1 00:00:00,960 --> 00:00:01,650 Hello, guys. 2 00:00:01,950 --> 00:00:04,890 So let's start posing the character. 3 00:00:06,090 --> 00:00:14,310 First, I wanted to do this one or this one, but I figured a search for some more poses. 4 00:00:14,310 --> 00:00:18,900 And I figured this one might better suit for this. 5 00:00:19,290 --> 00:00:21,270 It's much cooler. 6 00:00:22,050 --> 00:00:24,830 And then we can make the break over here as well. 7 00:00:24,840 --> 00:00:25,140 So. 8 00:00:25,870 --> 00:00:32,520 So I'm going to do this one over here, but gather your references to whatever other poses that you 9 00:00:32,520 --> 00:00:33,090 want. 10 00:00:33,150 --> 00:00:34,080 It's up to you. 11 00:00:34,650 --> 00:00:41,920 So, first of all, I did some tests over here for this. 12 00:00:42,090 --> 00:00:45,540 I guess we're here to test. 13 00:00:46,110 --> 00:00:53,790 There was a if you remember, there was a shoelace over here that it caused some problems. 14 00:00:54,720 --> 00:01:05,820 So I want to do I want to go to that moment and I deleted this shoelace over here. 15 00:01:06,480 --> 00:01:15,960 So I just want to go to edit mode and go on this one and make sure everything is selected. 16 00:01:20,270 --> 00:01:20,660 All right. 17 00:01:20,840 --> 00:01:22,790 And then I want to duplicate it. 18 00:01:22,910 --> 00:01:27,620 So let's press shift the applicator, then go to. 19 00:01:28,990 --> 00:01:29,680 Maybe. 20 00:01:32,520 --> 00:01:33,600 Mesh mirror. 21 00:01:33,660 --> 00:01:34,620 It's global. 22 00:01:35,460 --> 00:01:36,240 That doesn't work. 23 00:01:42,160 --> 00:01:44,020 Because I think because we have. 24 00:01:47,060 --> 00:01:47,960 Because we have a. 25 00:01:50,730 --> 00:01:51,750 Montreal's. 26 00:01:51,750 --> 00:01:53,040 I think that's why it doesn't work. 27 00:01:53,040 --> 00:01:54,210 So it doesn't matter. 28 00:01:54,840 --> 00:01:58,410 We're going out and we pose this or not, right? 29 00:01:59,280 --> 00:02:01,080 I'm not even going to be concerned about this. 30 00:02:01,350 --> 00:02:09,600 But the best thing is that just after the posing with an ad, that then another thing that I'm concerned 31 00:02:09,600 --> 00:02:13,440 with are these zippers. 32 00:02:13,710 --> 00:02:18,510 They are very loose objects and I don't like that. 33 00:02:18,780 --> 00:02:20,130 These are very loose objects. 34 00:02:21,930 --> 00:02:27,390 They're really scary to me that they might cause some problems. 35 00:02:27,750 --> 00:02:31,500 So I'm just going to select them, control I. 36 00:02:32,890 --> 00:02:33,280 Okay. 37 00:02:34,810 --> 00:02:36,040 These ones. 38 00:02:36,580 --> 00:02:38,200 I think they're fine. 39 00:02:39,430 --> 00:02:44,030 So it's on select still on this cell. 40 00:02:44,050 --> 00:02:44,740 And this. 41 00:02:45,610 --> 00:02:47,200 And this. 42 00:02:47,290 --> 00:02:48,370 And this. 43 00:02:48,670 --> 00:02:49,900 And this. 44 00:02:50,560 --> 00:02:52,870 And then press control I think was selection. 45 00:02:52,870 --> 00:02:56,770 So now we have only the zippers and then I'm going to delete them. 46 00:02:57,190 --> 00:03:03,250 That it versus let's do the same thing for the jacket over here. 47 00:03:03,490 --> 00:03:06,670 So until I until it's. 48 00:03:08,870 --> 00:03:09,270 Okay. 49 00:03:09,310 --> 00:03:12,050 Just make sure everything's fine, all right? 50 00:03:12,560 --> 00:03:18,260 If you remember, if I go over here, I remember my backups. 51 00:03:19,430 --> 00:03:19,730 Okay. 52 00:03:20,630 --> 00:03:22,160 I have some backups over here. 53 00:03:23,270 --> 00:03:25,820 Let's, uh, hide them all. 54 00:03:26,780 --> 00:03:30,860 I have a zipper over here that we saved for later. 55 00:03:30,980 --> 00:03:31,430 When? 56 00:03:31,430 --> 00:03:33,940 Before joining these all together. 57 00:03:33,950 --> 00:03:34,250 Right. 58 00:03:34,730 --> 00:03:42,440 So let's select them, duplicate, and move them to our main collection. 59 00:03:43,280 --> 00:03:45,440 And then we can just. 60 00:03:46,540 --> 00:03:48,310 Disabled and disabled. 61 00:03:48,310 --> 00:03:51,130 The whole back up over here. 62 00:03:54,310 --> 00:03:57,700 So now see if we have the one here. 63 00:03:57,740 --> 00:03:57,970 Yeah. 64 00:03:59,710 --> 00:04:06,850 So now what I want to do, I want to, uh, let's first enable all of these. 65 00:04:10,480 --> 00:04:12,460 Such things are here. 66 00:04:15,580 --> 00:04:15,910 All right. 67 00:04:16,510 --> 00:04:19,519 So we have a full armature now on what I'm going to do. 68 00:04:19,600 --> 00:04:24,640 I'm going to tell blender or the rig in this case, Rectifier. 69 00:04:24,670 --> 00:04:26,380 I'm going to tell Reify. 70 00:04:30,260 --> 00:04:38,780 I want to tell Reified I want these objects or here to be connected to just one bone. 71 00:04:38,900 --> 00:04:48,920 So I'm going to select these zippers over here and then select my armature control tab to go to pose 72 00:04:48,920 --> 00:04:49,160 more. 73 00:04:49,790 --> 00:04:51,740 And then I'm just going to select. 74 00:04:55,870 --> 00:04:58,270 To spawn over here, which is. 75 00:05:02,580 --> 00:05:03,060 Shift. 76 00:05:03,060 --> 00:05:07,350 Born at the torso. 77 00:05:08,280 --> 00:05:09,540 This is the torso. 78 00:05:09,570 --> 00:05:11,700 It's going to rotate the torso. 79 00:05:12,660 --> 00:05:19,090 So I'm going to tell Poland or that I just want this to be positive. 80 00:05:19,160 --> 00:05:21,170 Response to control P and. 81 00:05:22,290 --> 00:05:23,670 So now let's test that. 82 00:05:23,670 --> 00:05:27,390 So make sure that it's the right one. 83 00:05:27,930 --> 00:05:29,730 So let's rotate this bone. 84 00:05:31,990 --> 00:05:32,410 Now. 85 00:05:33,060 --> 00:05:34,030 Let's see. 86 00:05:36,550 --> 00:05:36,810 Now. 87 00:05:36,810 --> 00:05:38,620 Unfortunately, it doesn't work. 88 00:05:38,640 --> 00:05:41,430 So let's test another pawn in this case. 89 00:05:45,060 --> 00:05:46,210 So let's go back. 90 00:05:46,360 --> 00:05:47,890 Select the zippers. 91 00:05:49,300 --> 00:05:51,100 You like the zippers over here. 92 00:05:57,470 --> 00:06:04,000 Make sure they don't have any vertex groups and make sure they're not parents or anything. 93 00:06:04,050 --> 00:06:07,340 Think your parents because a scare. 94 00:06:07,670 --> 00:06:09,500 Now let's shift. 95 00:06:09,530 --> 00:06:11,150 Click control tap. 96 00:06:12,020 --> 00:06:25,610 And now let's connect them to this one which is the whole torso over here and control p bond. 97 00:06:30,380 --> 00:06:34,490 And now let's test this out. 98 00:06:40,410 --> 00:06:40,910 All right. 99 00:06:41,070 --> 00:06:44,490 Now, as you can see, it works much better. 100 00:06:44,490 --> 00:06:46,380 It moves with the party. 101 00:06:46,410 --> 00:06:50,910 Let's even test this out, because these bones are paired together. 102 00:06:51,910 --> 00:06:54,170 Let's see if it works with this one as well. 103 00:06:54,190 --> 00:06:55,360 It doesn't work with this one. 104 00:07:00,470 --> 00:07:04,820 Let's see if we can connect to this phone as well. 105 00:07:08,230 --> 00:07:10,720 It's a consumer pay phone. 106 00:07:17,050 --> 00:07:18,640 Let's test this 1/1. 107 00:07:19,030 --> 00:07:20,440 This one works. 108 00:07:21,280 --> 00:07:22,330 And now this one. 109 00:07:31,300 --> 00:07:33,340 This one doesn't work, unfortunately. 110 00:07:34,150 --> 00:07:36,100 So we can use that one. 111 00:07:36,220 --> 00:07:36,930 Seems. 112 00:07:38,320 --> 00:07:41,680 Let's go back to where we. 113 00:07:44,480 --> 00:07:44,960 All right. 114 00:07:56,870 --> 00:08:04,520 So now he should be careful to not rotate the upper torso and just rotate the lower torso. 115 00:08:05,210 --> 00:08:09,020 Let's see if we can do this for this one, this specific pose. 116 00:08:09,830 --> 00:08:12,260 So we need to do something like this. 117 00:08:13,430 --> 00:08:15,700 Then bring up the shoulders. 118 00:08:17,930 --> 00:08:19,970 But we the shoulders as well. 119 00:08:19,970 --> 00:08:23,240 We have a problem with the zipper. 120 00:08:36,200 --> 00:08:37,970 Or just the police? 121 00:08:38,690 --> 00:08:42,260 Well, it's a bit hard to do these kind of changes to a character. 122 00:08:46,110 --> 00:08:50,220 We need to go to it, experience molds and within the versus principle. 123 00:08:50,220 --> 00:08:52,830 But I wanted to find another way to do this. 124 00:08:56,100 --> 00:08:56,490 Let's 125 00:08:59,100 --> 00:09:03,240 select these two and connect them to the shoulder bones. 126 00:09:09,760 --> 00:09:13,150 So this one and this phone GOP. 127 00:09:15,710 --> 00:09:16,280 I'm Bill. 128 00:09:18,470 --> 00:09:19,360 No, that was. 129 00:09:19,370 --> 00:09:20,210 That doesn't work. 130 00:09:22,070 --> 00:09:24,890 So seems we need to do some. 131 00:09:28,150 --> 00:09:33,720 Additional walks and mixes some problems. 132 00:09:33,730 --> 00:09:38,410 For example, even moving this one, it's going to make some problems. 