We have collections in our scenes. 1127 01:32:02,710 --> 01:32:05,350 As you can see, these are the objects over here. 1128 01:32:05,590 --> 01:32:07,090 If you want to add collections. 1129 01:32:07,780 --> 01:32:09,130 We hit on this. 1130 01:32:09,140 --> 01:32:11,620 Plus you have another collection. 1131 01:32:12,430 --> 01:32:13,880 We have four or five collections. 1132 01:32:13,880 --> 01:32:19,630 We we can rename them the collection and then say like Q. 1133 01:32:21,440 --> 01:32:29,120 Then once, like, for example, these cubes and these collection cubes. 1134 01:32:29,390 --> 01:32:37,520 Well, I can do a can go here and then it's going to be hard, but I can just select them one way or 1135 01:32:37,520 --> 01:32:40,570 one and then dragging them down to cute. 1136 01:32:41,060 --> 01:32:41,420 All right. 1137 01:32:41,430 --> 01:32:42,590 That's one way to do it. 1138 01:32:43,280 --> 01:32:44,300 But let me do that. 1139 01:32:44,300 --> 01:32:48,110 The best way to do this is by shortcuts. 1140 01:32:49,530 --> 01:32:53,640 And so end is for collection. 1141 01:32:53,640 --> 01:32:55,860 The shortcut, the main shortcut for collection. 1142 01:32:56,340 --> 01:32:58,500 So I have these objects like that. 1143 01:32:58,520 --> 01:33:08,430 If I press and these moves, the collection menu will come on and come up and then I can press on. 1144 01:33:08,430 --> 01:33:14,070 Q And then all these collections will be moved to Q. 1145 01:33:14,730 --> 01:33:15,020 Right. 1146 01:33:15,630 --> 01:33:19,770 And also, if I want a new collection, I can use this as well, like this one. 1147 01:33:20,070 --> 01:33:22,080 These are ones in the new collection. 1148 01:33:22,090 --> 01:33:24,060 So I go here new collection. 1149 01:33:24,180 --> 01:33:25,430 So, like the name, like. 1150 01:33:26,130 --> 01:33:26,850 And it's. 1151 01:33:28,860 --> 01:33:39,420 Or are a scene like back up and then he's okay and this new collection will be made for me. 1152 01:33:40,260 --> 01:33:41,300 Simple as that. 1153 01:33:41,310 --> 01:33:44,100 And that's the whole thing about the collection over here. 1154 01:33:44,220 --> 01:33:47,730 Move the collection, link to collection and all this stuff. 1155 01:33:47,730 --> 01:33:55,530 But the main thing you will use is this shortcut to make a new collection or move the objects to the 1156 01:33:55,530 --> 01:33:55,980 collection. 1157 01:33:55,980 --> 01:34:03,240 The existing collections, the relations are discussed to make a separate single user. 1158 01:34:03,450 --> 01:34:10,140 The constraint useful for us is for information tracking all also creating a solution if what is kind 1159 01:34:10,140 --> 01:34:12,360 of importance. 1160 01:34:13,260 --> 01:34:18,300 If I make a new Suzanne here this again, it's up on a scale. 1161 01:34:19,140 --> 01:34:24,750 As you can see, this design is very blocky or we can see all these edges. 1162 01:34:25,110 --> 01:34:29,820 If you go to these edges, all these edges can be seen. 1163 01:34:30,330 --> 01:34:30,660 All right. 1164 01:34:30,660 --> 01:34:40,980 We don't want that to fix that can go to objects here to smooth or we can right click and go here and 1165 01:34:40,980 --> 01:34:42,280 press on shade smooth. 1166 01:34:42,280 --> 01:34:49,710 Then as you can see, one that does a very good job to smooth the normals for us and make like the edges 1167 01:34:49,710 --> 01:34:50,550 disappear. 1168 01:34:50,940 --> 01:34:58,290 To make this even better, we can go here into this objects, states of properties. 1169 01:34:58,680 --> 01:34:58,920 Right? 1170 01:34:59,610 --> 01:35:04,650 Go here and then go here to normals and then turn this. 1171 01:35:05,670 --> 01:35:13,020 I recommend you always do this, like always, if you want with something something tennis on. 1172 01:35:13,230 --> 01:35:19,110 And as you can see the edges here, like the eyebrow is kept. 1173 01:35:19,650 --> 01:35:24,780 But here it is all smooth outs, right? 1174 01:35:26,280 --> 01:35:31,080 And if you don't want it to be smooth, you can right click on Shape Flat. 1175 01:35:31,080 --> 01:35:42,450 Also, when I'm in sculpting control top sculpts, I usually keep it to be flat because you can see 1176 01:35:42,450 --> 01:35:43,690 the volume is much better. 1177 01:35:43,690 --> 01:35:47,250 And I like how the geometry is in these locations. 1178 01:35:47,430 --> 01:35:47,700 All right. 1179 01:35:48,360 --> 01:35:52,970 If you when you're done with the sculpting and you going to render some always should smooth. 1180 01:35:54,990 --> 01:35:55,610 That's for sure. 1181 01:35:56,190 --> 01:35:57,150 These are for animation. 1182 01:35:57,160 --> 01:35:58,430 We're not going to discuss. 1183 01:35:58,440 --> 01:36:00,040 This is quick effects. 1184 01:36:00,100 --> 01:36:03,390 Not going to discuss this is converting. 1185 01:36:03,390 --> 01:36:05,850 So if you have a category here. 1186 01:36:07,340 --> 01:36:07,860 All right. 1187 01:36:07,880 --> 01:36:14,300 And the cool thing about her, which we're going to discuss later in the course, is if you go to here 1188 01:36:14,300 --> 01:36:22,220 to object the properties and then go to geometry and then go over here to Bevel, and then you increase 1189 01:36:22,220 --> 01:36:22,970 the depth. 1190 01:36:23,120 --> 01:36:25,810 As you can see, we have something like this. 1191 01:36:25,900 --> 01:36:32,960 It is very useful to do some crazy stuff where I like to make a cable or all that. 1192 01:36:33,560 --> 01:36:37,330 But this is so terrible. 1193 01:36:37,700 --> 01:36:40,860 We cannot do anything with cause. 1194 01:36:41,150 --> 01:36:42,790 We can't sculpt them like that. 1195 01:36:42,800 --> 01:36:50,810 We can only edit the modern object, convert them and go to object converts and convert to mesh or right 1196 01:36:50,900 --> 01:36:51,290 click. 1197 01:36:52,810 --> 01:37:04,400 Cameras too and mesh or I believe you can also control a visual geometry to mesh and this has convert 1198 01:37:04,880 --> 01:37:13,640 the curve to mesh if you go to emote by tapping by pressing tap as you can see now, we have a mesh 1199 01:37:13,640 --> 01:37:21,500 that we can walk around, maybe turn on that for push anything and like it does. 1200 01:37:22,310 --> 01:37:24,710 Anyway, we want to do this shapes. 1201 01:37:26,030 --> 01:37:26,320 All right. 1202 01:37:27,080 --> 01:37:29,560 This is the converse and show. 1203 01:37:29,900 --> 01:37:32,950 It's not very useful on edge. 1204 01:37:32,960 --> 01:37:34,610 I've actually discussed this, right? 1205 01:37:35,210 --> 01:37:35,570 Sure. 1206 01:37:35,680 --> 01:37:39,440 So if I shift that, it will hide all the other objects. 