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Original subtitles

All right, so in this first lesson here I'm going to go over pretty much at

the interface of Cinema 4D and just kind of start making you

familiar with everything that it's kind of available to you.

Now, I don't expect you to kind of remember all these things throughout this course.

But this might be good to, at a later point,

just come back and kind of take

a little refresher and remember the things that are there.

But basically the first,

first goal is to make this interface a little bit less intimidating.

So to do that,

we're going to go over some of these options.

Now, I'm going to be using Cinema 4D release 19 for, for this course.

And really that shouldn't mean too much if you're using version,

basically 1514, a lot of the basic options are the same.

A lot of the new features they get every year for a little bit more in depth.

All right, so let's get started.

I'm going to start in this top left corner here.

And we have file,

just like every other software.

You have your file new, you're open,

closed, save, all that fun stuff.

One cool thing that we have here though that I'm gonna mention is merge.

And sometimes you want to combine two different 3D files.

Well, what you can do is you can use this merge function and it'll

take everything inside of another file and merge it into your current scene.

So then we have edit.

Again, pretty similar to

all the other software packages out

there that you probably use where you have your undo or redo,

cut, copy paste, delete,

project settings in here.

And like I said, I'm not gonna get too far into anything.

I'm really just trying to, like I said,

just make this a little bit simpler for you to

understand and kinda show you the things that we're going to be

using and the things that we're going to kind of ignore for right now.

And then if we go into create,

we see these are essentially everything

that you make inside of Cinema 4D will kind of derive from this panel here.

So for instance, under object we have and all of the 3D shapes that you can start with.

We have splines, which are essentially just lines are paths.

If you're familiar with Adobe Illustrator,

a spline as essentially the same thing as a path.

You can actually take a path from Illustrator and bring it into symbol for D.

And then we have a few kind of options.

Things that you can do with your shapes later on,

kind of take your basic shapes a little bit of a step further,

or create shapes by using different ways.

For instance, sweep here.

You can essentially make,

you can make one path that might be maybe you want to make like a snake or something.

So you can make the spline of the snake.

And then with another shape,

you can control the thickness.

And that's just kind of an example here.

And then we have our cameras,

are lights, our materials, and our tags.

Those are, those are all very important.

You'll be using all of these definitely in this course.

Let's go over to select.

A big thing here is to be able to select certain objects

or select certain polygons from certain shapes.

So using the selection functions is pretty important whenever you're dealing with 3D.

So there's a ton of different options here on how you

can select all of those different things.

Whenever we go into tools.

So sorry, at the bottom here,

moves, scale and rotate.

These are your three main things that you're gonna be using it to kind of control.

You can animate these things or you can move them

around the screen and kinda place them in a composition.

Going up here.

And I'm going to talk about too much of these here.

And let's go up to mesh.

I don't think that will be nothing with this at all.

But this is kind of another kind of

some modelling functions that are available inside of Cinema 4D.

And we do have a,

the next lesson is actually we'll start getting into the basic modelling stuff.

Then we have snap, which helps you kind of align things again in your composition here,

or in the viewport, you can essentially snap two points.

You can snap two polygons.

You can snap to the center of another object.

I animate.

I, honestly, I've never used this little panel here.

Everything that I use is kind of down here and I'll talk about that in just a second.

Simulate, we will be using that in what is it less than number six.

And will be kind of going over how to use real-world physics inside of cinema 14.

So the kind of things that you can simulate would be cloth.

That's a big ones you can do like unfurling banners or you can do,

you can even do clothing on a character which we're

definitely going to get that far into that with this course.

But down here we also have dynamics.

So we can essentially add wind to a scene.

We can give it a motor,

we can apply a force.

We can, we can do a lot of different things when it comes to the physics

inside of Cinema 4D and it pretty simply too.

So we also have particles,

which would be something like if we wanted to make it rain,

we can add particles or even snow.

And then there's also a bunch of hair tools here to be able to

make things like hair on a person or even grass on an a field or something.