133 00:09:40,300 --> 00:09:46,330 So we're just going to set it to be following with this one only and. 134 00:09:48,460 --> 00:09:52,330 Or actually true also. 135 00:09:54,430 --> 00:09:57,010 And actually, that's. 136 00:10:00,870 --> 00:10:01,860 Select them. 137 00:10:06,190 --> 00:10:08,710 And disable any parents. 138 00:10:09,220 --> 00:10:10,090 Your parents. 139 00:10:12,190 --> 00:10:13,300 Your parents. 140 00:10:23,440 --> 00:10:24,690 I will hear. 141 00:10:27,090 --> 00:10:30,420 So we want to move the upper torso. 142 00:10:30,420 --> 00:10:32,790 So select this func chop. 143 00:10:36,650 --> 00:10:37,110 Let's look. 144 00:10:37,110 --> 00:10:40,970 Select one happened relative to see if you don't see any changes. 145 00:10:43,980 --> 00:10:45,690 And I was move that. 146 00:10:47,080 --> 00:10:47,320 Yeah. 147 00:10:47,320 --> 00:10:48,280 We have the same problem. 148 00:10:48,280 --> 00:10:50,620 The lower part doesn't move. 149 00:10:53,810 --> 00:10:55,400 Reaction does move. 150 00:10:55,820 --> 00:10:58,250 So let's fix it. 151 00:11:01,000 --> 00:11:02,050 This is the chest. 152 00:11:02,500 --> 00:11:03,700 So let's fix this. 153 00:11:07,880 --> 00:11:13,280 We can't go to waste point and fix this or we can do something like this. 154 00:11:13,280 --> 00:11:16,760 And then later on just. 155 00:11:19,240 --> 00:11:20,470 Directed this. 156 00:11:22,640 --> 00:11:24,320 With the move brush. 157 00:11:27,890 --> 00:11:30,620 We have a duplicate here as well seems. 158 00:11:42,490 --> 00:11:43,360 I can do that. 159 00:11:43,390 --> 00:11:46,660 I think was good, too. 160 00:11:48,460 --> 00:11:48,730 All right. 161 00:11:49,420 --> 00:11:50,050 I'm going to do that. 162 00:11:50,050 --> 00:11:53,650 So let's not make it any longer. 163 00:11:54,520 --> 00:11:58,510 I also added a subdivision level to the belt over here. 164 00:11:58,960 --> 00:11:59,350 All right. 165 00:11:59,530 --> 00:12:00,060 So. 166 00:12:00,070 --> 00:12:01,060 And then applied that. 167 00:12:01,840 --> 00:12:02,950 So that's all the things. 168 00:12:03,160 --> 00:12:05,740 Let's go to the posing now. 169 00:12:10,620 --> 00:12:13,400 The poisoned process, n'est ni? 170 00:12:13,470 --> 00:12:15,510 You need to be patience. 171 00:12:15,990 --> 00:12:16,920 Take your time. 172 00:12:18,330 --> 00:12:20,460 Usually place songs. 173 00:12:20,930 --> 00:12:22,230 And then just. 174 00:12:26,460 --> 00:12:27,420 Start doing it. 175 00:12:27,990 --> 00:12:36,660 So let's press on console s and now I take the ease and the errors and let's bring it ah up like this. 176 00:12:37,170 --> 00:12:39,570 It's sticking to the wall. 177 00:12:39,570 --> 00:12:42,150 So let's bring it up. 178 00:12:42,720 --> 00:12:44,790 It gets closer with that. 179 00:12:47,140 --> 00:12:47,390 She? 180 00:12:48,590 --> 00:12:49,730 Oh, no, this is start. 181 00:12:50,750 --> 00:12:55,890 I usually start with one person, then go to the other part. 182 00:12:55,940 --> 00:13:02,270 So that's just disable all the things we have here. 183 00:13:10,170 --> 00:13:10,430 Okay. 184 00:13:10,860 --> 00:13:12,300 I want to start with the lake. 185 00:13:12,430 --> 00:13:14,610 Let's turn on the lake. 186 00:13:15,030 --> 00:13:15,600 Okay. 187 00:13:16,950 --> 00:13:17,940 Only daqui. 188 00:13:20,240 --> 00:13:22,280 And let's go to Portsmouth. 189 00:13:23,270 --> 00:13:26,300 So now we have something very important for all of these. 190 00:13:26,300 --> 00:13:27,890 Our kids are like it. 191 00:13:28,070 --> 00:13:31,580 And I'm like, okay, we have a IKEA stretch. 192 00:13:31,580 --> 00:13:37,280 It means if we go and do something like this, all right, it is going to stretch it. 193 00:13:37,430 --> 00:13:37,730 All right. 194 00:13:38,180 --> 00:13:40,030 But you mean don't want some. 195 00:13:40,040 --> 00:13:43,070 So if you don't want to own that, set it to zero. 196 00:13:43,070 --> 00:13:47,630 And even if you move it, it's not going to stretch. 197 00:13:48,050 --> 00:13:48,410 All right. 198 00:13:49,250 --> 00:13:59,420 But I think well, the of points, two or points one may help us just adjust the like. 199 00:13:59,810 --> 00:14:06,430 So play around with this value so we may need some stretching to adjust it. 200 00:14:07,100 --> 00:14:09,710 But I think points one looks fine. 201 00:14:10,160 --> 00:14:14,780 I'll sit it to the other acres, other IKEA as well. 202 00:14:15,200 --> 00:14:23,930 So if I have been using okay, the lake or the arm stretches, just bring down this stretch. 203 00:14:24,290 --> 00:14:27,680 Now let's go ahead based on a reference 204 00:14:30,520 --> 00:14:30,790 sheet. 205 00:14:37,710 --> 00:14:38,970 The Met Justice. 206 00:14:41,360 --> 00:14:42,710 Bring it here. 207 00:14:51,290 --> 00:14:51,650 Okay. 208 00:14:52,400 --> 00:14:55,850 So now let's press Jeanne and bring it up. 209 00:14:57,420 --> 00:14:57,870 For the. 210 00:14:57,870 --> 00:15:00,480 Okay, let's bring it back. 211 00:15:01,230 --> 00:15:02,250 I'm trying to. 212 00:15:06,660 --> 00:15:08,430 Bring it toward the wall. 213 00:15:10,470 --> 00:15:16,080 This press or X, I think it's rotators and the x axis. 214 00:15:16,200 --> 00:15:19,440 Make it like the reference. 215 00:15:25,020 --> 00:15:27,510 And in the back of the foot, I think 216 00:15:30,240 --> 00:15:35,250 the four foot is sticking to the ground and the back of the foot is up. 217 00:15:35,460 --> 00:15:36,630 So we need to. 218 00:15:38,420 --> 00:15:39,230 Do the same. 219 00:15:39,650 --> 00:15:40,520 So I'm just going to. 220 00:15:43,240 --> 00:15:44,080 Just that. 221 00:15:45,820 --> 00:15:48,150 This came. 222 00:15:51,350 --> 00:15:58,820 And then I'm going to grab this one over here and press R to bring the back of the foot up. 223 00:16:01,040 --> 00:16:01,460 All right. 224 00:16:05,990 --> 00:16:09,110 And then do the same thing for the other lake. 225 00:16:09,680 --> 00:16:17,780 Other lake needs to be a little bit straight, so the knee should not bent that much. 226 00:16:24,080 --> 00:16:25,670 And then Ruth had the foot. 227 00:16:50,430 --> 00:16:54,360 All right, this bring the foot o is a bit towards the left side. 228 00:16:55,020 --> 00:16:56,190 G x. 229 00:16:57,500 --> 00:17:02,690 And bring it towards the left side to make the knee straight. 230 00:17:07,430 --> 00:17:10,869 And then we can enable leg tweak. 231 00:17:10,880 --> 00:17:20,720 So when I'm able to eat the right one and select the knee area and bring it back like that to make the 232 00:17:20,720 --> 00:17:28,099 knee more straight to the knee, always have some angle though, even in a straight position. 233 00:17:28,099 --> 00:17:30,650 So I should not overdo it. 234 00:17:33,980 --> 00:17:35,690 So something like that. 235 00:17:39,260 --> 00:17:39,720 All right. 236 00:17:39,740 --> 00:17:52,100 Now, I want to now enable the tweet of the left leg and bring the knee of this area down or to pit. 237 00:17:57,210 --> 00:18:00,540 And a little bit toward the left side. 238 00:18:02,270 --> 00:18:11,000 So from the front view, this is the upper lake and this is all they did. 239 00:18:11,180 --> 00:18:12,260 They would make an angle. 240 00:18:12,710 --> 00:18:15,590 It will make make it more interesting. 241 00:18:15,740 --> 00:18:20,940 Even in posing, we should avoid straight lines. 242 00:18:21,620 --> 00:18:26,780 Giving some angle always makes it more interesting. 243 00:18:28,880 --> 00:18:32,540 All right, now we're done with the leg was disabled then. 244 00:18:33,380 --> 00:18:37,880 Let's go up to the arms. 245 00:18:38,000 --> 00:18:40,180 Arms like this. 246 00:18:40,220 --> 00:18:40,940 Enable them. 247 00:18:41,570 --> 00:18:42,980 And that's the same thing. 248 00:18:42,980 --> 00:18:45,620 And make the exchange two points. 249 00:18:45,770 --> 00:18:48,650 One for both. 250 00:18:51,110 --> 00:18:52,400 There's one for both. 251 00:18:57,030 --> 00:18:57,360 Now. 252 00:18:57,360 --> 00:19:00,480 Let's bring them to the wall. 253 00:19:00,510 --> 00:19:00,990 Are you? 254 00:19:06,770 --> 00:19:07,130 Okay. 255 00:19:07,190 --> 00:19:11,150 They might stretch or not reach the wall area, but that's okay. 256 00:19:11,780 --> 00:19:19,170 I'm going to click on both of them or actually when I click on one of them and in the post one also 257 00:19:19,170 --> 00:19:24,200 we have x symmetry and now they both should go back. 258 00:19:27,910 --> 00:19:29,080 Good morning. 259 00:19:32,820 --> 00:19:34,500 Now express our. 260 00:19:38,120 --> 00:19:46,400 And I'm pressing double R to go to free rotation for the safe and work. 261 00:19:50,540 --> 00:19:55,610 And now just it just this is just position of the hand. 262 00:20:03,600 --> 00:20:03,810 Okay. 263 00:20:04,410 --> 00:20:10,470 So now, as you can see, it's not reaching the wall because the torso is too much front. 264 00:20:10,950 --> 00:20:12,940 We can leave it as that, too. 265 00:20:12,960 --> 00:20:17,880 So, for example, this looks like the character is jumping from the wall. 266 00:20:18,420 --> 00:20:18,660 Right. 267 00:20:19,140 --> 00:20:24,460 But just to show you how to see to the reference. 