1207 01:37:39,800 --> 01:37:44,390 I also edge into Unhide objects cleaning up. 1208 01:37:44,690 --> 01:37:50,990 For example, if you go to materials, which is concealed materials, if you make a new material, then 1209 01:37:50,990 --> 01:37:51,560 delete it. 1210 01:37:51,560 --> 01:37:53,600 Making new material that it'll make a new material. 1211 01:37:54,230 --> 01:37:58,310 Then all these materials over here, let's say a three, four or five. 1212 01:37:58,640 --> 01:38:01,280 As you can see, the number is zero. 1213 01:38:01,670 --> 01:38:03,950 So they have no user. 1214 01:38:04,340 --> 01:38:14,600 But if you save out seen over here, all these materials also will be safe and it will increase your 1215 01:38:14,600 --> 01:38:15,530 file size. 1216 01:38:15,590 --> 01:38:15,890 All right. 1217 01:38:15,890 --> 01:38:24,470 So one way is to clean up from here, but the best way is to go to file, to clean up and then unused 1218 01:38:24,470 --> 01:38:25,280 data blocks. 1219 01:38:25,520 --> 01:38:27,100 You do wonder. 1220 01:38:28,460 --> 01:38:34,130 We'll say that three materials, one armature, 52 meshes to coast one. 1221 01:38:34,130 --> 01:38:39,650 That's bold one like five cameras there will be push and you click on yes. 1222 01:38:40,130 --> 01:38:43,070 And I'll use links to the blocks. 1223 01:38:43,550 --> 01:38:47,840 And then the last one I use local called two blocks. 1224 01:38:48,410 --> 01:38:57,560 And then if you go to materials and as you can see, all those materials magazine for five are now deleted. 1225 01:38:57,560 --> 01:38:59,930 A Now if you save you have a much more. 1226 01:39:00,950 --> 01:39:07,610 We have a file with less size the deleting and I'll put anything in the option. 1227 01:39:07,620 --> 01:39:10,630 Use X by now you have found it. 1228 01:39:11,240 --> 01:39:14,360 Let's continue with the next stuff. 1229 01:39:14,360 --> 01:39:16,220 We talked about the collections. 1230 01:39:16,220 --> 01:39:23,030 You add collections with M pressing M new collection or adding them to the existing collections. 1231 01:39:24,080 --> 01:39:30,440 In here we have options that we don't use these all, but you can turn this filter out and on and you 1232 01:39:30,440 --> 01:39:36,860 have all the channels or here that you can customize your items that you want to see in your add on 1233 01:39:36,860 --> 01:39:45,010 sections before going to your through all these options, all these other options like I would practice 1234 01:39:45,290 --> 01:39:54,980 on them as well as I want to talk about this before we go to viewport and sidebar is and then you click 1235 01:39:54,980 --> 01:39:57,650 and you see all these options. 1236 01:39:57,650 --> 01:40:07,130 If we watch item, you see all the options for item and you can adjust the locations, rotations, scaling 1237 01:40:07,580 --> 01:40:08,890 dimensions are all that. 1238 01:40:08,900 --> 01:40:18,290 And you have this also in this orange thing, objects, properties, all these options there as well. 1239 01:40:18,650 --> 01:40:23,030 The only thing that you find here is the iPhone useful. 1240 01:40:23,030 --> 01:40:31,400 Here you have this all those relations collections here with more options you can like see what this 1241 01:40:31,400 --> 01:40:33,740 object is panted to and all that. 1242 01:40:34,190 --> 01:40:38,570 But the only thing I find useful in here is put this display. 1243 01:40:38,570 --> 01:40:47,630 You can like check this box name and you can now see the name of your object, which is cute over here. 1244 01:40:48,530 --> 01:40:55,700 You can also channel access internal wireframe, which is very useful if I make another object like 1245 01:40:57,320 --> 01:41:03,680 ecosphere as you can see and I go to object, properties are used for easier and I turn on what frames? 1246 01:41:04,160 --> 01:41:07,670 As you can see, I can see the wireframes of my mesh right here. 1247 01:41:08,690 --> 01:41:14,860 So if I add to all edges, texture, space, I get those kinds of things. 1248 01:41:14,870 --> 01:41:21,410 Another useful thing is in France option over here in viewport display if I like. 1249 01:41:23,090 --> 01:41:26,240 Move my sphere inside my cube. 1250 01:41:27,590 --> 01:41:29,690 As we talked about this. 1251 01:41:30,410 --> 01:41:40,730 I press alt z to tug on x ray and now I can see that something else is on my. 1252 01:41:41,660 --> 01:41:46,130 Something else is always in the force material preview. 1253 01:41:46,130 --> 01:41:53,990 So I switch to two solid what I can see with all that and the whole x ray thing. 1254 01:41:54,380 --> 01:41:58,580 And there's a use for inside my cube. 1255 01:41:59,090 --> 01:42:02,420 But you can also see I don't want to turn the sun. 1256 01:42:02,810 --> 01:42:08,660 You also turn the water from on tender in front. 1257 01:42:08,690 --> 01:42:10,280 You're on an object. 1258 01:42:10,280 --> 01:42:17,960 And then always when object is shown, in my view puts no matter where it is. 1259 01:42:17,960 --> 01:42:20,690 So is actually inside the cube here. 1260 01:42:20,690 --> 01:42:26,890 I will not be a render too, but if it turns on I can always see it in my viewpoint. 1261 01:42:26,920 --> 01:42:29,750 The off and it's in side. 1262 01:42:29,780 --> 01:42:30,320 Too cute. 1263 01:42:31,190 --> 01:42:34,310 Pretty useful for the water frame. 1264 01:42:34,310 --> 01:42:42,200 I usually use the quick favorites option in blending, so every option in here if you want, you can 1265 01:42:42,200 --> 01:42:53,030 add two quick favorites and it's by right clicking and pressing to right clicking and pressing. 1266 01:42:53,390 --> 01:42:55,550 Going to assign shortcut. 1267 01:42:55,550 --> 01:43:01,880 You can also assign shortcut to it, or you can added two quick fairways, which I did right here. 1268 01:43:01,880 --> 01:43:08,210 So everything you add to peripheries you can access to it with pristine cute. 1269 01:43:08,480 --> 01:43:16,070 So I Q on keyboard you in this menu open up all the other options that you've added to that. 1270 01:43:16,250 --> 01:43:26,450 For example, if I add my annotation to annotation to quick favorites and then here at Press Q, I can 1271 01:43:26,540 --> 01:43:33,980 access my intuition if I presentation, you will quickly add the annotation thing. 1272 01:43:34,250 --> 01:43:43,160 What if I press if I select my object and then I have added my my friend to my three favorites and then 1273 01:43:43,430 --> 01:43:50,270 Q and then displaying where I can see the rest of my optional here display, where I can see the words 1274 01:43:50,540 --> 01:43:57,230 my objects if I want to disable, also have to disable the wire like this. 1275 01:43:58,050 --> 01:44:00,950 So that's the object properties that you can find also here. 1276 01:44:02,060 --> 01:44:02,510 All right. 