And then we have render here.

This one right here won't be going too much into

this little panel here because most of the render options we user right here,

and I'll talk about that in just a minute.

We have sculpt.

Another thing that you can do inside of Cinema 4D with

your models is actually sculpted them.

You can push and pull.

And really a cool way to get super detailed models.

And we're not going to be, we're not going to be doing that at all.

But it's good to know that that exists because there are

separate softwares out there that just do sculpting.

And that's one of the great features of Cinema 4D is that you have

that ability inside of your 3D software,

use on a daily basis.

And we have motion tracker.

This is more for visual effects type stuff.

Rican track, videos, scenes,

and place your 3D elements into that scene.

Really cool tool here,

but we're not going to touch that to much more Graph.

This is one of the, one of the things that makes Cinema 4D so special to a lot of people.

And that's because basically the options that it gives you to do certain things.

So for instance, cloner,

you can make a shape, you can make a cube.

You can apply this cloner and then it will duplicate that,

that cube in space essentially.

And then anytime that you want to change the cube,

maybe you decide later on that you wanted it to be a pyramid.

While you can just replace that one shape inside the cloner and everything will

maintain its positioning and in, in space.

Then you have things like fracture where if you wanted to do something like falling,

hitting the ground and kind of exploding or breaking.

And that's kinda what you'd use.

Their mode text is a big one where you can kind of really quickly do 3D text.

And yeah, we'll go up to character.

So these are character tab here is obviously for more of the character building,

character animation type stuff where you can essentially add

bones to your character and your skin,

your model to those bones.

And then you're able to animate.

We're not gonna touch that are this.

So octane.

You'll see this on all the lessons here,

but you probably don't have that yourself because this is a paid plugin.

This is what I personally use for doing quick renders that look really good.

And in this course they're going to be just sticking with everything that

comes inside of Cinema 4D and not really venturing off too much there.

And then we have things like window,

which there's a lot of,

a lot of screens that we can basically pull up.

So things like for animation curves,

we can use the timeline F curb curve.

We have the picture viewer here,

which is where we render to a content browser we can pull models from.

Yeah, just a lot, a lot of the additional screens that aren't currently up.

If you ever lose anything,

chances are if you go here,

you can just click on it and it'll come back.

And then you have the Help button,

which is always important anytime that you run into any specific issues,

start by looking through the help.

And then you can still can't find exactly what you're looking for.

It probably be a good idea to start searching on Google.

Alright, so that's the top line here.

Now the next line, we have our live selection tool here.

And these are, this is your selection tool.

If you click and hold some of these options,

you'll get more options.

So live selection, what live selection

does is you click and you can drag and select any shapes.

Any geometry that is in the scene.

If you click and hold,

then I can select the rectangle,

select selection and Lasso selection or polygon.

What the rectangle does is allows me to select like that.

And then we have our move or scale or rotate.

And then this one right here goes it.

It always says Your last tool that you used.

So you click and hold this.

It says everything that I used

previously and it'll fill out this little history right there.

And these are essentially what you want to move inside of a shape.

If you have these checked off,

it'll only move in the z axis.

If you have them all checked, you can move in X,

Y, and Z, or rotate or scale.

The coordinate system here is a pretty important one that might not make sense right now.

Again, a lot of those might not make sense just yet,

but this is still stuff that's important to just kind of know about.

Essentially, there's two different ways to move an object.

The one is relative and the other one is to the world.

And relative would be relative to the object itself.

So if you rotate it and then you select on your position here,

it will be able to kind of move up or down from the rotation that you previously made.

Again, that might not make sense,

but then with the world transforms,

it always stays straight up and down,

sort of like you see here.

So we have green which is up and blew over.

And so I think it's y and then x and then z.

I could have those mixed up at every 3D software is a little bit differently how,

how they do that, but they all have x, y, and z.

All right, so then the next one here we have our render view.

If I click on that button,

this renders that view.

Since we don't have anything in there,

it doesn't really do anything.