268 00:20:24,750 --> 00:20:25,410 Let me show you. 269 00:20:25,950 --> 00:20:34,440 Now let's disable the arm by case and enable torso. 270 00:20:36,240 --> 00:20:41,100 And now select this one over here and bring it over. 271 00:20:41,100 --> 00:20:50,670 It's a bit back so we can do that more precisely with pressing g y to making it go back. 272 00:20:52,910 --> 00:20:53,450 This. 273 00:21:00,920 --> 00:21:01,190 Okay. 274 00:21:01,190 --> 00:21:02,780 Now, now, truth is. 275 00:21:04,220 --> 00:21:05,150 Fabulous of it. 276 00:21:05,150 --> 00:21:08,300 And we can even rotate it like this. 277 00:21:14,350 --> 00:21:14,710 All right. 278 00:21:15,100 --> 00:21:19,000 Now we can go to arm in case again. 279 00:21:20,830 --> 00:21:29,050 Now, let's try to make it getting closer to the wall and stick to the wall. 280 00:21:39,460 --> 00:21:47,560 Well this a break the symmetry to seven symmetry and this make this hand over with toward this area. 281 00:22:10,620 --> 00:22:11,580 And that is fine. 282 00:22:15,270 --> 00:22:17,070 And these are connecting to. 283 00:22:18,870 --> 00:22:20,010 So that's fine. 284 00:22:20,370 --> 00:22:22,610 Now we can rotate the. 285 00:22:23,760 --> 00:22:25,200 Nick like this. 286 00:22:25,440 --> 00:22:26,250 Bring it. 287 00:22:27,730 --> 00:22:29,260 To look to other sites. 288 00:22:33,100 --> 00:22:35,410 It's zoomed in too much so now. 289 00:22:42,680 --> 00:22:45,640 Press double or to have free rotation. 290 00:22:45,650 --> 00:22:48,590 It helps a lot when adjusting the rotation. 291 00:22:51,630 --> 00:22:51,990 Okay. 292 00:22:52,830 --> 00:22:54,240 Something like that is good. 293 00:22:55,110 --> 00:22:59,670 But now I want to know this is too much. 294 00:23:00,060 --> 00:23:01,290 The angle is too much. 295 00:23:01,290 --> 00:23:04,320 So this rotated accordingly. 296 00:23:06,450 --> 00:23:07,080 This. 297 00:23:09,950 --> 00:23:12,970 Then we can bring out the hand. 298 00:23:14,430 --> 00:23:15,290 Ritchie. 299 00:23:16,040 --> 00:23:16,640 Why? 300 00:23:29,660 --> 00:23:31,310 I know it's rooted, though. 301 00:23:31,370 --> 00:23:32,090 It's a bit. 302 00:23:38,220 --> 00:23:41,430 So another rotation is much more natural. 303 00:23:44,650 --> 00:23:49,660 Uh, so not this, his stretching his hand right now. 304 00:23:49,670 --> 00:23:59,630 But if you want to also add a little bit of flexion in the arm area, enable the arm to extend. 305 00:24:03,910 --> 00:24:11,680 And we don't see it because it's inside inside the mesh. 306 00:24:11,680 --> 00:24:14,770 So go to object properties and enable in fronts. 307 00:24:15,070 --> 00:24:16,570 Now we see them. 308 00:24:17,830 --> 00:24:20,410 So now we can click on the elbow. 309 00:24:22,850 --> 00:24:24,690 So we are over here. 310 00:24:25,050 --> 00:24:31,080 Let's click these two both together and to always a bit of function in this area. 311 00:24:32,070 --> 00:24:33,570 So we don't look like. 312 00:24:50,390 --> 00:24:53,360 So it appears, I think, a little bit. 313 00:25:02,660 --> 00:25:05,270 So I make this kind of anger over here. 314 00:25:09,460 --> 00:25:09,880 Okay. 315 00:25:13,370 --> 00:25:17,240 This one can be swishing like this. 316 00:25:17,240 --> 00:25:18,290 I'm going to leave it as that. 317 00:25:18,290 --> 00:25:23,930 But I need to rotate the hand itself. 318 00:25:25,520 --> 00:25:28,460 It's not rotate since it naturally. 319 00:25:34,390 --> 00:25:35,330 Here is. 320 00:25:39,900 --> 00:25:51,350 You can grab this one as well and maybe move it or rotated around to rotate the wrists. 321 00:26:21,700 --> 00:26:22,840 Oh, I think that's fine. 322 00:26:24,790 --> 00:26:26,080 So no one thing remains. 323 00:26:26,560 --> 00:26:32,950 I need to tip the upper torso over here, the chest, and it'll bring it up. 324 00:26:33,310 --> 00:26:39,260 But I'm afraid that these zippers are going to make some problems. 325 00:26:39,370 --> 00:26:43,480 Let's just test it out to see whether they get. 326 00:26:45,390 --> 00:26:49,170 So as you can see, this is making 327 00:26:52,560 --> 00:27:00,220 some interesting moves that like making the shoulders a little bit higher than the other shoulder. 328 00:27:00,220 --> 00:27:04,860 Like making the right shoulder higher and the left shoulder. 329 00:27:07,400 --> 00:27:15,410 But the zippers are now the wrong direction and we can't fix it. 330 00:27:15,560 --> 00:27:19,340 That's, I think, very rare. 331 00:27:22,700 --> 00:27:23,340 The time is. 332 00:27:24,620 --> 00:27:26,280 It could take a while. 333 00:27:28,740 --> 00:27:31,890 And I don't want to bore you with that. 334 00:27:31,950 --> 00:27:36,390 But if you want to fix that, you need to go to the vape pen more. 335 00:27:36,900 --> 00:27:38,040 Just at the vertex. 336 00:27:39,090 --> 00:27:39,960 Vertex groups. 337 00:27:40,620 --> 00:27:45,660 This is a go to with the basic principles of mesh. 338 00:27:47,140 --> 00:27:47,570 Okay. 339 00:27:47,640 --> 00:27:48,890 With one of our mission. 340 00:27:48,900 --> 00:27:54,180 And just make sure that only these areas are painted for these bonds. 341 00:27:54,600 --> 00:27:56,580 But as you know, it takes a while. 342 00:27:57,450 --> 00:28:05,820 And I'm just going to I'm just trying to achieve a pose to make it more interesting. 343 00:28:10,710 --> 00:28:15,130 Let's go around and see if we need to adjust anything. 344 00:28:18,850 --> 00:28:20,740 So I went a little bit. 345 00:28:27,980 --> 00:28:29,570 It's just ankle in this area. 346 00:28:29,570 --> 00:28:32,000 I want to make it a little bit go. 347 00:28:32,270 --> 00:28:36,110 I like this a little bit more. 348 00:28:36,110 --> 00:28:38,750 Exaggerated exaggeration doesn't hurt. 349 00:28:44,540 --> 00:28:45,470 And this one. 350 00:28:45,470 --> 00:28:53,000 I can grab this one and rotate it so we can rotate. 351 00:28:56,460 --> 00:29:08,760 The four foot and now I think now we're done a nice very interesting some contrast between the. 352 00:29:10,570 --> 00:29:12,210 Rotations over here. 353 00:29:12,400 --> 00:29:13,010 Arms. 354 00:29:13,030 --> 00:29:18,390 We need to do some fixings so on. 355 00:29:18,850 --> 00:29:19,990 Doesn't look good to me. 356 00:29:21,130 --> 00:29:23,770 The hand doesn't look good to me. 357 00:29:23,770 --> 00:29:31,330 It starts in a straight line and this one too needs to go a bit outwards. 358 00:29:33,120 --> 00:29:34,650 The stress of more. 359 00:29:49,530 --> 00:29:53,070 Very nice, barely touching the wall. 360 00:29:53,070 --> 00:29:53,790 But that's okay. 361 00:29:55,620 --> 00:29:57,420 The next thing you can do. 362 00:30:03,380 --> 00:30:05,510 We can adjust the fingers. 363 00:30:07,040 --> 00:30:13,880 So finger details and if you want, can make them more straight like we have in that reference. 364 00:30:13,880 --> 00:30:14,900 For reference. 365 00:30:19,110 --> 00:30:20,100 So that these. 366 00:30:23,100 --> 00:30:26,160 And make them straight or make them more flex. 367 00:30:27,570 --> 00:30:28,830 It's up to you. 368 00:30:33,480 --> 00:30:40,560 Remember, these also do tend to just increase in size and stretch. 369 00:30:40,700 --> 00:30:45,300 So be careful when you're using these. 370 00:30:50,300 --> 00:30:54,340 Since this area now it's it's curved. 371 00:30:58,380 --> 00:30:58,630 It's. 372 00:31:00,990 --> 00:31:07,830 I think the normal rotation of the time is enough. 373 00:31:10,840 --> 00:31:20,650 Students can make this long rotating a bit more and even we can make it go a little bit inside like 374 00:31:20,650 --> 00:31:21,130 this. 375 00:31:22,700 --> 00:31:25,390 It's a bit of stretch, but that's okay. 376 00:31:25,450 --> 00:31:29,770 This puts this rotate this one as well. 377 00:31:34,280 --> 00:31:34,560 She? 378 00:31:39,520 --> 00:31:39,930 He's. 379 00:31:59,140 --> 00:32:10,600 I think thus far the rotation of the wrist is a little bit weird, but I think that's fine. 380 00:32:26,060 --> 00:32:31,430 Give me a little bit more time, see if I can fix this. 381 00:32:45,230 --> 00:32:45,510 Each. 382 00:32:59,190 --> 00:33:00,750 Much appreciated. 383 00:33:20,160 --> 00:33:22,560 Associated with shrinking these areas 384 00:33:28,230 --> 00:33:30,570 are the cities through to zero. 385 00:33:31,320 --> 00:33:44,340 And I was bringing back the y axis, the arm back then y axis, and that's now bring it towards the 386 00:33:44,340 --> 00:33:45,600 wall like this. 387 00:33:48,900 --> 00:33:52,530 And now the rotation of the wrist is fixed. 388 00:33:52,680 --> 00:34:02,970 Let's, uh, let's focus and be careful that the wrist to not rotates excessively. 389 00:34:07,550 --> 00:34:10,310 But I think I'm going to leave. 390 00:34:10,310 --> 00:34:17,989 It's quite something like this to make it look like that he is jumping. 391 00:34:19,010 --> 00:34:29,060 So now one hand is barely touching the wall and another hand is kinda touching the wall. 392 00:34:30,500 --> 00:34:34,219 And now it looks like that he is about to jump. 393 00:34:44,290 --> 00:34:45,620 Look at the save. 394 00:34:46,750 --> 00:34:50,600 Now let's get it out of the way. 395 00:34:50,600 --> 00:34:51,500 You are here. 396 00:34:51,500 --> 00:34:55,980 And now we need to do some things. 