1277 01:44:02,510 --> 01:44:05,330 This is the item in the sidebar. 1278 01:44:06,320 --> 01:44:13,070 The tools is not useful to view is the focal length of your view. 1279 01:44:13,070 --> 01:44:13,940 If increase it. 1280 01:44:14,600 --> 01:44:17,060 And if you're just curious, you can see the effects. 1281 01:44:17,060 --> 01:44:24,350 Sometimes when you're walking, especially in a sculpting, you may want to zoom further into your character, 1282 01:44:24,590 --> 01:44:28,490 so you need to increase it to something like 100 I usually 7 to 100. 1283 01:44:28,490 --> 01:44:31,610 The sculpting was listed to default value. 1284 01:44:31,610 --> 01:44:34,660 To set anything of these values. 1285 01:44:34,660 --> 01:44:43,130 To default value, you just have to hover your mouse to the value and then right click and then go to 1286 01:44:43,130 --> 01:44:45,320 reset all the default value. 1287 01:44:45,950 --> 01:44:50,810 And then for here, also right click only to default like they will. 1288 01:44:50,810 --> 01:44:57,530 This research resulted in the default value that is is for the clip is stored just use in default one 1289 01:44:57,530 --> 01:45:07,490 I think it's yeah let's reset it but click reset and the default is 0.01 if you want to reset it. 1290 01:45:07,820 --> 01:45:08,720 If I want to. 1291 01:45:08,960 --> 01:45:09,560 Yeah. 1292 01:45:10,880 --> 01:45:20,150 So the clipping also occurs when you read your modeling and you're going you're zooming, zooming and 1293 01:45:20,150 --> 01:45:21,560 then some artifacts happening. 1294 01:45:21,560 --> 01:45:23,030 This is was happening. 1295 01:45:23,030 --> 01:45:23,600 What's happening? 1296 01:45:23,960 --> 01:45:28,370 So usually it is fixed by decreasing the creep of stone. 1297 01:45:28,670 --> 01:45:36,830 So just set into all points or one and you're good to go and this option here is really useful. 1298 01:45:36,830 --> 01:45:45,680 So if you said to me you can lock the camera, left the view based on your option. 1299 01:45:45,680 --> 01:45:56,450 You have that if you if let's make a camera over here and you have this camera and if I set this the 1300 01:45:56,450 --> 01:45:57,410 camera to view. 1301 01:45:59,440 --> 01:46:02,410 Then go to zero for my camera. 1302 01:46:02,560 --> 01:46:08,230 And if I rotate around now, I'm rotating around with the camera. 1303 01:46:08,230 --> 01:46:11,410 And this can be useful for using the cameras. 1304 01:46:13,200 --> 01:46:15,720 In your scene when you want to set the camera around. 1305 01:46:15,990 --> 01:46:19,020 So this this is my this option or your camera to you. 1306 01:46:19,020 --> 01:46:23,040 If I said this off, if I wrote it, you will go out of the camera with you. 1307 01:46:23,940 --> 01:46:26,300 But this is the location of the studio here. 1308 01:46:26,310 --> 01:46:28,200 So pretty. 1309 01:46:28,800 --> 01:46:29,910 Is it still useful? 1310 01:46:30,480 --> 01:46:33,600 As I said before, shift s chief right click. 1311 01:46:33,600 --> 01:46:41,760 You can move it around or shift as and because of the word origin we can we it's the collections here. 1312 01:46:42,150 --> 01:46:52,950 We can hide the collections or here or unhide them or we can use it right here also to hide and hide 1313 01:46:53,370 --> 01:46:54,180 collections. 1314 01:46:54,450 --> 01:46:55,890 So pretty much the same thing. 1315 01:46:56,220 --> 01:46:58,800 The notations are here as well. 1316 01:46:59,070 --> 01:47:00,310 So that's the sidebar. 1317 01:47:00,330 --> 01:47:04,050 Let's go straight into the this menu over here. 1318 01:47:04,110 --> 01:47:06,930 This property is over here or no, no is happening. 1319 01:47:06,940 --> 01:47:13,500 The rendering is on cycles but can see the properties is pretty weird. 1320 01:47:14,490 --> 01:47:17,970 Let's make it to load factory. 1321 01:47:18,180 --> 01:47:18,420 Yeah. 1322 01:47:19,740 --> 01:47:22,770 So let's join areas here. 1323 01:47:26,440 --> 01:47:32,060 Joint areas and those because we have evening cycles by default it is on sets. 1324 01:47:32,080 --> 01:47:35,380 On CPU, I usually system CPU on them. 1325 01:47:36,010 --> 01:47:41,260 On the preferences you have to go to system and set it on could onset give you a car. 1326 01:47:42,070 --> 01:47:51,520 We have cycles and if we don't care about work this year it's useful for us is dedicated for like an 1327 01:47:51,620 --> 01:48:02,500 older users but cycles on VB is a let's put on material that's a color and metallic so metallic that's 1328 01:48:02,500 --> 01:48:09,190 going to give you some metallic effects every is a real time render engine so it is all real time if 1329 01:48:09,190 --> 01:48:17,650 you add light over here, if you have the lights over here, some lights, it is is real time. 1330 01:48:17,650 --> 01:48:19,210 It gives us what we see. 1331 01:48:19,210 --> 01:48:22,660 So if we render this, it is the same thing we see now. 1332 01:48:22,660 --> 01:48:32,710 People say if you go to cycle, as you can see, it is much slower and it is an offline renderer so 1333 01:48:32,730 --> 01:48:34,630 it renders offline. 1334 01:48:34,930 --> 01:48:42,340 And if we enable this statistics over here, as you can see the rendering done, it says that if you 1335 01:48:42,520 --> 01:48:45,560 brought it the view, it starts to render again. 1336 01:48:45,700 --> 01:48:49,630 It is so during the recently we have only a computer here. 1337 01:48:49,630 --> 01:48:54,180 So it's very simple rendering and so does it. 1338 01:48:54,190 --> 01:49:00,190 You know, if you feel like sculpting all the geometry, this is going to be so slow. 1339 01:49:00,190 --> 01:49:07,680 So I usually set it to so the two samples for you force and for the render you can use anybody you want. 1340 01:49:07,690 --> 01:49:16,300 But I think 512 is enough for both cycles and then we can use the DINO is option. 1341 01:49:17,740 --> 01:49:28,600 So without the option if you go around you it and these noises but if anybody knows us option and then 1342 01:49:28,600 --> 01:49:37,420 go to for some optics I usually use optics and it choice to Dino is the scene for us all right we have 1343 01:49:37,630 --> 01:49:39,340 all these options for cycles. 1344 01:49:39,340 --> 01:49:45,190 It's not very like it's a package itself, like big change. 1345 01:49:45,190 --> 01:49:46,270 It's a cyclone, the render. 1346 01:49:46,270 --> 01:49:50,050 It's all right because it's is accurate lighting. 1347 01:49:50,140 --> 01:49:52,030 All the things are accurate. 1348 01:49:52,390 --> 01:49:55,060 But if we go through it is a real time engine. 