Alright, so then the next one is rendered to picture viewer,

which is pretty much the main one that you'll be using.

And again, since we don't have anything in the scene here,

it doesn't actually render anything.

And then the next one here,

if we click on that at your Render Settings.

Now we're going to have in course or in lesson seven,

we'll be going a little bit more in detail into these Render Settings here.

Alright, so then we're going to start seeing some stuff on the screen here.

If you'll see this little cube here,

if I click that cube,

you see that we get a cube in our screen here.

And just like that, we have made 3D geometry.

And from here, we can move it with these little arrows here.

So you can move it around on the screen for,

in any specific direction.

Or you can use

these little icons here which will move it in two different directions at once.

So I can move it like that.

Same thing with the ground are here.

If I go in and delete that record,

if I click and hold on that cube,

you'll see that I have a bunch of different options here for a whole bunch of

different things that I can make will show you a couple of years.

So there's that pyramid.

Here's oil tank.

And then we have like little figure.

So not sure exactly what you'd use that for,

but that's really up to you to figure out.

And then we have this thing called a null.

Null is actually nothing.

There is just a point.

What that's good for is it's sort of like it's sort of like a null inside

of after effects where you can

kind of Parent things to it or it's sort of group things with it.

Inside of silver 40 anyway,

you can kind of group things inside of it and then have 1 to kinda move everything from.

Okay, and I'm going to delete that.

So the next one here is the Pen tool.

If I click on this,

I'll make 1, I'd make two points.

I can click and click and drag,

and I can get a busy yea.

And just like that, I have a little shape.

Pretty cool.

Okay, so before I go any further,

what I wanna do is show you some of the viewport controls,

which is super important.

I'm just gonna make a, make a cube and when delete the spline,

just to kinda show you here.

Now if I do left-click and alt,

and I hold, hold Alt and hold left-click and drag on the frame.

I can rotate around the object.

And then if I do hold Alt and then right-click,

I can zoom back and forth.

So essentially with those two things,

I can get around the frame here.

Now.

I can do alt and middle mouse click like your little wheel.

And I click on that. Then I can pan from side to side.

So rotate Dolly in and out.

And then pan.

That might seem a little confusing at first,

but once you start kind of getting the hang of things and

once you just start kind of flying around scenes,

you'll get it pretty quickly.

Okay?

So if I click and hold on the Pen tool,

you'll see that there's a bunch of other different options here too.

And then the next one is,

if I click and hold, it's some options that we can either make geometry or

Change the geometry.

For instance, this sub subdivision surface here.

If I click on that, you'll see that nothing actually happens because what

you have to do is put your object inside of this.

So when I do that, you'll see what it's, what it's doing.

It's actually smoothing out that cube.

I'm gonna, I'm gonna explain this one here in just a minute,

but I want to show you here if I go into this cube and I can change the segments,

if I change it to 101010.

And then I enable that, that smoothing again.

So you'll see that just if rounds off your geometry

based on how many polygons you have, essentially.

Alright, so the next one here is,

so we have like things like array where we can kind of put things around the, the,

the scene with bool is one that I use quite often where you can kind of

notched out one shape with another shape or add to a shape with another one.

You can instance shapes.

So if you are using one thing often,

like maybe you have a scene full of balloons or something.

Instance that one balloon.

So that way, anytime you change the worn,

it changes all of them.

The other big one is symmetry here.

So a common practice for making things like characters

is to just make 1.5 of the character,

the left half or the right half,

not the bottom or top, that doesn't work.

So if you make the left half,

you can use some symmetry here.

And then it will automatically fill in the right side.

And then you have a complete model.

Okay?

And then the next one,

or here is things again that we can kind of do to change one of these objects here.

And for instance, if I do Bend,

I can put bend under the cube here.

And then I can change that strength there.

And you'll see just like that,

I was able to kind of change this shape here with the strength.

And, you know, sometimes you have some problems with this one

based on kind of the shape that you're trying to bend.