397 00:34:55,980 --> 00:34:56,360 Some. 398 00:34:59,430 --> 00:35:00,300 Some chickens. 399 00:35:03,370 --> 00:35:05,410 So let's get out of those molds. 400 00:35:05,590 --> 00:35:08,980 And now is the height of risk. 401 00:35:09,970 --> 00:35:18,370 Now let's turn on our Walter is and see what we get. 402 00:35:25,480 --> 00:35:25,680 Okay. 403 00:35:26,050 --> 00:35:26,830 That's quite good. 404 00:35:28,600 --> 00:35:30,490 Stand on motorists here as well. 405 00:35:33,570 --> 00:35:39,150 Let's check if we see any problems while doing the stretching and all. 406 00:35:44,080 --> 00:35:44,470 Okay. 407 00:35:45,070 --> 00:35:52,050 Let's see if I want to go to simplify over here and sit and. 408 00:35:54,200 --> 00:35:58,000 Subdivision two four to make it go all the way high. 409 00:35:59,060 --> 00:36:02,150 And now all of these are in subdivision before. 410 00:36:03,080 --> 00:36:13,130 Now, see the problems, as you can see here and in the lake here have some problems, so let's fix 411 00:36:13,130 --> 00:36:13,370 them. 412 00:36:13,370 --> 00:36:16,910 So this select the shorts and go to Scopes mode. 413 00:36:18,690 --> 00:36:23,930 But the thing is we that's we can't. 414 00:36:31,020 --> 00:36:31,770 We can kind of 415 00:36:36,420 --> 00:36:43,620 sculptors in the sculpt, mold or mold, sculpting or add more on what we need to do. 416 00:36:43,890 --> 00:36:46,310 We need to apply this armature. 417 00:36:46,320 --> 00:36:50,730 So if you are happy with your. 418 00:36:53,970 --> 00:36:54,630 Armature. 419 00:36:54,630 --> 00:36:57,540 Let me you know, I'm sure I want to do. 420 00:37:00,150 --> 00:37:01,440 I want to see if I can 421 00:37:04,380 --> 00:37:07,590 bring up the shoulder over here without affecting the. 422 00:37:11,130 --> 00:37:12,120 These areas. 423 00:37:15,270 --> 00:37:18,570 So maybe if I go over here and. 424 00:37:24,810 --> 00:37:25,040 It's. 425 00:37:28,800 --> 00:37:28,990 Hmm. 426 00:37:31,060 --> 00:37:31,370 Mentioned. 427 00:37:35,650 --> 00:37:41,410 We want to hear again and see we get with this. 428 00:37:49,530 --> 00:37:53,190 So I want to make a little bit of contrast between the two shoulders as well. 429 00:37:56,690 --> 00:38:01,600 It's the best way to do it is with this chess form. 430 00:38:03,220 --> 00:38:07,780 But it's it's making a lot of 431 00:38:10,690 --> 00:38:11,080 sense. 432 00:38:11,100 --> 00:38:14,260 As you can see, this is a much more interesting, just one move. 433 00:38:14,590 --> 00:38:21,130 It's so much interesting because the upper torso is now rotated. 434 00:38:21,790 --> 00:38:25,600 Well, we had a problem here with the zippers, so 435 00:38:28,480 --> 00:38:31,530 let's see if we can fix it quickly with the zipper. 436 00:38:32,680 --> 00:38:32,950 So. 437 00:38:34,320 --> 00:38:36,750 It's just about apology. 438 00:38:36,750 --> 00:38:37,170 And so. 439 00:38:46,830 --> 00:38:47,600 We can it 440 00:38:51,000 --> 00:38:52,570 fix it fast. 441 00:38:52,620 --> 00:38:59,220 Let's make it a little bit toward the right area. 442 00:38:59,220 --> 00:39:00,750 So this link is up. 443 00:39:01,320 --> 00:39:10,230 I'm going to make each operator wait a bit toward the right area like that. 444 00:39:11,520 --> 00:39:16,590 And now he's leaning to look for a mother's side. 445 00:39:16,780 --> 00:39:18,060 No, he's leaning. 446 00:39:19,750 --> 00:39:19,940 Shh. 447 00:39:20,330 --> 00:39:20,920 Shh. 448 00:39:22,100 --> 00:39:23,090 And also. 449 00:39:25,670 --> 00:39:26,780 Sarah Tate. 450 00:39:28,230 --> 00:39:34,650 The neck a little bit too or she's in France. 451 00:39:34,770 --> 00:39:42,720 So it look that is looking in France even higher. 452 00:39:45,490 --> 00:39:46,180 And that's good. 453 00:39:48,270 --> 00:39:49,540 Shh, shh, shh. 454 00:39:56,600 --> 00:39:58,070 All right, now this fix. 455 00:40:00,240 --> 00:40:01,620 Zippers were here. 456 00:40:09,960 --> 00:40:10,160 It's. 457 00:42:33,680 --> 00:42:39,200 So, yeah, every carat, every case you make, every modeling. 458 00:42:41,820 --> 00:42:44,310 It brings some mental work to do in the end. 459 00:42:44,310 --> 00:42:50,790 So you have to just be patient and 460 00:42:53,460 --> 00:43:00,750 try to fix problems that may occur or doing the model things. 461 00:43:03,140 --> 00:43:06,020 I mean, then it is worth it. 462 00:43:07,790 --> 00:43:10,010 Right now it's currency and now we have it. 463 00:43:10,010 --> 00:43:12,560 Just the zippers pretty good. 464 00:43:14,230 --> 00:43:14,580 Okay. 465 00:43:15,760 --> 00:43:26,380 So now let's go and hide this and let's go and save our file and let's enable. 466 00:43:29,810 --> 00:43:31,030 A modifier. 467 00:43:33,130 --> 00:43:34,060 For this one. 468 00:43:35,560 --> 00:43:38,320 And let's go to Scotland, as I said. 469 00:43:40,720 --> 00:43:49,690 It doesn't work right now because we have our armature over here. 470 00:43:49,690 --> 00:43:51,730 So I'm going to make another save. 471 00:43:52,090 --> 00:43:53,470 Okay, another failsafe. 472 00:43:54,160 --> 00:44:00,310 And now I'm going to fly all these armatures over here now that I'm happy with. 473 00:44:01,930 --> 00:44:02,440 The. 474 00:44:04,220 --> 00:44:04,750 Pose. 475 00:44:05,900 --> 00:44:13,970 I'm going to apply the armature and start doing some fixes on the mesh, the supply, the armature for 476 00:44:13,970 --> 00:44:14,590 this one. 477 00:44:14,630 --> 00:44:22,150 Then go to scope smart and then go to smooth brush to make it go all the way high like that. 478 00:44:23,130 --> 00:44:24,000 This is motors. 479 00:44:24,260 --> 00:44:35,570 Let's bring down the sculpting the gold to something more and make the to be nuts front face all the 480 00:44:37,130 --> 00:44:40,910 and and make sure the sculpt based mesh is off. 481 00:44:41,990 --> 00:44:43,400 And now I think we can. 482 00:44:43,400 --> 00:44:45,830 Yeah, which means we can smooth this. 483 00:44:47,680 --> 00:44:48,310 Easily. 484 00:44:56,250 --> 00:44:56,760 So. 485 00:44:59,030 --> 00:45:07,430 1006 772 because now we don't have any cemetery people as our character we don't have any cemetery and 486 00:45:07,430 --> 00:45:08,120 that of. 487 00:45:11,770 --> 00:45:15,610 Let's bring down the strands now and not make any major changes. 488 00:45:17,110 --> 00:45:21,910 And just as most this area or to a higher level like for. 489 00:45:22,780 --> 00:45:25,600 And smooth gain. 490 00:45:29,980 --> 00:45:30,690 It just seems. 491 00:45:33,130 --> 00:45:34,240 So there's a swath. 492 00:45:34,240 --> 00:45:38,020 This area is areas that are. 493 00:45:40,420 --> 00:45:41,230 Stretched. 494 00:46:01,710 --> 00:46:01,840 Okay. 495 00:46:02,500 --> 00:46:04,480 See if you have any more problems. 496 00:46:05,500 --> 00:46:07,240 I think so, yeah. 497 00:46:09,070 --> 00:46:15,070 So there's fun with the shoes when you press shift each. 498 00:46:18,130 --> 00:46:24,130 She scores as Scott fought first for the armature. 499 00:46:27,400 --> 00:46:28,300 Schools won't. 500 00:46:31,650 --> 00:46:32,970 Let's go to the highest level. 501 00:46:42,120 --> 00:46:47,430 Let's fix some of these problems we have with state visits. 502 00:46:54,510 --> 00:47:01,980 Unless Witherspoon's face is here, they're very stretched. 503 00:47:03,990 --> 00:47:15,840 Then we can make some wrinkles or the surface of these thing, these shoelaces that are stretched. 504 00:47:16,770 --> 00:47:21,060 Also over here, we need to smooth its first two. 505 00:47:28,780 --> 00:47:30,090 Smith son, Christmas 506 00:47:36,750 --> 00:47:36,990 Eve 507 00:47:42,810 --> 00:47:51,090 and Chris Reeves when I make some quick summary, quick stretches. 508 00:47:53,810 --> 00:47:54,080 Okay. 509 00:47:55,190 --> 00:47:56,720 And then this area. 510 00:47:58,640 --> 00:48:00,770 So this is kind of a figure of sculpting. 511 00:48:07,740 --> 00:48:09,360 But the rotation is a bit of. 512 00:48:13,370 --> 00:48:14,000 Supply. 513 00:48:15,290 --> 00:48:16,430 This armature to. 514 00:48:24,370 --> 00:48:24,880 So. 515 00:48:31,660 --> 00:48:34,600 This issue is the rotators from this area. 516 00:48:35,380 --> 00:48:35,800 All right. 517 00:48:36,130 --> 00:48:36,970 So we need to 518 00:48:40,000 --> 00:48:48,340 add a little bit of sprinkles and stretches into this area. 519 00:48:49,330 --> 00:48:50,650 It just adds more. 520 00:48:56,400 --> 00:49:00,090 And as I was saying, this is more like figurative sculpting. 521 00:49:00,720 --> 00:49:10,560 So you should see what pose the character has and then just avoid it just for representing her. 522 00:49:11,060 --> 00:49:21,030 So we finished our character in the when we made it in the A pose, but this is just for present and 523 00:49:21,030 --> 00:49:29,640 it's because, as I said, it's just very boring when it's in the opposed. 524 00:49:30,420 --> 00:49:35,220 Well, we finished the character in a pose and that's good enough so. 525 00:49:36,000 --> 00:49:42,210 But right now we are trying to doing it for presentation. 