1349 01:49:55,150 --> 01:50:01,540 So it has its flaws and it's not as accurate as cycle, but it is real time. 1350 01:50:01,720 --> 01:50:05,980 So we don't have to wait for it to render all that we can enable. 1351 01:50:05,990 --> 01:50:14,260 Amazon collision and bloom for, for example, give it some glue and stuff like that. 1352 01:50:14,650 --> 01:50:18,350 We use blue, so you have to know something about these options. 1353 01:50:18,350 --> 01:50:20,290 That is to get a good results. 1354 01:50:20,620 --> 01:50:22,990 But we get to get to that. 1355 01:50:22,990 --> 01:50:28,960 When we render out of character, the next option is the output properties. 1356 01:50:28,960 --> 01:50:33,070 You can change your resolution. 1357 01:50:33,070 --> 01:50:38,500 So if I go to terminal view with pressing number zero, as you can see. 1358 01:50:40,050 --> 01:50:43,410 First of all, let's talk about the camera here. 1359 01:50:44,010 --> 01:50:46,630 Korea has a purpose for itself. 1360 01:50:46,650 --> 01:50:47,400 It's over here. 1361 01:50:47,400 --> 01:50:52,110 If you can look anywhere else and other objects you can see. 1362 01:50:52,190 --> 01:50:57,450 You have to click the camera and then go into camera purposes. 1363 01:50:57,750 --> 01:51:00,140 It has some ability, has vocal range for itself. 1364 01:51:00,150 --> 01:51:05,730 Like if you go to camera review, the focal lens will change here of our camera. 1365 01:51:05,730 --> 01:51:10,260 I usually keep it between 45 and 60. 1366 01:51:10,260 --> 01:51:13,900 I use 60 and then we have depth of field and all those. 1367 01:51:13,920 --> 01:51:17,510 So what I want to show you is this thing here, beautiful display. 1368 01:51:18,180 --> 01:51:27,360 If I render this right now, I go to render render image f 12 is for it very will give me this render 1369 01:51:27,360 --> 01:51:30,930 image which is based on this box I have here. 1370 01:51:30,930 --> 01:51:33,810 So this is what I get by randomly zooming. 1371 01:51:34,080 --> 01:51:37,410 You can see they want I don't want to see all the rest of these things. 1372 01:51:37,410 --> 01:51:43,890 So one thing to do is to go to camera properties, go to viewport display. 1373 01:51:43,920 --> 01:51:50,970 And then this thing that I don't want to pronounce, you have to crank it up all the way to one and 1374 01:51:50,970 --> 01:51:58,230 then you don't see all the things are not important and then and but combining in this to camera do 1375 01:51:58,230 --> 01:52:08,280 you you can go around the viewpoints in the camera and set your scene and then render it and then you 1376 01:52:08,280 --> 01:52:08,820 get this. 1377 01:52:09,210 --> 01:52:12,090 So that's what I want to talk about, about the camera. 1378 01:52:12,090 --> 01:52:15,750 But we're in the outputs properties. 1379 01:52:16,170 --> 01:52:23,720 So if I go to camera view again as if I have a 1080 resolution, there are some presets or here like 1380 01:52:23,920 --> 01:52:30,540 4K, like this one, like seven MP and all this stuff. 1381 01:52:30,540 --> 01:52:37,850 I can actually manually change the outputs or here the resolution outputs over here, but usually tending 1382 01:52:37,860 --> 01:52:41,160 to be will do with the presets which I need to be able to do. 1383 01:52:42,120 --> 01:52:45,860 And usually aspects keep it as one always. 1384 01:52:45,870 --> 01:52:51,540 It might make some problems like the resolution might be slow sometimes and you don't know what's happening. 1385 01:52:51,900 --> 01:52:56,160 So always check that the aspect is always set to one. 1386 01:52:56,850 --> 01:52:58,500 The frame rates for animation. 1387 01:52:58,500 --> 01:53:05,100 Whenever I discuss the outputs, whenever there's a temporary, if I if I render this, this is saved 1388 01:53:05,100 --> 01:53:06,240 into a temporary file. 1389 01:53:06,240 --> 01:53:15,120 If I click on then changed outputs every single render, it will render there with these values in opinions 1390 01:53:15,120 --> 01:53:19,260 you force with color depth of eight well all the time. 1391 01:53:19,260 --> 01:53:23,430 What I do is render image and then go to image and save manually. 1392 01:53:24,450 --> 01:53:25,890 So that's it for this menu. 1393 01:53:26,220 --> 01:53:28,590 This is for the light passes. 1394 01:53:28,650 --> 01:53:35,370 So what is it like as a if you go to render render viewport during the run, what if you go to this 1395 01:53:35,370 --> 01:53:42,240 arrow, you see these things that you can toggle off the scene, lights the scene, words, you can 1396 01:53:42,240 --> 01:53:46,710 take it off or change the scene would actually dissolve the issue. 1397 01:53:46,710 --> 01:53:54,810 Your eyes, change your eyes and this friend of this, your eyes and then turn the back on or not here 1398 01:53:54,810 --> 01:53:56,160 and we have the render passage. 1399 01:53:56,160 --> 01:53:59,280 These are the things we have over here after rendering. 1400 01:53:59,280 --> 01:54:01,060 So these are render passes. 1401 01:54:01,120 --> 01:54:08,430 If we would combine this is a combined if I could see, for example, ambient occlusion, ambient inclusion, 1402 01:54:08,430 --> 01:54:15,420 only the shadows, you know, me, gives me a depth of my objects and all that. 1403 01:54:15,420 --> 01:54:22,650 And if I turn this on some of the mist, let's actually not turn this on in the render. 1404 01:54:23,520 --> 01:54:28,320 I have this option also here if I go to view later. 1405 01:54:28,850 --> 01:54:29,520 All right. 1406 01:54:30,990 --> 01:54:34,170 It was in view everything here. 1407 01:54:35,040 --> 01:54:35,340 Yeah. 1408 01:54:35,340 --> 01:54:38,160 I think that this this will display the channels. 1409 01:54:38,160 --> 01:54:39,120 Yeah, over here. 1410 01:54:39,600 --> 01:54:39,930 All right. 1411 01:54:39,930 --> 01:54:47,610 If I enabled these means, light emission shadows might be no collusion and then render again and then 1412 01:54:47,610 --> 01:54:48,390 go here. 1413 01:54:48,600 --> 01:54:52,350 No, all here is here in combines. 1414 01:54:53,130 --> 01:54:55,230 So now this option is appearing. 1415 01:54:55,650 --> 01:55:02,940 Now I have all this thing and I don't wish to see that I'm in occlusion means such a very simple for 1416 01:55:02,940 --> 01:55:05,340 me so we can save it to me separately. 1417 01:55:05,350 --> 01:55:09,260 I used depth in composition. 1418 01:55:09,270 --> 01:55:15,720 After we render it, we can use this depth in composition in Photoshop or any of the other 2D applications 1419 01:55:15,840 --> 01:55:18,270 so we can turn these off as well. 1420 01:55:18,930 --> 01:55:23,880 Keep in mind that light passes between evil cycles are different. 1421 01:55:23,880 --> 01:55:26,010 You have more options for cycle. 