So if that's the case,

you just make sure that it's has thickness to it and you can rotate.

So I'm selected right now on the bench.

I can rotate that bend.

And then you can see it kind of changes things quite a bit there.

Alright, so the next one here is floor.

You can also make a sky.

Essentially.

You can put a floor in here and it just continues endlessly.

Whenever I put it in there, you can see that it actually hasn't edge.

But whenever I render,

let's go back over to here.

And you'll see that, well,

it has an edge, but it goes on a little bit farther.

I try and see here,

I think it goes off actually all the way to space here,

but it is what it is.

Okay, I'm gonna go ahead and delete that.

Okay, so the next one is a camera.

Now, and you can essentially make as many cameras in a scene as you want.

Now, by clicking on it, I made a camera.

You'll see if I start scrolling around the frame here,

you'll see that that camera places exactly where I was in the viewport.

And something I can do now is I can click on

this little box right here next to your camera.

And then it goes right back there.

Pretty cool. R.

And then the last one is light.

When I click on this, you'll see that now I'm adding lights inside of this scene.

And as I move it, the geometry actually changes.

So now if I render that,

you'll see that I'm starting to get a highlight now.

And just like that, we're getting pretty cool-looking 3D here.

Alright, so I'm gonna go ahead and delete the camera and the light.

And let's go ahead and jump over to this left side here.

Actually, let's do this panel here,

since I've already kind of started on this.

So this right here as, as you've already seen that anytime that you add an object,

it adds it in this little panel over here.

And in this panel you actually have options for the things that you place.

So you'll actually have options for your geometry.

So if I click on that at the bottom is where you will see those options.

I select each one of these things and have different options

for each of these things that I'm adding.

So going into cube here,

you'll see basic visible and editor, visible and render.

And we don't really care about that so much coordinates.

We can do a few different things here.

You can scale it up from here.

Plague most software packages,

there's a lot of different ways to do one thing and there's no right or wrong way.

I could scale up like this.

Or I can go into this queue here and change this.

If I, if I know the exact numbers,

I can just change the numbers directly like this.

So if I want it to be two times bigger than what it was,

then I can do to change it back to one.

All right, so now I go into object and now this is where things get pretty cool.

I can control the exact dimensions of these objects that I'm making.

So if I'm trying to make something that's true to real-world,

like let's say this is what's being a cardboard box or something like a refrigerator box?

Well, we know that our refrigerator box is probably like 60 inches or so.

And so I can change this number to 60.

I can say, let's go ahead and get rid of that then two.

And then for the rest of them all,

just kind of do that will say,

Hey, look, I got a fridge.

A good practice to be in is to make sure that

every single thing that you make in your scene is true to real-world size.

Even if this thing is completely made up,

it should have some sort of scale before you start making it.

That's important because your lights and your cameras,

they work like real-world lights and cameras.

And if something is enormous and you try to light something.

Everything is going to be off.

So especially with your physics too,

that's another thing where if you make something that's like two miles

long and you're wondering why your physics is so slow,

like your objects aren't falling very quickly.

It's because you're not using real-world sizes on things.

So that's super important to just keep that in mind.

And then we have, again the segments that I kind of showed you just a minute ago,

which breaks up the, the,

the, breaks up the faces on the geometry here.

And we'll kind of get into that a little bit more.

But let me see here.

I'll go into let

me see display there.

Yeah.

So whenever I go to

display and I'll I'll get there in a second to kinda show you more of these things.

But just so you can see what happens in a rate change these segments.

Then since I have the subdivision on

the All I did is just drag this and pull it out of there and it stops working.

So you can see that I'm adding segments.

And there's a ton of different reasons why you'd want to do that,

and we'll get into that more in the next lesson.

But alright, so from there,

you can delete an object by just hitting delete, you came in.

Oh, yeah, you can copy and paste.

Geometry. You can do Control or Command c and control

v. You can double-click on the words and you can name them something else.

And that's always fun.