526 00:49:44,920 --> 00:49:57,520 I just want to show you how you can rake and pose a character and then do some fixes to the mesh for 527 00:50:00,280 --> 00:50:03,010 making it look more believable and awesome. 528 00:51:16,150 --> 00:51:16,410 She? 529 00:51:31,600 --> 00:51:33,130 Well, the save and go. 530 00:51:35,770 --> 00:51:38,830 Other things we have. 531 00:51:42,870 --> 00:51:44,420 Is it a shoe to the party? 532 00:51:44,670 --> 00:51:46,860 To the shorts. 533 00:52:09,200 --> 00:52:09,670 She? 534 00:52:37,010 --> 00:52:37,240 He's. 535 00:53:41,240 --> 00:53:41,590 All right. 536 00:53:47,250 --> 00:53:47,530 It's. 537 00:53:59,830 --> 00:53:59,990 It's. 538 00:54:11,470 --> 00:54:13,940 Let's leave that one as it is. 539 00:54:17,220 --> 00:54:18,750 Supplied this warm. 540 00:54:22,010 --> 00:54:22,640 Save. 541 00:54:53,020 --> 00:54:53,380 It's. 542 00:54:53,810 --> 00:54:53,970 It's. 543 00:54:54,200 --> 00:54:54,420 It's. 544 00:54:55,340 --> 00:54:55,610 It's. 545 00:54:56,070 --> 00:54:56,210 It's. 546 00:54:56,790 --> 00:54:56,990 It's. 547 00:55:11,850 --> 00:55:12,840 With pinch brush. 548 00:55:12,840 --> 00:55:15,660 I'm trying to make these areas that. 549 00:55:22,110 --> 00:55:26,160 Lush or dense to be closer to each other. 550 00:55:29,650 --> 00:55:31,890 It's about as smooth as. 551 00:55:37,070 --> 00:55:37,360 Yes. 552 00:55:43,540 --> 00:55:50,640 So Facebook will make these two services closer to and make it back in line like this. 553 00:55:52,410 --> 00:55:55,260 To do this and smooth that. 554 00:56:05,860 --> 00:56:06,080 She's. 555 00:56:21,900 --> 00:56:22,390 She's. 556 00:56:48,500 --> 00:56:48,830 Okay. 557 00:56:49,330 --> 00:56:50,510 Let's go to the next one. 558 00:56:52,350 --> 00:56:53,560 Jackets was. 559 00:56:53,570 --> 00:56:54,380 Was. 560 00:57:32,410 --> 00:57:32,740 It's. 561 00:57:45,710 --> 00:57:46,020 Be. 562 00:57:55,250 --> 00:57:55,460 It's. 563 00:58:04,000 --> 00:58:06,520 These areas because of the stretch of the hand. 564 00:58:07,720 --> 00:58:09,340 And it usually happens. 565 00:58:09,670 --> 00:58:11,380 It's in the area. 566 00:58:11,380 --> 00:58:21,460 The armpits and the vertices just go inside each other in very extreme poses we need to fix are usually 567 00:58:21,460 --> 00:58:23,770 fixes these clay is safe to 568 00:58:27,790 --> 00:58:30,340 draw with a clear safe secure something like this. 569 00:58:30,340 --> 00:58:33,520 But you always get dense like this. 570 00:58:33,820 --> 00:58:36,280 All right, careful. 571 00:58:36,320 --> 00:58:46,300 So we can also use inflate because we will help us a lot to these cases for and these methods get back 572 00:58:46,300 --> 00:58:50,200 the results so smooth that all the little bit. 573 00:58:53,580 --> 00:58:56,250 Maybe hide it under the rug. 574 00:58:57,630 --> 00:59:02,040 This is something that I think everyone does. 575 00:59:03,450 --> 00:59:04,950 Something like this happens. 576 00:59:06,240 --> 00:59:09,460 You just need to hide it under the rug. 577 00:59:09,750 --> 00:59:12,570 Something so no one can see it. 578 00:59:24,530 --> 00:59:27,110 That's obviously part of voice, but. 579 00:59:29,090 --> 00:59:31,940 But sometimes you just have to. 580 00:59:32,900 --> 00:59:33,740 At this point. 581 00:59:34,550 --> 00:59:42,290 And it can just go back and through the pores again and adjust the way it pins. 582 00:59:42,290 --> 00:59:48,830 Maybe because the if I wanted to do this properly, I had to just 583 00:59:51,560 --> 00:59:59,120 do the rigging, like for hours, like the rigging itself through the proper way takes hours. 584 01:00:00,970 --> 01:00:11,360 Right to adjust the weights, pants and all the but try to do it quickly so we can just get into presents 585 01:00:11,440 --> 01:00:16,390 and it's and so it wouldn't be too boring. 586 01:00:29,590 --> 01:00:29,860 All right. 587 01:00:45,320 --> 01:00:45,520 She? 588 01:01:06,720 --> 01:01:09,450 It's interesting because it's. 589 01:01:28,750 --> 01:01:29,260 Okay. 590 01:01:30,400 --> 01:01:31,060 Let's move on. 591 01:01:37,070 --> 01:01:38,300 Let's do that. 592 01:01:38,990 --> 01:01:41,300 Make sure we don't destroy 593 01:01:46,010 --> 01:01:46,910 forms. 594 01:01:53,520 --> 01:01:53,780 It's. 595 01:02:21,630 --> 01:02:23,430 Shh, shh, shh. 596 01:02:32,250 --> 01:02:37,520 Let's go back with what is making this much. 597 01:02:41,360 --> 01:02:42,680 Aw, that's fun. 598 01:02:46,010 --> 01:02:49,340 Those folds are the thing. 599 01:02:49,340 --> 01:02:50,000 They're fun. 600 01:02:56,420 --> 01:02:57,060 She's. 601 01:03:41,460 --> 01:03:41,830 Which. 602 01:03:50,700 --> 01:03:52,830 All right. 603 01:03:53,140 --> 01:03:54,580 So I think we're done now. 604 01:03:56,320 --> 01:04:04,330 Now, let's go to safe and go to the skinny lights. 605 01:04:06,310 --> 01:04:08,380 Okay, well, we have the scene. 606 01:04:09,370 --> 01:04:13,840 And now let's go to Rentable. 607 01:04:16,130 --> 01:04:18,800 Let's wait for Blender to do its thing. 608 01:04:19,730 --> 01:04:23,510 And if you remember, we switched to simplify. 609 01:04:24,350 --> 01:04:28,740 Viewport two four is in the highest subdivision level. 610 01:04:28,760 --> 01:04:31,040 We don't need to do that manually. 611 01:04:34,360 --> 01:04:36,180 But do we know? 612 01:04:36,200 --> 01:04:37,570 We don't think so. 613 01:04:43,200 --> 01:04:44,370 Well, actually, we do. 614 01:04:44,490 --> 01:04:46,020 So it's not in the house. 615 01:04:46,190 --> 01:04:46,860 There is little. 616 01:04:47,370 --> 01:04:50,190 But let's keep it down. 617 01:04:51,210 --> 01:04:57,360 Let's keep it low and then let's disable simplify. 618 01:04:57,600 --> 01:05:01,410 If I didn't do what I thought it would do. 619 01:05:02,700 --> 01:05:07,230 Now let's go over here and the other new window. 620 01:05:08,250 --> 01:05:15,450 I want to go to Shader Editor and I will to add the material to this one. 621 01:05:15,670 --> 01:05:19,490 I want to add the material so we can call this brick. 622 01:05:20,010 --> 01:05:23,700 So when I add this brick material, right. 623 01:05:24,450 --> 01:05:26,730 So we can easily do that in Blender. 624 01:05:31,720 --> 01:05:39,520 Because the texture and the Greek texture easily has that control to come. 625 01:05:39,670 --> 01:05:39,760 The. 626 01:05:42,130 --> 01:05:44,170 And also it's still. 627 01:05:48,220 --> 01:05:49,270 I'd be on a collision. 628 01:05:52,710 --> 01:05:54,770 All right, let's have it over here. 629 01:05:55,010 --> 01:05:57,860 Let's connect these two together. 630 01:05:59,760 --> 01:06:05,340 Color two factor analysis a controlled click to see what we get. 631 01:06:05,610 --> 01:06:09,360 And if you want, we can bring up the scale. 632 01:06:13,100 --> 01:06:13,580 Like that. 633 01:06:14,480 --> 01:06:15,710 And they can sit. 634 01:06:18,450 --> 01:06:26,650 The colors and all that can add multiple colors if you want to always go to ambience of material. 635 01:06:26,680 --> 01:06:28,560 So we need to first. 636 01:06:30,860 --> 01:06:31,940 The two here. 637 01:06:32,240 --> 01:06:33,110 Color one. 638 01:06:36,250 --> 01:06:38,470 And then let's do this. 639 01:06:39,200 --> 01:06:41,260 Now we have collisions. 640 01:06:43,920 --> 01:06:46,050 On the brick wall. 641 01:06:50,470 --> 01:06:52,420 I'm going to make it exaggerated. 642 01:06:52,510 --> 01:06:57,670 It's not very realistic like this, but I'm going to make it exaggerated. 643 01:06:58,540 --> 01:06:59,590 See how it looks. 644 01:07:00,820 --> 01:07:03,190 The last thing I want to do adds the bomb. 645 01:07:05,440 --> 01:07:09,550 She added to the heights. 646 01:07:10,840 --> 01:07:14,500 Bring down the stench added to normal. 647 01:07:17,080 --> 01:07:19,360 Now let's see the end result. 648 01:07:19,360 --> 01:07:20,560 Control shift. 649 01:07:20,740 --> 01:07:21,310 Click. 650 01:07:28,200 --> 01:07:29,460 And now we have this. 651 01:07:30,030 --> 01:07:30,360 All right. 652 01:07:31,770 --> 01:07:38,520 So it doesn't look like a prequel because we need to add color. 653 01:07:39,540 --> 01:07:44,130 Let's select on this black color and change. 654 01:07:44,130 --> 01:07:51,720 It's a certain voice color and change it to something brownish. 655 01:07:51,960 --> 01:07:56,190 So over here, it's gonna change it. 656 01:07:57,770 --> 01:07:59,930 Its brownish color. 657 01:08:05,800 --> 01:08:08,270 Its cover posted here, too. 658 01:08:09,740 --> 01:08:17,510 And now it's connect this one to Pascal as well. 659 01:08:17,510 --> 01:08:20,630 We get Swiss football to this thing. 660 01:08:22,490 --> 01:08:25,430 Now we have both color the same. 661 01:08:25,670 --> 01:08:31,550 I want to slice on this color and bring it down and make it darker. 662 01:08:33,060 --> 01:08:38,720 Now we have some variation in the colors on each and they round with these colors. 663 01:08:38,830 --> 01:08:39,109 So. 664 01:08:42,140 --> 01:08:53,090 To make the walls more glossy like this, we can change the roughness to near zero. 665 01:08:53,510 --> 01:08:54,979 All right, I make it more policy. 