1422 01:55:26,220 --> 01:55:28,980 You can see so many options for cycles. 1423 01:55:29,610 --> 01:55:30,870 So keep that in mind. 1424 01:55:32,070 --> 01:55:35,070 The next thing is the scene properties. 1425 01:55:35,070 --> 01:55:39,030 As you can see there, we have cameras that we discussed before. 1426 01:55:39,300 --> 01:55:45,360 Big of the active camera, the union, so we can see the metrics from from history to imperial. 1427 01:55:46,500 --> 01:55:49,580 And the other things are not that important for us. 1428 01:55:50,160 --> 01:55:52,020 So this is the vote properties. 1429 01:55:53,390 --> 01:55:55,540 And you can see this. 1430 01:55:55,610 --> 01:56:01,310 This is how the eye of a blender uses some default as your eye. 1431 01:56:01,310 --> 01:56:07,040 This your eye is affecting the scene with its light so you can achieve this strange if you want, you 1432 01:56:07,040 --> 01:56:08,630 can trend to zero. 1433 01:56:08,930 --> 01:56:16,960 So you have no sense of the word, and you just will with your own lights, for example, and do what 1434 01:56:16,970 --> 01:56:20,870 you think is right so you can change it. 1435 01:56:20,870 --> 01:56:25,830 Back on to default value, right click and reset to default. 1436 01:56:25,850 --> 01:56:33,110 But you can add volume to boards which we will we will do. 1437 01:56:33,110 --> 01:56:37,400 The volume in the later chapters is one of the important object properties. 1438 01:56:37,400 --> 01:56:46,940 We discussed this, the visibility we can use the view for this problem can use the wireframe on or 1439 01:56:46,940 --> 01:56:49,610 off the in and all those things. 1440 01:56:50,930 --> 01:56:56,410 Let's go back to solid view and this is the modified properties. 1441 01:56:57,320 --> 01:57:04,490 Don't get scared by all these modifiers or as we have all the money for us here, but we will only use 1442 01:57:04,580 --> 01:57:07,100 some simple things in this course. 1443 01:57:08,540 --> 01:57:10,400 Like four or five of them. 1444 01:57:10,940 --> 01:57:12,770 Very easy are a modifier. 1445 01:57:13,430 --> 01:57:20,300 If you enable it in an object, it will duplicate objects in the direction you want. 1446 01:57:20,300 --> 01:57:24,440 So it's right now in the one in the extraction. 1447 01:57:24,440 --> 01:57:32,000 If we increase this value, it will make more spaces between each duplicated object. 1448 01:57:32,660 --> 01:57:41,290 If we if we go with more access, if we go with z-axis, we can change how the location of this array 1449 01:57:41,900 --> 01:57:43,370 of these duplicate objects. 1450 01:57:44,480 --> 01:57:45,380 So that's great. 1451 01:57:45,890 --> 01:57:52,730 The next thing I want to show you is is mirror here, which is very important. 1452 01:57:53,060 --> 01:57:59,780 Need a mirror and an object in a word or word rising. 1453 01:58:00,230 --> 01:58:00,530 Right. 1454 01:58:02,540 --> 01:58:04,290 You can see anything happening, right? 1455 01:58:04,340 --> 01:58:11,330 You have to go to edit mode by tapping a so tapping tap and then g and then move it. 1456 01:58:11,330 --> 01:58:18,310 And you can see the mirrored object is mirroring based on the word origin over here all right. 1457 01:58:18,320 --> 01:58:24,290 Is so even more visible is always mirroring based on this mode origin over here. 1458 01:58:24,800 --> 01:58:34,860 So even if I like move it over here and then tap and move, it is based on the origin over here that 1459 01:58:34,880 --> 01:58:35,270 we have. 1460 01:58:36,080 --> 01:58:36,410 All right. 1461 01:58:37,220 --> 01:58:41,450 So we can change it to white access. 1462 01:58:42,110 --> 01:58:49,520 All right, then to set access and access we want and then I more and then move it. 1463 01:58:50,530 --> 01:58:51,340 Accordingly. 1464 01:58:52,030 --> 01:58:52,330 All right. 1465 01:58:54,100 --> 01:58:54,870 There's an option here. 1466 01:58:54,890 --> 01:58:59,100 Clipping, if you like your object like. 1467 01:58:59,110 --> 01:59:02,470 Like this, but then not connected to each other. 1468 01:59:02,470 --> 01:59:10,120 As you can see, if you enable this object and if you get them closer, these to the mirrored object 1469 01:59:10,120 --> 01:59:12,130 and the original object are connected now. 1470 01:59:12,130 --> 01:59:14,380 So you want them connected like that? 1471 01:59:14,710 --> 01:59:16,100 You don't get them connected. 1472 01:59:16,100 --> 01:59:23,970 Then they were going to be separate and this merge option is on for that very same reason to merge them 1473 01:59:23,980 --> 01:59:27,520 and connect them and sort of clip into them. 1474 01:59:28,150 --> 01:59:33,940 But what I do with use with your modifier is to as are the cute. 1475 01:59:35,740 --> 01:59:42,550 And for example, my cue is over here so you find it at me in a modifier. 1476 01:59:42,850 --> 01:59:44,770 I want my cue to be over here. 1477 01:59:44,980 --> 01:59:45,340 Right. 1478 01:59:45,520 --> 01:59:46,420 So how can I do? 1479 01:59:47,560 --> 01:59:53,950 Like, as you can expect, it's is mirrored based on the words oily over here. 1480 01:59:54,010 --> 02:00:09,810 One thing I can do is that we can move like shift s and then like for example, look, we can move it 1481 02:00:09,820 --> 02:00:20,290 to cursor and then go to edit mode before I think I accidentally hide my mesh before adding the mirror 1482 02:00:20,290 --> 02:00:21,010 modifier. 1483 02:00:21,010 --> 02:00:29,440 You go here and then move it and then your origin is here in your jurisdiction. 1484 02:00:29,440 --> 02:00:37,360 Then you can add the movement for SH and you can see as you can see it is based on the here or the origin 1485 02:00:37,360 --> 02:00:42,340 and you can if you move it, it's like this, but the easier way. 1486 02:00:42,820 --> 02:00:48,100 So I say it's not the origin, it's not here. 1487 02:00:48,100 --> 02:00:54,580 Let's change the origin both to geometry and let's say we want something like this. 1488 02:00:54,580 --> 02:01:01,200 We want to be this object to be mirrored somewhere around here. 1489 02:01:01,210 --> 02:01:08,320 So what we do is shift directly it, move the cursor here, shift a and empty. 1490 02:01:08,320 --> 02:01:09,430 So we have this empty. 1491 02:01:09,430 --> 02:01:11,440 This empty will not be rendered on anything else. 1492 02:01:11,920 --> 02:01:15,940 It's empty is an empty, obviously, that we can use for our main objects. 1493 02:01:15,960 --> 02:01:17,980 Safety at the mirror object. 1494 02:01:18,340 --> 02:01:21,160 And with this mirror objects be this eyedropper. 1495 02:01:21,160 --> 02:01:26,020 I click on it and then select more empty. 