So kind of getting back to right here and then after object here,

Fong, which controls the smoothing on the geometry that you're using.

Basically if the viewport will try to render,

will try to automatically smooth and object based on the angle that it is.

This is saying, okay, anything greater than

a 40 degree angle will look smooth. You might wanna do.

If, you know, a lot of times I'm changing this to something like 15 or something.

But basically if you're not getting a hard edge on something,

you need to look in this falling area.

Okay, and then if we look to the right a little bit,

we'll see that there's these two little dots here.

What this one does or here is

when you change the red at hides it from your viewport here,

if you change it to nothing or here its default, it's visible.

If you change it to green, it's also visible.

Now sometimes you parent objects.

Let me actually show you, for example, here.

Let me make a cone, a capsule.

There we go.

So if I was to put all of these under here,

so essentially what I did was I and parenting one object to another.

And what I mean by that is I just dragged and I placed it inside there.

Now whenever I grab that,

that top layer and I start moving it,

they all move together.

If I grab this one and then I grab this.

Capsule again, you'll see that it doesn't move because it's

not parented to the capsule here.

Now what I can do is let's say I'm like, oh, you know what,

I don't want this capsule to show in the viewport,

but I want the cube to show up and it's apparent.

So that's why I used the green right there.

So it'll automatically show up even though the capsule does not.

And the same thing applies for the bottom part,

but the bottom dot is for the render instead of the viewport.

So a lot of times you might want to animate certain objects and then you're like,

hey, I don't, I don't want this one to show,

but I want this one to show.

And so if I wanted to just put animation on the capsule here,

but I didn't want to actually let that show in the render.

Let me actually just make a Render here. I'll show you.

Alright, so then, then I say,

hey, I don't, I don't want that capsule to show up in my render.

So whenever I do this, you'll see that I don't have the capsule or the cube anymore.

But if I do the green on the cube and then I render again,

I get the cube, but not the capsule.

Hopefully that makes some sort of sun's area.

Let me pull these out.

So the next one right here is also your visibility or it's your kind of if you,

if you have an effect on.

So let me go back to the smoothing.

So I put that on here.

And if I check this off,

it turns off that fact.

If I do that to a piece of geometry and it actually just makes it invisible.

And, and we'll get there in a little bit.

But basically over here will be filled with all your materials or

anything that's kind of shading or texture related.

Now, going up to here,

we have file, we have merged objects.

If you want to merge objects from another file.

Edit view doesn't really,

I don't really use that one too much.

Tags is a pretty important one where there's a lot of options for what you can do.

Again with your objects or with your scene.

So for instance, here,

under symbol 40 tags aligned to path.

I can put that tag on a piece of geometry and I can make a path.

And then I can tell it, hey,

I want this geometry to stick to this path.

Again, they all do something that's pretty cool or,

or important in some way.

This protection right here makes it so you won't be able to

move object no matter what you do because it's protected.

So sometimes you accidentally move things,

and then all of a sudden, nothing's where it was anymore.

And linear renders look the same.

Good practices to put this protection tag on things that don't need to move anymore.

And it's kinda going down from there were a few character tags,

which again, stuff for more character animation based things.

I'm gonna go down a little bit to the simulation

tags that we are going to be using this in lesson six.

Essentially what this is, is we, if we.

This rigid body are here on an element.

It's going to act as if it is like a plastic or metal or wooden service,

something that's kind of hard.

If I put a soft body on it,

it'll act like something like a balloon or a pillow or something that's just software.

It doesn't have like stiff edges and inside's.

If I add this collider body here,

it'll say that, hey,

I don't want this to move,

but I want it to interact.

So for instance, you might want to put that on a floor.

If you have like a bunch of Maybe you want dice falling down and hitting,

hitting the floor, but you don't want the Florida move obviously.

So you put a collider body on that and you'd put a rigid body on the dice.

And then things like the cloth belt,

cloth collider and the cloth here are all used kind of together to be able to make

things that are more flowy and more battery like flag like maybe.