666 01:08:55,710 --> 01:08:57,470 That's not really cool. 667 01:08:57,520 --> 01:08:58,399 We can add. 668 01:09:00,609 --> 01:09:03,430 Simple noise texture though. 669 01:09:04,689 --> 01:09:17,770 So other noise texture control to shift a color around connect the affected factory console shift click 670 01:09:17,770 --> 01:09:20,020 to see what kind of grunge we're getting. 671 01:09:20,020 --> 01:09:26,649 So I'm going to add some grunge to the surface and connect it to the. 672 01:09:33,779 --> 01:09:34,680 Roughness not. 673 01:09:42,609 --> 01:09:42,899 All right. 674 01:09:44,720 --> 01:09:50,210 I remember the whites is going to be polite. 675 01:09:53,680 --> 01:09:56,140 And now it's connected to roughness. 676 01:09:56,890 --> 01:10:02,140 Now, consumers should click on personal stuff to see the combined results. 677 01:10:05,250 --> 01:10:14,400 Now we have some variation in the roughness of this one over here, but I think it's too much. 678 01:10:14,410 --> 01:10:14,940 So let's. 679 01:10:18,220 --> 01:10:20,080 Make this flip these two. 680 01:10:24,050 --> 01:10:24,500 I'm now. 681 01:10:24,500 --> 01:10:26,750 I think it's looking better. 682 01:10:33,420 --> 01:10:35,610 Can make it bigger to. 683 01:10:37,600 --> 01:10:38,470 Like this. 684 01:10:46,060 --> 01:10:47,500 But it's. 685 01:10:50,890 --> 01:10:51,670 Kinda. 686 01:10:53,020 --> 01:10:57,400 Yeah, it has blocked out our lights over here. 687 01:10:59,290 --> 01:11:03,400 Okay, so we need to adjust our lights too. 688 01:11:04,510 --> 01:11:07,390 But right now, I think the break is good enough. 689 01:11:07,660 --> 01:11:12,050 Uh, I think we can increase the strategy to. 690 01:11:12,250 --> 01:11:18,640 To be something like four and six or eight. 691 01:11:32,070 --> 01:11:33,530 I don't see any difference. 692 01:11:33,570 --> 01:11:33,920 We're. 693 01:11:42,660 --> 01:11:47,640 As connect the brief texture itself to the heights. 694 01:11:57,490 --> 01:11:59,230 Shh, shh, shh. 695 01:11:59,670 --> 01:12:01,430 No fugitive will see anything. 696 01:12:05,880 --> 01:12:06,320 That's. 697 01:12:10,990 --> 01:12:14,320 Can you remove this one so you don't need it anymore? 698 01:12:15,560 --> 01:12:16,600 Shh, shh, shh. 699 01:12:19,250 --> 01:12:20,720 And we need to. 700 01:12:26,430 --> 01:12:26,930 It's weird. 701 01:12:26,940 --> 01:12:29,400 I don't see any bumptious. 702 01:12:31,560 --> 01:12:32,010 So. 703 01:12:37,840 --> 01:12:39,310 Thinking what could be? 704 01:12:41,140 --> 01:12:42,250 The reason. 705 01:12:47,350 --> 01:12:49,360 Oh, maybe because of this one. 706 01:12:55,970 --> 01:12:59,210 Shh, shh, shh, shh, shh, shh. 707 01:13:00,990 --> 01:13:01,210 Shh. 708 01:13:02,290 --> 01:13:02,410 Shh. 709 01:13:10,840 --> 01:13:12,100 Shh, shh, shh. 710 01:13:15,200 --> 01:13:18,620 As if it fixed this issue over here. 711 01:13:18,620 --> 01:13:21,500 But if it doesn't, we're just going to move on. 712 01:13:21,720 --> 01:13:23,990 So I don't see any bumpiness, though. 713 01:13:24,920 --> 01:13:25,370 That's okay. 714 01:13:25,370 --> 01:13:28,590 Maybe just to discuss and connect again. 715 01:13:48,720 --> 01:13:55,520 Well, as far as fix the lights, I need to bring the rim lights forward. 716 01:14:17,460 --> 01:14:25,050 Let's see if we can make it transparent, make it a that's a delight to go through. 717 01:14:27,010 --> 01:14:28,930 It would act like a class. 718 01:14:29,110 --> 01:14:30,200 So it. 719 01:14:31,400 --> 01:14:32,530 It is. 720 01:14:34,420 --> 01:14:34,780 Yeah. 721 01:14:35,030 --> 01:14:35,740 Some of the ones. 722 01:14:40,300 --> 01:14:42,880 So let's just get real. 723 01:14:42,900 --> 01:14:43,370 It's. 724 01:14:47,350 --> 01:14:49,510 And we need to just now. 725 01:15:07,010 --> 01:15:08,170 Shh, shh, shh. 726 01:15:09,930 --> 01:15:16,860 Shh, shh, shh, shh, shh, shh, shh. 727 01:15:36,610 --> 01:15:37,240 All right. 728 01:15:37,240 --> 01:15:41,470 Now we have a reimburse lights as those. 729 01:15:48,520 --> 01:15:50,170 And now we have our scene. 730 01:15:52,690 --> 01:15:53,530 We're here. 731 01:16:00,040 --> 01:16:00,430 So yeah. 732 01:16:00,730 --> 01:16:04,300 One other thing I want to show you is the let me close this. 733 01:16:06,670 --> 01:16:08,230 We have our singer here. 734 01:16:08,230 --> 01:16:09,850 We can add a wealth of things. 735 01:16:10,540 --> 01:16:13,420 Let me show you some cool stuff. 736 01:16:13,660 --> 01:16:13,990 Right. 737 01:16:14,080 --> 01:16:20,140 Let's add let's add a plane over here. 738 01:16:20,320 --> 01:16:20,830 All right. 739 01:16:21,190 --> 01:16:32,920 And then let's go to me, sir, and let's bring up our timeline. 740 01:16:34,030 --> 01:16:34,690 Okay. 741 01:16:35,110 --> 01:16:36,340 Let's say first. 742 01:16:39,290 --> 01:16:40,250 A mouse click. 743 01:16:40,340 --> 01:16:40,880 Okay. 744 01:16:40,880 --> 01:16:49,370 And as you can see, we have some something flowing from this thing over here so we can make it any 745 01:16:49,370 --> 01:16:51,170 object that we want it to fold. 746 01:16:51,740 --> 01:16:57,800 So I'm going to make it with the lowest possible subdivisions when I go to. 747 01:17:03,590 --> 01:17:06,070 I know what I'm going to just adjust. 748 01:17:06,300 --> 01:17:08,290 I want to make it a little bit more. 749 01:17:09,070 --> 01:17:12,520 Look like a reindeer. 750 01:17:12,760 --> 01:17:14,620 Let's say this is what it is. 751 01:17:15,040 --> 01:17:18,790 And then go here to properties. 752 01:17:18,790 --> 01:17:20,080 Go to render. 753 01:17:20,680 --> 01:17:26,200 Set the render as to object and click on the object which is made. 754 01:17:26,980 --> 01:17:36,550 There's a skillet down to us so we can get it to all right to bake, but we can set this scale over 755 01:17:36,550 --> 01:17:37,390 here too. 756 01:17:37,390 --> 01:17:40,810 So it's an okay, now the object is this one. 757 01:17:40,810 --> 01:17:49,450 The skillet is a little bit too low and now we can set the material for this one, set it to any color 758 01:17:49,780 --> 01:17:52,480 on to set it to something like blue. 759 01:17:53,020 --> 01:18:04,240 So I want to make it just look like a little bit like rain in set, the roughness a little bit back 760 01:18:04,240 --> 01:18:08,650 and this specular it'd be two or one to make it more shiny. 761 01:18:10,210 --> 01:18:15,820 And now let's go from place we get. 762 01:18:21,900 --> 01:18:30,690 I guess something like this can go to properties and set a lifetime to something more like 100 to rain 763 01:18:30,690 --> 01:18:31,140 more. 764 01:18:31,920 --> 01:18:34,050 And they can go to. 765 01:18:35,430 --> 01:18:38,850 Physics and the change these values over here. 766 01:18:40,260 --> 01:18:40,680 Okay. 767 01:18:41,220 --> 01:18:50,660 Well, it's one of the cool things that you can do is you can add a wing so they'll be over here, rotated 768 01:18:50,670 --> 01:18:53,640 towards our rain. 769 01:18:55,370 --> 01:19:02,270 And then drag these toward this to make it more powerful. 770 01:19:02,660 --> 01:19:07,820 So if you go over here to physics properties, you have this wrench it's going to make. 771 01:19:08,840 --> 01:19:12,620 It's going to just this wrench now, every person. 772 01:19:12,710 --> 01:19:13,400 Okay. 773 01:19:15,290 --> 01:19:21,320 Now, as you can see, these rings are going this way, right? 774 01:19:22,220 --> 01:19:24,060 We can adjust this change now. 775 01:19:24,590 --> 01:19:26,450 Take it down and. 776 01:19:28,200 --> 01:19:33,060 And as you can see, it is raining a little bit, right. 777 01:19:37,810 --> 01:19:41,980 It's an angle like this can make it be easier to. 778 01:19:48,470 --> 01:19:48,770 Okay. 779 01:19:50,450 --> 01:19:54,280 And actually make the scale bigger. 780 01:19:57,930 --> 01:19:59,700 So now a safe and go to. 781 01:20:02,280 --> 01:20:03,060 I render. 782 01:20:06,930 --> 01:20:10,650 And now we have all these particles in there. 783 01:20:12,840 --> 01:20:18,630 I am not going to select a plate, although you had us do this. 784 01:20:22,070 --> 01:20:27,890 So we have a little bit of rain I can bring it down to. 785 01:20:42,060 --> 01:20:43,470 No, it's too shiny. 786 01:20:44,010 --> 01:20:48,450 So let's make the material less shiny. 787 01:21:12,240 --> 01:21:12,570 All right. 788 01:21:12,840 --> 01:21:15,930 Now we can now also go over here. 789 01:21:17,500 --> 01:21:27,820 And make that scale randomness the one it makes the randomness of these particles to be higher and make 790 01:21:27,820 --> 01:21:30,100 the velocity randomness higher. 791 01:21:30,910 --> 01:21:32,980 So now let's present. 792 01:21:32,980 --> 01:21:33,590 Okay. 793 01:21:45,150 --> 01:21:50,790 And bring up the number to something crazy, like five talents. 794 01:21:54,440 --> 01:21:55,130 Let's save. 795 01:22:05,440 --> 01:22:07,180 And we have some rain. 796 01:22:09,610 --> 01:22:10,030 All right. 