1496 02:01:26,320 --> 02:01:27,780 All right, now. 1497 02:01:28,650 --> 02:01:34,120 So you can see my cube is mirrored based on this. 1498 02:01:36,130 --> 02:01:39,070 These empty objects even move this empty object. 1499 02:01:39,400 --> 02:01:39,760 All right. 1500 02:01:40,630 --> 02:01:46,000 It is actually doing some more calculation to move the mirror as well. 1501 02:01:46,450 --> 02:01:49,150 And if I move it over here, I can do this double. 1502 02:01:49,480 --> 02:01:58,960 So I can shift s cursor to an origin and also move this all this empty to the word origin. 1503 02:01:59,110 --> 02:02:04,050 So now my queue is mirrored based on the word origin. 1504 02:02:04,180 --> 02:02:05,920 And that's what I want usually. 1505 02:02:06,310 --> 02:02:09,790 And I'm modelling, for example, a modelling hands or arms. 1506 02:02:10,960 --> 02:02:16,780 I did this and then this and then I can have two arms like that. 1507 02:02:17,320 --> 02:02:18,280 That's the whole 1508 02:02:21,460 --> 02:02:22,150 mirroring. 1509 02:02:23,830 --> 02:02:29,290 And it's sort of a simple the nice thing or the how to add a resolution. 1510 02:02:29,290 --> 02:02:34,330 As you can see, if I go to any more like I have only six faces, 12 edges, all done. 1511 02:02:35,260 --> 02:02:37,720 And let's actually add another object. 1512 02:02:37,720 --> 02:02:49,480 If I asked you this, we could not have five, 12 faces and nights in 9960 trying to add geometry to 1513 02:02:49,480 --> 02:02:50,250 any objects. 1514 02:02:50,260 --> 02:02:55,030 You go to modifiers, you go to SOP, division, surface. 1515 02:02:55,510 --> 02:03:01,360 And by clicking on that, it automatically adds a subdivision to our object. 1516 02:03:01,690 --> 02:03:07,510 If I increase this amounts like to another subdivision, if I increasing as other subdivisions. 1517 02:03:08,380 --> 02:03:11,920 So what does this subdivision means if this is a mesh? 1518 02:03:12,440 --> 02:03:12,660 Right. 1519 02:03:13,630 --> 02:03:15,880 It has 12 faces. 1520 02:03:16,690 --> 02:03:18,850 It has 482 vertices. 1521 02:03:19,330 --> 02:03:25,190 What it does is that it multiplies the vertices by four. 1522 02:03:26,020 --> 02:03:29,770 So every subdivision multiplies the worlds by four. 1523 02:03:29,770 --> 02:03:37,960 So if I increased this, if I go to remote now, I won't see because my gender doesn't show then not 1524 02:03:37,960 --> 02:03:39,640 applied modifiers. 1525 02:03:39,910 --> 02:03:41,710 So I have to apply this. 1526 02:03:41,710 --> 02:03:49,840 And then if I go to any mode which otherwise happens, it's multiplied the vertices by four. 1527 02:03:50,350 --> 02:03:51,550 Why does subdivision work? 1528 02:03:51,880 --> 02:03:58,870 So if I had another subdivision level and I apply it, as you can see, eight has multiplied by another 1529 02:03:59,050 --> 02:03:59,650 four times. 1530 02:04:00,580 --> 02:04:02,470 So it's very useful to add geometry. 1531 02:04:02,470 --> 02:04:13,540 So for example, if we have this on here, right, if you have Susan here and you want to add more geometry, 1532 02:04:13,540 --> 02:04:15,890 as you can see, this is very lucky. 1533 02:04:15,910 --> 02:04:17,080 This looks very lucky. 1534 02:04:17,590 --> 02:04:22,420 And even if we should smooth it, it doesn't look good. 1535 02:04:22,840 --> 02:04:28,150 What we can do, we can use this subdivision surface, but the shortcut to a subdivision surface is 1536 02:04:28,150 --> 02:04:29,620 very useful also. 1537 02:04:30,010 --> 02:04:35,320 So the shortcut is to me, delete these first. 1538 02:04:41,540 --> 02:04:41,920 All right. 1539 02:04:46,690 --> 02:04:46,990 Okay. 1540 02:04:48,940 --> 02:04:53,500 The shortcut is control was any number. 1541 02:04:53,890 --> 02:04:56,890 So this number can be three, four, four, anything. 1542 02:04:57,520 --> 02:05:06,270 So by pressing control and then one, it will add a subdivision level in the level one way control to 1543 02:05:06,270 --> 02:05:09,430 the subdivision, level to number control three. 1544 02:05:09,730 --> 02:05:12,430 It will add a subdivision level tree and so on. 1545 02:05:12,430 --> 02:05:17,080 So I'm clicking control of one and it has added a subdivision level one. 1546 02:05:17,920 --> 02:05:23,320 So my mission, as you can see now, my Suzanne is very much it has much more resolution. 1547 02:05:23,590 --> 02:05:32,650 Well, I even if I increase in more, it has more resolution and more, as we can see now, we don't 1548 02:05:32,650 --> 02:05:40,300 have to add much detail to need level three adds vertices in in object modes. 1549 02:05:40,300 --> 02:05:42,190 You can see the vertices, right? 1550 02:05:42,190 --> 02:05:45,700 But you see the voices of all the objects. 1551 02:05:45,700 --> 02:05:53,590 So if I have multiple objects is combined combining them and giving you the vertices of all objects. 1552 02:05:54,460 --> 02:06:01,090 But I have this so here with Little Tree and then I can see that the level tree is too much for me, 1553 02:06:01,450 --> 02:06:03,700 but level two is enough. 1554 02:06:04,570 --> 02:06:09,700 The difference is no, I don't see a lot of difference in the word three, so I'll just upload in levels. 1555 02:06:10,420 --> 02:06:14,260 I just duplicate as applied in little to avoid the element. 1556 02:06:14,260 --> 02:06:18,550 I can see that it is eight times more where it is. 1557 02:06:18,550 --> 02:06:20,220 It has more data, more resources. 1558 02:06:20,260 --> 02:06:21,370 That is much more. 1559 02:06:21,730 --> 02:06:23,320 It has much more resolution. 1560 02:06:24,370 --> 02:06:24,670 All right. 1561 02:06:24,910 --> 02:06:31,840 So what is the difference between that and the thing I'm going to show you now? 1562 02:06:32,110 --> 02:06:35,530 So we have all thing as multi resolution. 1563 02:06:35,830 --> 02:06:38,500 So multi resolution is the same as subdivision. 1564 02:06:38,650 --> 02:06:39,070 All right. 1565 02:06:39,430 --> 02:06:44,950 But you have to first select it from here and then subdivide it is the same thing. 1566 02:06:44,950 --> 02:06:51,190 Like it adds four times vertices like multiplies over this by four times every time you solve it. 1567 02:06:51,220 --> 02:06:59,350 But the difference is in this mode, in a sculpts mode, you have another option is called mom and you 1568 02:06:59,350 --> 02:07:05,440 can go back to your previous levels. 1569 02:07:06,100 --> 02:07:13,720 For example, I'm sculpting in this level, level three, much more resolution and then I want to move 1570 02:07:13,720 --> 02:07:15,460 my objects around. 1571 02:07:15,740 --> 02:07:22,600 But level when I go more subdivision, moving around and changing things becomes harder. 