And then bookmarks right there.

Honestly don't mess with that too much.

So in this top right corner here,

you'll see that there is a bunch of different layouts.

If I go to startup, I,

I honestly I leave mine and startup most of the time.

But whenever I'm dealing more with texturing,

I might change it to BP,

UV edit, which is body paint.

And whenever a change that you see I get a different view altogether here.

A lot of different windows,

things are just different than they, than they were here.

But this kinda helps you organize things how you want.

You can make your own user menu.

Go back to start up here.

And then over on the side here we have some different options.

So this is the object panel that we're in right now.

There's a take panel,

which I'm not gonna get into very much,

but I can tell you that this is a really cool thing.

So if you have,

if you have a file and you wanna make different options or different variations of it,

you can use this taken menu here to be able to not lose your old,

old file and be able to change things in a new version. Content browser.

So this is where I was talking about.

There's, you can find models.

You can bring in materials or textures through this.

And then structure ate their ions, had no idea that those.

Okay, so moving down here and over on this side are here.

So this is that attributes menu.

Whenever I go to layers,

if I make layers.

And I can do that by this little box with a line through it here.

If I click on that, I can go to Add the layer.

And then in my layer panel here,

I can double-click on it.

I can name it things.

And then I can toggle visibility between lots of different objects.

It kinda works like Photoshop essentially.

Alright?

And then, no, let's go all the way back over here to the left.

And now this is,

these are, or this first number here is the selection mode.

Where sometimes you want to be,

if you want to move an object.

By itself, essentially, you wanna make sure that this top thing is selected right here.

And then I click on that and I can move this around and it works great.

This is more for texturing.

You can change your work plane.

So this little grid pattern and here is the work plane,

unlike gonna mess around with that right now.

But then we have another really important part of Cinema 4D.

And that's more selection tools which you can select by points, edges, or polygons.

Now, if I was to try to do that right now,

I couldn't actually do anything even if I uncheck the subdivision thing here.

And I can't do anything because I have to make these shapes editable.

And to do that, you can select your shape and hit C.

But before I do that, just know that once I hit c,

I can no longer change the dimensions of the, the, the object.

So whenever we hit C, you'll see all that stuff goes away.

But I now have the ability to select a by point,

by edges or by faces.

If I select this,

this point right here,

I can start moving that up and down.

And I can push and pull that.

You can start getting the idea of how you can make

some more complex organic kind of shapes.

So again, with the lines I click on this.

And so this gives us a good example here of the relative and world system here.

So you'll see that this is kind of angled like that.

Now, if I hit the world,

IT strings it back up to the straight up in the world view or world axis.

So I can kind of push all these things around a little bit more.

I can grab the phases.

I guess liked by that, I can hold Shift and I can select multiple faces.

Very good.

There we go.

See, yeah, just like that we have something pretty cool.

And then I'm going to hop back over here and the object mood.

So now if I go down here,

you see a naval axis.

If I click on my object and I click on Enable axis and I start moving this point,

you'll see that nothing is happening except something is happening.

We're changing the pivot point or anchor point of this object.

If I drag it all the way up here.

And then I grab that rotate or that I go unclick from the access mode here.

And then I can change this and you can see that

the object actually rotates around that anchor point or,

or pivot point rather.

In it's called anchor point inside of aftereffects and Photoshop,

but in 3D software it's called a pivot point.

So that's how you change that and then undo that.

So whenever I rotate from the middle,

you'll see it rotates like that.

Pretty cool.

And something else you can do is if you have like a bunch of objects,

I'm just gonna create a bunch of things here.

And what I'm doing here is holding control and dragging,

and it's making new objects.

So now if I'm clicked on this one and I'm like,

hey, I just want to see this one.

It's seen as so busy.

I can hit this solo.

I can click and hold on it and go to single.

And then everything else gets automatically hidden.

And then I can go back into this and hit off, and then they'll come back.

And these things down here are snapping tools

to kind of get everything to align the way that you want them to.