797 01:22:10,600 --> 01:22:12,670 Or particulates or anything you want to call it. 798 01:22:13,120 --> 01:22:20,110 Well, the thing is, we can always go and change the color of these particles. 799 01:22:20,300 --> 01:22:25,290 So anytime you want to go and change the color from here. 800 01:22:25,480 --> 01:22:27,520 Anything we want. 801 01:22:27,560 --> 01:22:32,830 So if you want it to be yellow, you can make it be yellow. 802 01:22:34,450 --> 01:22:41,710 Some particles, or we can make it be brown at some dirt, maybe. 803 01:22:46,020 --> 01:22:47,910 But they prefer to be. 804 01:22:52,860 --> 01:22:53,670 Very. 805 01:22:57,110 --> 01:23:05,390 Little if it if it is a particle, I want it to be very little like that and then increase the number 806 01:23:06,680 --> 01:23:12,380 to something like 10,000 and then let's just make it rain. 807 01:23:14,700 --> 01:23:17,250 Let's bring down this range of this one. 808 01:23:20,610 --> 01:23:22,200 Let's make it rain. 809 01:23:31,930 --> 01:23:35,530 Their strategy was to load Sims. 810 01:23:37,730 --> 01:23:39,500 Shh, shh, shh, shh. 811 01:23:45,890 --> 01:23:51,230 I was being constrained so that this was done principally. 812 01:23:54,240 --> 01:23:55,470 It's because we're in their mode. 813 01:23:58,030 --> 01:24:00,820 Now we can see what's on the scene. 814 01:24:03,110 --> 01:24:03,440 Right. 815 01:24:06,310 --> 01:24:14,950 So you can also remove, make it a black, make this material pure black and make the roughness high 816 01:24:15,010 --> 01:24:17,260 so it wouldn't bounce. 817 01:24:17,590 --> 01:24:18,310 Lights. 818 01:24:20,920 --> 01:24:21,430 This one. 819 01:24:36,190 --> 01:24:36,440 Shh. 820 01:24:36,910 --> 01:24:37,140 Shh. 821 01:24:49,360 --> 01:24:53,280 I mean, are you happy with the parts? 822 01:24:53,280 --> 01:24:57,210 Because I can go over here and make instances real. 823 01:24:58,440 --> 01:25:01,470 The past two years are now part of the mesh. 824 01:25:01,470 --> 01:25:04,440 But they're too much, right? 825 01:25:05,670 --> 01:25:07,170 They are too much. 826 01:25:07,340 --> 01:25:15,120 You can go to edit mode and maybe deletes after. 827 01:25:16,740 --> 01:25:17,850 I think that's not possible. 828 01:25:18,930 --> 01:25:19,950 Let's go back. 829 01:25:30,210 --> 01:25:35,840 I just have it as this is the other thing I want to show you is the camera. 830 01:25:35,850 --> 01:25:37,680 So you want to make a camera? 831 01:25:37,980 --> 01:25:42,980 All right, so let's go to the center of the world. 832 01:25:43,590 --> 01:25:50,550 Let's go to Shade and you'll make a camera so you'll make some cinematic animation, right? 833 01:25:50,580 --> 01:25:55,530 I showed you how to make a shot with one shot and composite it. 834 01:25:56,100 --> 01:25:59,460 But you want to make a cinematic, cinematic shot. 835 01:25:59,470 --> 01:26:04,890 So you would want to go to a curve and make a circle. 836 01:26:05,470 --> 01:26:06,040 Could care. 837 01:26:06,540 --> 01:26:09,840 Bring it up a little bit and then make your camera. 838 01:26:10,020 --> 01:26:11,090 So this is our camera. 839 01:26:11,100 --> 01:26:16,920 The first thing we want to do and press also to reset the rotation. 840 01:26:17,700 --> 01:26:20,550 And then I'm going to select the camera and then select. 841 01:26:21,750 --> 01:26:25,260 So select your camera and select your curve. 842 01:26:29,140 --> 01:26:31,390 That's how it is playing right now. 843 01:26:32,650 --> 01:26:40,560 Select a camera around and select the curve and then control P and then select on pass constraints. 844 01:26:40,870 --> 01:26:45,690 Now this camera is constraints to this care. 845 01:26:45,730 --> 01:26:48,820 It means it follows it and it goes. 846 01:26:49,360 --> 01:26:53,080 And also it rotates around. 847 01:26:54,910 --> 01:27:00,610 This rotates around this curve. 848 01:27:01,240 --> 01:27:01,630 All right. 849 01:27:01,630 --> 01:27:03,040 So let me turn it to zero. 850 01:27:03,670 --> 01:27:06,640 The first thing we need to do, we need to adjust this camera. 851 01:27:06,640 --> 01:27:09,850 So let's press our X 90 degree. 852 01:27:09,880 --> 01:27:11,520 Now, this camera is adjusted. 853 01:27:11,590 --> 01:27:17,200 If we go to the camera and what we see that we are in here. 854 01:27:17,380 --> 01:27:22,180 But the good thing about this is that now watch closely. 855 01:27:22,180 --> 01:27:25,180 I am selecting my camera here. 856 01:27:25,180 --> 01:27:32,920 If I get the camera view, I can move around my camera with the curve so I can do something like this 857 01:27:32,920 --> 01:27:39,730 and then I can get it to I'm going to press S to scale and now I'm scaling the camera, but I'm actually 858 01:27:39,820 --> 01:27:40,810 moving the camera. 859 01:27:40,810 --> 01:27:45,850 So this is a very good way to position the camera, too. 860 01:27:46,420 --> 01:27:53,860 But the main thing I want to show you is that so now I want to animate the camera. 861 01:27:54,220 --> 01:27:55,450 So I do that. 862 01:27:55,840 --> 01:27:58,510 I showed you you can change the offset over here. 863 01:27:58,510 --> 01:28:02,230 So we're going to use this of silver here to animate it. 864 01:28:02,920 --> 01:28:17,050 Let's go to our time heals heels to zero I want to have 250 is good and now let's also also check this 865 01:28:17,050 --> 01:28:18,160 box follow care. 866 01:28:18,580 --> 01:28:23,180 So if we follow the cable over here, we need to make a little bit more adjustment. 867 01:28:25,750 --> 01:28:27,850 So our set -20. 868 01:28:31,880 --> 01:28:33,950 Or is that -90? 869 01:28:34,760 --> 01:28:37,760 And now the camera is in the right direction. 870 01:28:38,150 --> 01:28:39,190 It goes around. 871 01:28:39,200 --> 01:28:39,500 All right. 872 01:28:40,340 --> 01:28:43,160 So now I want to make. 873 01:28:45,430 --> 01:28:48,490 Make fame over here in this location, off the camera. 874 01:28:48,610 --> 01:28:54,700 I'm going to press on this over here, which makes keyframe animate. 875 01:28:54,760 --> 01:28:55,120 All right. 876 01:28:55,780 --> 01:28:59,680 And then now in this location, it is the cameras and images. 877 01:29:00,190 --> 01:29:07,420 I'm going to go all the way to 100 to make a full circle. 878 01:29:07,570 --> 01:29:12,130 And then I'm going to go all the way to 250. 879 01:29:12,940 --> 01:29:15,010 And in 250, I'm going to animate it. 880 01:29:15,010 --> 01:29:23,500 So when I change the mouse over to the timeline, animation timeline, reset the offset over here. 881 01:29:23,500 --> 01:29:25,840 So you need to type in again 100. 882 01:29:25,840 --> 01:29:33,700 So you do a full circle and then click on this icon over here again to animate this. 883 01:29:34,390 --> 01:29:42,100 Now if I press play, it is kind of follow this curve around my character, right? 884 01:29:43,390 --> 01:29:46,720 So if it were to come to you, you can see it's much better. 885 01:29:58,500 --> 01:29:58,740 All right. 886 01:29:59,160 --> 01:30:01,100 This is much more cinematic. 887 01:30:01,110 --> 01:30:12,390 I can also go to camera properties and go to viewport display and crank this up to always see what is 888 01:30:12,390 --> 01:30:13,200 in the camera. 889 01:30:24,430 --> 01:30:24,820 Okay. 890 01:30:24,820 --> 01:30:25,350 That's enough. 891 01:30:25,360 --> 01:30:26,320 So now. 892 01:30:29,470 --> 01:30:32,350 I want to show you some more cool tricks. 893 01:30:32,370 --> 01:30:35,160 So we have an image in our camera. 894 01:30:35,430 --> 01:30:35,760 All right. 895 01:30:35,790 --> 01:30:38,040 You can animated yourself to see. 896 01:30:38,520 --> 01:30:39,510 Maybe you wanted to 897 01:30:42,300 --> 01:30:45,360 go to this position, right. 898 01:30:45,930 --> 01:30:49,350 And then come back to this position like this. 899 01:30:49,350 --> 01:30:50,150 Go in this. 900 01:30:50,490 --> 01:30:51,540 You don't want to go back. 901 01:30:51,960 --> 01:30:55,560 So you just have to do the same thing in this one, too. 902 01:30:57,300 --> 01:30:58,410 In the frame one. 903 01:30:58,860 --> 01:31:06,960 Do the click on this to make the keyframes and then go back and make the keyframes, if any frame all 904 01:31:06,960 --> 01:31:07,590 of them you want. 905 01:31:08,720 --> 01:31:08,940 All right. 906 01:31:09,030 --> 01:31:11,490 So let's just do that now, actually. 907 01:31:12,030 --> 01:31:17,150 So delete this one's delete and keyframe one. 908 01:31:17,160 --> 01:31:25,550 I want it to be in zero, position zero and animate in keyframe 64. 909 01:31:25,560 --> 01:31:28,470 Want it to go to this location? 910 01:31:28,470 --> 01:31:30,810 Let's go to camera view to see what we have. 911 01:31:33,340 --> 01:31:34,240 The dislocation. 912 01:31:34,270 --> 01:31:37,990 Let's give this wall over here is some defined modifier that. 913 01:31:40,300 --> 01:31:41,320 Something like this. 914 01:31:43,900 --> 01:31:52,810 And right now, to camera like the camera, camera is in this location and in 60 frame. 915 01:31:52,840 --> 01:31:54,140 I want animated. 916 01:31:54,850 --> 01:31:56,410 Now in. 917 01:31:57,590 --> 01:31:57,860 Like. 918 01:31:58,130 --> 01:32:01,850 Like, let's double it and make it faster. 