1572 02:07:22,960 --> 02:07:31,210 So they go to level one or even level zero, and then I move around the lower levels and which are what 1573 02:07:31,210 --> 02:07:37,150 happens when I turn it back to level three again and then changes is applied. 1574 02:07:37,420 --> 02:07:40,120 So that's pretty, pretty useful. 1575 02:07:40,360 --> 02:07:47,650 And a sculpting which we'll discuss about the water is a whole lot less in the sculpting shots know 1576 02:07:47,910 --> 02:07:49,540 another thing is other 1577 02:07:52,240 --> 02:08:00,190 another useful modifier is a skin framework to this cute because the vertices a and a measure center. 1578 02:08:00,520 --> 02:08:03,580 I want to see how these like becomes a scheme. 1579 02:08:03,580 --> 02:08:15,920 It gives me a scheme for that one word z and if I add another subdivision surface, I have one and increase 1580 02:08:16,030 --> 02:08:16,810 in the subdivision. 1581 02:08:17,140 --> 02:08:26,220 I want to see how I can manipulate and extrude and do all of this dust skin, which is very useful though. 1582 02:08:26,360 --> 02:08:28,300 The other thing we have is solidify it. 1583 02:08:28,300 --> 02:08:31,240 We'll discuss it later and that's it for you. 1584 02:08:31,270 --> 02:08:37,210 That's this all the thing for now that I want to show you about the modifiers, then we have the particles. 1585 02:08:37,210 --> 02:08:45,220 For example, you can add particles, you can add hair to objects, you can go to particles and do that 1586 02:08:45,460 --> 02:08:47,020 thing, which is pretty cool. 1587 02:08:47,020 --> 02:08:48,400 Adding hair, right? 1588 02:08:49,240 --> 02:08:51,010 Well, there's the list for now. 1589 02:08:51,100 --> 02:08:53,200 We're not going to go into this. 1590 02:08:53,950 --> 02:08:57,850 These are the hair and the particles has its own like thing. 1591 02:08:58,210 --> 02:09:01,570 And then we have physics we're not going to use in physics. 1592 02:09:01,570 --> 02:09:07,060 And then we have constrained not going to be using constrained, which is for basically for cameras 1593 02:09:07,060 --> 02:09:07,390 more. 1594 02:09:07,720 --> 02:09:14,440 And then we have Vertex, we will discuss that and then we are going to base paints and all that stuff. 1595 02:09:15,130 --> 02:09:17,110 Then we have materials. 1596 02:09:17,980 --> 02:09:23,890 So these three things like these, these four things like for now, just forget about them. 1597 02:09:24,520 --> 02:09:27,250 We are not going to use them when we use them. 1598 02:09:27,250 --> 02:09:30,430 I'm going to explain them to you composing what they do. 1599 02:09:30,850 --> 02:09:37,150 So in the materials we can add materials new and then change the name for something like you as we have 1600 02:09:37,570 --> 02:09:38,980 as I have shown do before. 1601 02:09:38,980 --> 02:09:40,790 So it's so the color and the. 1602 02:09:41,150 --> 02:09:43,940 We appreciate you can see the color and texture. 1603 02:09:43,940 --> 02:09:51,200 We can add texture to our workmanship of fiber like a plane. 1604 02:09:51,200 --> 02:09:58,940 And if I subdivide the some more like a displacement my leg, then I have some grounds for coup grounds. 1605 02:10:00,060 --> 02:10:01,850 I think that's all for now. 1606 02:10:02,600 --> 02:10:06,750 And this the last thing we want to show you are these options. 1607 02:10:06,770 --> 02:10:11,120 Blender has let me leave this annotations. 1608 02:10:11,270 --> 02:10:17,300 Blender has its of these things made for you to make. 1609 02:10:17,300 --> 02:10:25,910 The walking is now in the lay of the land are seen mixing and stuff like that and make things make the 1610 02:10:25,910 --> 02:10:28,090 mesh and all that right. 1611 02:10:29,090 --> 02:10:31,610 But you want to go straight into modeling. 1612 02:10:31,610 --> 02:10:38,610 Then you go here into modelling that you have straight tools for modeling. 1613 02:10:38,630 --> 02:10:39,200 Then you go. 1614 02:10:39,440 --> 02:10:42,560 Then you want to think you're done with modeling. 1615 02:10:42,830 --> 02:10:45,300 You want to go to a sculpting, then you go to a sculpting. 1616 02:10:45,600 --> 02:10:54,150 And the difference here is if I go to the back to layer and if I go to sculpting by control tub and 1617 02:10:54,170 --> 02:10:57,830 sculpting, as you can see, the flow here is shown here, which I don't want in sculpting. 1618 02:10:57,830 --> 02:10:59,870 So I have to manually go here. 1619 02:10:59,870 --> 02:11:03,010 I'll turn this all, then turn this off and on. 1620 02:11:03,050 --> 02:11:03,950 That's okay. 1621 02:11:04,010 --> 02:11:11,480 But I can just go here in sculpting and Blender has turned these options off, which I don't need in 1622 02:11:11,480 --> 02:11:11,930 sculpting. 1623 02:11:11,930 --> 02:11:16,520 I can use editing or you be editing, which we will use in the next chapters. 1624 02:11:16,520 --> 02:11:21,320 We can use texture, paint, shading for adding materials and all those stuff. 1625 02:11:21,660 --> 02:11:22,190 Animation. 1626 02:11:22,190 --> 02:11:23,630 We don't need this or rendering. 1627 02:11:23,630 --> 02:11:25,010 We needed compositing. 1628 02:11:25,220 --> 02:11:26,990 We may use it in the future. 1629 02:11:27,380 --> 02:11:28,220 Geometry nodes. 1630 02:11:28,220 --> 02:11:30,530 We don't need scripting, we don't need that. 1631 02:11:30,530 --> 02:11:34,400 So these tools that you don't need become a right click and delete. 1632 02:11:34,430 --> 02:11:36,290 Just delete them. 1633 02:11:37,370 --> 02:11:44,390 Compositing for now we don't need them, so just delete them rendering the needed shading and animation. 1634 02:11:44,390 --> 02:11:44,870 We don't need this. 1635 02:11:44,870 --> 02:11:46,310 We have only these options. 1636 02:11:46,310 --> 02:11:53,930 One, two, three, four, five, six menus that we can use and just change just so quickly. 1637 02:11:53,930 --> 02:11:59,030 And that's what I love about one of these so quick that's so good and intuitive to use. 1638 02:11:59,690 --> 02:12:04,400 Then another option here is we can change that to other things. 1639 02:12:04,400 --> 02:12:13,850 Like all the thing, like this other thing, it has this window, it is actually and editor window. 1640 02:12:14,180 --> 02:12:21,530 So you can manually go here and actually change the events or many legal immigrants or go to timeline, 1641 02:12:22,250 --> 02:12:22,580 right? 1642 02:12:22,820 --> 02:12:25,040 Or go to show that editor. 1643 02:12:25,340 --> 02:12:25,640 All right. 1644 02:12:27,200 --> 02:12:32,630 Well, it's very easy just to swap between this just go in these menus. 1645 02:12:33,080 --> 02:12:33,530 All right. 