Alright, so we did all of this stuff.

Now the last part is the timeline and the materials.

Let's go ahead and do the timeline first.

Now, what we can do at the timeline,

you'll see that's down here.

If I, if I click on

that green little time indicator

right there and start dragging, you'll see nothing happens.

Nothing happens because I don't have any animation.

I'm gonna go ahead and delete a few things here.

Okay.

There we go.

I'll also, whenever I turned that smooth back on,

you'll see that it makes my shape little bit more organic.

Something pretty cool that if you're doing something more character or organic related,

that's kinda how you would do it.

Ok, so let's say I want to take this and I want this thing to fly from here to over here.

Well, what I can do is I can go over to,

I'm gonna skip a few tools here,

but I can go to this little red button here.

It says record active objects.

This one next to it is auto keying,

and I'll talk about that in a second.

And if I click on record active objects,

you'll see that in a timeline,

it gives us this little keyframe,

this little blue thing right here.

That's what a keyframe is.

Now if I scrub to, let's say at 20,

at frame 25, I want this thing to be at the other side.

So now I can push it all the way over there and then hit record active objects again.

Whenever I do that, you can see I get a line.

Now these controls are here are your playback controls.

So this will start from the beginning.

This one will go to the end.

This one right here. We'll go to the previous keyframe, your next keyframe.

This will go one frame back,

one frame forward, and the green here plays your animation.

So if I press that, see that I have animation now.

And then after it gets to the end of the timeline here it starts over from the,

starts over to the beginning again.

Now, this little thing right here,

basically you can kind of make a little window for your, for your animation.

Like if you just want certain frames to show,

like you're working on a certain section.

Maybe you only want 30 frames to show up of

a 1000 frames that's going to render later on.

Well, you don't want to look at 1000 frames because then you

can't see your keyframes and where exactly they are.

So you can do things like this to kind of adjust where you are.

And viewing in the timeline here.

And then you can say, okay,

you know what, I have 90 frames here.

By default, I don't need that many.

I really just want 50.

So I can change that to 50.

And then you see, I get that and I can drag this back out.

And now I only have 50 frames.

So after Frame 50 it starts back over it.

We can also do animation with the auto key here,

which again we have a lesson just for animation.

So I'm not going to dive into that too much.

I've already kind of I've already said too much.

But anyway, so now if we go down a little bit to right here,

we can see that we actually have units of measurement for where things are.

And I'm gonna, I'm gonna go ahead and delete the animation here just to get a good idea.

So we have position, size,

and rotation of the object that's selected.

Now these are all of these are relative to where they are inside of another object.

So you can see that whenever I click through these,

the size, the size options actually change.

So basically what we can do is on this subdivision surface here,

I can start moving this number here.

And I hit apply and it changes it to that position inside of our 3D space here.

So if we know that we want something to be exactly two feet,

two feet from where it was.

We can hit 24.

And oops, I accidentally hit the new button.

So now we're back.

So then we have our size and rotation.

And where are we at now then?

So I believe the last thing is materials.

So this little box down here is your material box.

What you do is anytime that you want a new material.

So you want to change the color of something, essentially,

just double-click in this material area here and it automatically makes a new material.

I can click this and I can drag it to our object here,

and that's what we get.

If I hit render, you can see object is now white.

Now, let's say I wanted to be blue or something.

I can double-click on this.

Or I can also,

I can single click and edit from over here.

But there's a lot of options and it gets a little title in there.

So I just like the double-click on it just to get it up in a new window.

And you'll see that we have a bunch of different options for materials here.

And that's going to be less than number four.

So if I change this color to red and say,

okay, I have a red object now,

and then I can render again.

And now it is really pretty cool.

Alright, so and that is kind of the basics of the interface through 740 and we'd do,

we touched on a lot of things there.

Again, most of these things are going to have their own lesson.

So don't worry so much if something doesn't make sense to you just yet,

we're going to break it down and in

the next lesson we are going to go into basic modelling.

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