919 01:32:02,210 --> 01:32:04,130 120 and 180. 920 01:32:05,180 --> 01:32:06,920 So two sixes. 921 01:32:07,430 --> 01:32:08,930 I want to go back. 922 01:32:14,510 --> 01:32:15,290 To this view. 923 01:32:15,410 --> 01:32:16,510 And subject. 924 01:32:17,840 --> 01:32:23,090 I think Kiefer now, as you can see, we have made our animation. 925 01:32:23,480 --> 01:32:25,820 Simple as that, with just one curve. 926 01:32:26,720 --> 01:32:28,400 We made a cinematic. 927 01:32:28,550 --> 01:32:29,570 We like this. 928 01:32:30,200 --> 01:32:30,470 Okay. 929 01:32:32,390 --> 01:32:34,850 And then let's go to 250 and make it. 930 01:32:34,850 --> 01:32:37,850 That goes back to zero. 931 01:32:39,020 --> 01:32:40,040 And animates. 932 01:32:40,310 --> 01:32:43,850 So after here it goes back to the zero position. 933 01:32:46,080 --> 01:32:46,440 Okay. 934 01:32:47,010 --> 01:32:52,470 Well, the next thing you can do with this is that you can with this care, you can also animate this 935 01:32:52,470 --> 01:32:52,860 care. 936 01:32:53,040 --> 01:33:00,950 So you can go and go to, uh, camera view and a scaled down curve. 937 01:33:01,590 --> 01:33:02,940 Move it up like this. 938 01:33:04,140 --> 01:33:07,170 So I want to tell wonder that in frame zero. 939 01:33:07,790 --> 01:33:08,880 And once my care. 940 01:33:08,880 --> 01:33:10,250 If I'm selecting my care now. 941 01:33:12,070 --> 01:33:13,550 Busy schedule or here. 942 01:33:14,770 --> 01:33:22,480 I want to be animated, so I guess I am the location on a scale, the key frame. 943 01:33:24,100 --> 01:33:27,290 Now, if you remember, we were in frame 60. 944 01:33:27,500 --> 01:33:27,910 We were. 945 01:33:29,780 --> 01:33:32,600 Changing the camera angle. 946 01:33:33,800 --> 01:33:34,700 So you frame 60. 947 01:33:34,700 --> 01:33:45,320 On top of that, it goes zoom out like this right then in the timeline, press eye, all channel to 948 01:33:45,560 --> 01:33:46,520 do all channels. 949 01:33:47,630 --> 01:33:57,830 Then if you go here to frame 180, you can make it that it is all zoomed out. 950 01:33:58,550 --> 01:34:02,570 Maybe actually go here, go to the shoots. 951 01:34:03,110 --> 01:34:03,410 Right. 952 01:34:03,650 --> 01:34:07,550 So from the face we wanted to go to the shoots. 953 01:34:14,830 --> 01:34:15,520 Like this. 954 01:34:16,010 --> 01:34:16,260 Right. 955 01:34:16,720 --> 01:34:17,620 And then I. 956 01:34:18,010 --> 01:34:18,880 All the channels. 957 01:34:20,220 --> 01:34:33,840 And then from 250, we want it to be a skill up and this position maybe, maybe, maybe even make some 958 01:34:33,840 --> 01:34:44,850 composition like this springs this bigger and then the business circle kill all channels so all this 959 01:34:44,850 --> 01:34:55,830 safe and go to random to see what we get in of simple animation like this. 960 01:34:56,340 --> 01:34:57,020 Let's press on. 961 01:34:57,030 --> 01:34:57,450 Okay. 962 01:34:59,120 --> 01:35:01,620 Uh, let's. 963 01:35:01,630 --> 01:35:03,120 Let's press play. 964 01:35:18,300 --> 01:35:18,750 All right. 965 01:35:18,990 --> 01:35:23,700 So now, as you know, the resolution of 966 01:35:26,430 --> 01:35:29,580 each object is not that high. 967 01:35:30,810 --> 01:35:31,140 Okay. 968 01:35:32,130 --> 01:35:33,270 So keep that in mind. 969 01:35:33,330 --> 01:35:36,360 We can also change these values if you want. 970 01:35:37,620 --> 01:35:39,820 I'm going to bake indirect lighting. 971 01:35:41,280 --> 01:35:42,720 So it would bake. 972 01:35:44,320 --> 01:35:49,450 They enjoyed lighting and we made it clear what we were doing, the lighting. 973 01:35:51,490 --> 01:35:54,820 So it's taken a lot of time and I'm not going to do that. 974 01:35:55,000 --> 01:36:02,260 That's something that the press escape to that is forgivable. 975 01:36:02,350 --> 01:36:03,610 Let's forget about that. 976 01:36:04,750 --> 01:36:12,790 I want to see how we can change our looks so we can also play around with the field. 977 01:36:13,810 --> 01:36:14,770 Add more. 978 01:36:31,490 --> 01:36:35,600 And also if I press, I'll play right at the camera a little bit. 979 01:36:36,440 --> 01:36:42,380 Jitters like it goes a little bit like this. 980 01:36:42,900 --> 01:36:44,360 That's all right. 981 01:36:46,010 --> 01:36:47,960 It's a bit like this, right? 982 01:36:48,740 --> 01:36:49,860 It goes like this. 983 01:36:51,080 --> 01:36:54,770 It's because of the resolution of a cab over here. 984 01:36:55,040 --> 01:36:56,520 So the curve has a resolution. 985 01:36:56,540 --> 01:36:59,240 Go over here and increase the resolution of the care. 986 01:36:59,840 --> 01:37:01,940 They should rotate much nicer. 987 01:37:10,690 --> 01:37:11,630 Now I want to. 988 01:37:18,090 --> 01:37:25,800 I want to make the highest value of two subdivisions for each object's. 989 01:37:28,350 --> 01:37:28,950 Shh. 990 01:37:50,910 --> 01:37:51,310 She? 991 01:38:00,260 --> 01:38:03,380 I might be too much now. 992 01:38:03,380 --> 01:38:03,620 Now. 993 01:38:03,840 --> 01:38:07,070 It might not work properly in the. 994 01:38:09,340 --> 01:38:10,790 And Evie. 995 01:38:10,960 --> 01:38:11,890 Well, let's check it out. 996 01:38:14,850 --> 01:38:15,030 So. 997 01:38:15,030 --> 01:38:25,140 Yeah, I thought I showed you how to get a single image from from blender and do the compositing and 998 01:38:25,140 --> 01:38:26,310 the compositing type. 999 01:38:27,000 --> 01:38:31,050 So now I just wanted to show you how to do a cinematic 1000 01:38:33,570 --> 01:38:35,540 presentation from your work. 1001 01:38:36,670 --> 01:38:38,940 And yeah, it would be really nice. 1002 01:38:39,240 --> 01:38:50,150 Next, you want to go to your scene or actually to hear this one. 1003 01:38:53,490 --> 01:38:55,170 This fender bender. 1004 01:38:55,170 --> 01:38:56,100 Complete this. 1005 01:38:58,820 --> 01:39:02,750 And it goes a bit more smoothly. 1006 01:39:08,300 --> 01:39:19,000 All right, go over here to this, tap out, pool its properties and set your output folder over here 1007 01:39:19,000 --> 01:39:24,590 and sets said if you want it to be pinned to your jpeg, if you want it to set impinges jpeg and set 1008 01:39:24,590 --> 01:39:26,300 your color depth to anything you want. 1009 01:39:26,330 --> 01:39:27,290 Set the compression. 1010 01:39:27,310 --> 01:39:27,980 Something like. 1011 01:39:29,840 --> 01:39:31,670 Uh, 30, 40. 1012 01:39:32,930 --> 01:39:34,910 It doesn't matter, but it makes it. 1013 01:39:35,170 --> 01:39:38,090 It makes the saving much faster. 1014 01:39:38,090 --> 01:39:40,400 And the fires are not going to be that big. 1015 01:39:41,000 --> 01:39:44,470 Then you go to render and they can render animation. 1016 01:39:44,470 --> 01:39:46,250 And it's going to render this animation for you. 1017 01:39:46,260 --> 01:39:49,590 But be careful if you save it. 1018 01:39:49,590 --> 01:39:55,730 That Pug is going to save 250 images on the folder you selected. 1019 01:39:56,780 --> 01:39:56,960 Okay. 1020 01:39:57,860 --> 01:40:05,840 If you want it to save it as a movie, you can select these and pick save it. 1021 01:40:06,200 --> 01:40:13,640 But I don't recommend that because maybe your computer can't handle that much geometry and doing all 1022 01:40:13,640 --> 01:40:13,850 that. 1023 01:40:14,690 --> 01:40:17,160 So you may want to image. 1024 01:40:17,210 --> 01:40:22,370 So maybe a blender crashes and then you don't get your fonts back. 1025 01:40:22,370 --> 01:40:33,200 But if you if you save saved a PND for example it goes and saves Europeans you until 125 frame and then 1026 01:40:34,110 --> 01:40:41,910 maybe crashes but you have all those one 125 frames right ones until five frames each. 1027 01:40:42,020 --> 01:40:50,080 So you just need to do rendering from one the 2526 frame to 253 to. 1028 01:40:50,100 --> 01:40:50,750 That's right. 1029 01:40:51,860 --> 01:41:01,580 So you can get your work back with spent it but if you save it ads and pick then if one there crashes 1030 01:41:01,600 --> 01:41:08,720 you have to do that rendering all over again and it's just not a guarantee that it's not going to crash 1031 01:41:08,720 --> 01:41:08,900 again. 1032 01:41:10,130 --> 01:41:13,670 So now, guys, I think this is the end of. 1033 01:41:15,030 --> 01:41:22,470 This video, and I hope you really enjoyed it as I did. 1034 01:41:22,740 --> 01:41:24,420 It was really, really, really cool. 1035 01:41:24,720 --> 01:41:28,440 We can always go and improve this to. 1036 01:41:28,500 --> 01:41:30,390 I think this needs improvement. 1037 01:41:30,420 --> 01:41:31,600 I don't think it's perfect. 1038 01:41:31,620 --> 01:41:32,400 Not at all. 1039 01:41:33,090 --> 01:41:34,230 This no improvement. 1040 01:41:34,230 --> 01:41:42,690 But the time of this course is limited, and I need to finish it sometimes. 1041 01:41:42,690 --> 01:41:42,900 Right. 1042 01:41:43,380 --> 01:41:46,320 So I'm just going to finish it right here. 1043 01:41:47,070 --> 01:41:54,120 But I am going to work on this more for myself and do some improvement later on.