1646 02:12:33,890 --> 02:12:45,260 In the filing, if you want to save your scene, control s and name your wonderful, for example, blender 1647 02:12:46,250 --> 02:12:51,230 and then save fun and then you font is saved and it automatically blender sends you file. 1648 02:12:51,230 --> 02:12:55,670 If you want to see the auto saves you go here you have your says. 1649 02:12:55,670 --> 02:13:05,030 But I recommend that you make this habit of saving your regular scene all the time, like control is 1650 02:13:05,030 --> 02:13:05,540 all the time. 1651 02:13:05,960 --> 02:13:11,780 But for example, you open the scene and you want to make another adjustments or make a new fire based 1652 02:13:11,780 --> 02:13:12,440 on this. 1653 02:13:12,770 --> 02:13:19,010 When the file that you have made, you go to fire, save as or console faster. 1654 02:13:19,150 --> 02:13:26,690 So if I press control as I open up this window, and if I press on this plus button, I make another 1655 02:13:26,690 --> 02:13:30,920 version of this and there five with number on it, blender one. 1656 02:13:31,370 --> 02:13:37,520 So if I press on this another version, bring the one saving console as and then another one if I want 1657 02:13:37,520 --> 02:13:41,120 another one, then the two on the stream and the four and so on. 1658 02:13:41,120 --> 02:13:46,940 And I have other versions of my work that I can use later so I don't lose my war. 1659 02:13:46,950 --> 02:13:52,160 So if I delete this here, I have those in my previous versions. 1660 02:13:53,990 --> 02:14:02,930 You can import files we usually import mostly before they from origin or if you click on and find the 1661 02:14:02,930 --> 02:14:09,770 option to find the OBJ or the file you have downloaded and you imported for export object for example. 1662 02:14:09,770 --> 02:14:11,690 I want to export all these here. 1663 02:14:12,350 --> 02:14:14,600 I want to export all these here. 1664 02:14:14,990 --> 02:14:23,570 I just go here for the exports and they France or if they France or I want and then press export selected 1665 02:14:23,570 --> 02:14:24,920 directory course export. 1666 02:14:24,920 --> 02:14:33,860 But sometimes I only want to export this Q here for example, then go here export OJ and this selection 1667 02:14:33,860 --> 02:14:35,330 only check this box. 1668 02:14:35,630 --> 02:14:38,780 So you only export this cube or. 1669 02:14:38,780 --> 02:14:40,820 Yeah, you talk about the queen of. 1670 02:14:40,910 --> 02:14:46,460 How to use these links and updates on this site is important if you want to not lose your textures, 1671 02:14:46,460 --> 02:14:53,900 if you have pictures and those pictures are in a folder and then you move that folder in your computer, 1672 02:14:54,230 --> 02:15:01,130 then when can find your textures and you don't have any sections yet and you have to manually again 1673 02:15:01,130 --> 02:15:01,490 select. 1674 02:15:01,780 --> 02:15:10,390 But by clicking this on it will automatically pack those textures, all those, all those things that 1675 02:15:10,400 --> 02:15:13,810 you imported, all those images into your blender font. 1676 02:15:13,820 --> 02:15:18,980 But it will make the blender scene and then the font size very high. 1677 02:15:19,250 --> 02:15:21,230 So keep that in mind. 1678 02:15:22,740 --> 02:15:25,880 You can save your sort of phone by this if you are happy with this. 1679 02:15:25,880 --> 02:15:30,800 As I said before, in cycles the CPU is in default. 1680 02:15:30,800 --> 02:15:34,990 But I want you as I go here if possible, sort of fine. 1681 02:15:35,000 --> 02:15:38,990 But I don't want this one because all these cubes and spheres will be saved as well. 1682 02:15:38,990 --> 02:15:45,350 So every time I open up blender, if I save it as sort of file, I see all these cubes, all of them. 1683 02:15:45,590 --> 02:15:46,330 But you can't. 1684 02:15:47,290 --> 02:15:50,870 The option is here and anytime you want you can load factory shipping. 1685 02:15:52,850 --> 02:15:53,720 Then that's all. 1686 02:15:53,720 --> 02:15:55,250 Then we have a pin here. 1687 02:15:55,250 --> 02:16:06,860 If you have another, like if you have another blender fun and you want to use some of the, some of 1688 02:16:06,860 --> 02:16:11,060 the, let's say some of the things you have in your blender. 1689 02:16:11,060 --> 02:16:11,390 Fine. 1690 02:16:11,390 --> 02:16:18,610 So you have another blender fun, and you want to use the material you created in that wonderful the 1691 02:16:18,650 --> 02:16:20,150 like the cube we made. 1692 02:16:20,480 --> 02:16:24,650 So you go to material and then append or you want a mesh. 1693 02:16:24,650 --> 02:16:31,940 So you go to objects and you object to a pen or you want to collections, zipcode collection and collection. 1694 02:16:33,290 --> 02:16:41,840 Then all this collection is sort of seen to be removed, if you remember, and then how to save it also 1695 02:16:41,840 --> 02:16:42,709 says you're seen. 1696 02:16:42,709 --> 02:16:45,360 That's it for now, the preferences we talked about. 1697 02:16:45,379 --> 02:16:51,530 But you can go to teams and you can actually change the color of everything you see here. 1698 02:16:51,530 --> 02:16:51,809 Change. 1699 02:16:51,940 --> 02:16:55,639 You can even change the color of the selection and all that. 1700 02:16:55,639 --> 02:16:59,209 You can change to blue if you like, to any color you want. 1701 02:16:59,209 --> 02:17:01,370 You have to go through here and change it. 1702 02:17:01,820 --> 02:17:02,150 All right. 1703 02:17:02,389 --> 02:17:08,360 And then we have yeah, we have a rendering here and then we have window. 1704 02:17:08,360 --> 02:17:11,360 You can toggle it before scanning right now in full asking. 1705 02:17:11,420 --> 02:17:12,020 Sorry them out. 1706 02:17:12,020 --> 02:17:18,740 I can see the windows thing here down here so you can toggle that on. 1707 02:17:18,740 --> 02:17:25,639 If you want to toggle the system console, it will show you the the commands that all the thing the 1708 02:17:25,639 --> 02:17:30,530 blender does while you use it so that can become helpful. 1709 02:17:31,340 --> 02:17:33,650 So I think we have the colors. 1710 02:17:33,650 --> 02:17:39,500 Everything here is similar and fundamentals. 1711 02:17:39,980 --> 02:17:47,330 UI is very important to know what every menu does so you don't get confused, right? 1712 02:17:47,510 --> 02:17:50,959 So it's always good to review these things. 1713 02:17:50,990 --> 02:17:54,920 And I'm I wish you learned something in this one. 1714 02:17:54,920 --> 02:18:02,870 You and the next video, we're going to go into the whole modeling process and how we can model and 1715 02:18:02,870 --> 02:18:07,280 make our first character fly on the modeling. 1716 02:18:07,980 --> 02:18:09,950 So next with you, goodbye.