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Ok so before we Delve
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Any deeper into the basics of blender I just wanted to do a really quick overview
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Set up light to 3D graphics
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For those of you who have maybe never worked with 3D graphics or just want to understand it on a little deeper
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I'm a level
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Now
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Everything that we've been doing
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In Andrea and blender after this point has all been in 3D and so far it has
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Largely pretty into it
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And that is because we perceive reality in three dimensions
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Now what this means is that every point in the universe can be mathematically described using a 3
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System
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Which we did not with x y and z values
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Now you just should be so much familiar to you from the work we have done already in unreal using
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Things like the X the Y and Z values for location and location
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Blender it is no
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So here we have our default queue for instance
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A a location of 000 in rotation of 000
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In a scale of 1-in all
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In all directions now in blender
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The xx
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Access is represented by the
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Redline here and basically describes the
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Generate movement
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As
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Any object in our scene
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By is denoted by the green access here
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Represent
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Forward and backward in Arsene
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And the z-axis
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What is the up-and-down access and it is represented by this blue line in our scene
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These colours are the exact same as they are and the real
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So this should be again someone familiar
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Now there is one small cardiac here in that some
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Some 3D programs represent being forward and the wires being up
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And in those cases you just have to know the orientation of the program
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That you're in
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Eventually going to be using this object for
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And you may have to rotate your object by 90 degrees to get them to appear correctly in
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Does progress
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Tell ever blender has the same orientation as unreal
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So we are all set and ready to go there
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Now
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3D computer graphics are representations of 3D objects that are drawn
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Render onto a 2D screen
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The screen of course being your computer monitor
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So what 3D rendering software such as a blender or unreal Engine
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What is due is that they take the mathematical information that describes each of these
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They've render them onto this 2D surface
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Using the principles of perspective
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The weather brain stop receiving has been through dementia
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That is why I will leave you three objects in the 3D viewport we are using them
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In perspective
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Now
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All the objects we create in blender for this project are going to be known as mesh objects
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A message object at it's most basic level is a collection of points in 3D space
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As described by the X Y and Z value
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These points
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Are cold
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The 3D rendering package your using in this case of Wonder
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Will take
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Information on the individual points
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And it will dry
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Between
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To further define the shape
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Now the combination of vertices
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And
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How does that make up your matter what is known as a wireframe
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Which we can view
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Like this
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From this point
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Faces or sometimes they're called polygon
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Will be drawn in between these edges to give the object its solid appearance
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There for a metal object is simply a digital representation of a 3
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It is composed of
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Edges and faces
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Play the fool make more sense as we start to work with the
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Ok
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So when you start up one day you will be in what is called object noun
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An object mode
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Basically is
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The level of Linda which allows us to work
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With individual objects on on a whole object level so when I have this cube here
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And I move it
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I'm moving the entire cube
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Now to add a new object
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Into blender all we have to do is press to shift and a to bring up this Adam
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And don't worry about anything down here for now I would want to focus on at this point is adding me
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Gnashers
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So we have a cube to start with but we can add all sorts of shapes here
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What is the plane aspheric on in so on all the basic 3D shapes that you could require
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Set a fire alarm
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2
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The scene is going to add
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At the world origin which is 000 all these axes collide
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And you can see that when I select it is a separate and distinct object
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From.sd 4qq
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Now if I need to delete any objects from the sea
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I can simply say like it here or in the hierarchy can see that my phone has been added to the hierarchy as well
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Any omelette from I seen that I do not wish to have
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In simply press the delete key
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To get rid of
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Alternatively you can also select any on getting your seen in
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Excuse
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Depart the delete menu
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And that will delete it as well
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Now
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Want to talk about how to transform on Jack
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In the viewport
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Now
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We transform objects in unreal Engine before so the concept is
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Should be fine
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Transforming just as a reminder is
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Succinct way of describing
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The values of location rotation and scale for any object in your
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Changing any of these values
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Is cold transforming the
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Now in unreal Engine 5 the transform keys are based on their location on the keyboard
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So we had w for move
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We had E4 rotating R4 scale because those keys are all right next to each other
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On a typical corgi keyboard
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However things going to work a little bit differently in blender
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Are the trains from hotkeys in blender are based on the name of the operation
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So to move something in blender
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Bring up the G key for g
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And if we press the G key and move arm else around
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We can see it moving through of uniformly across
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3D space
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To drop
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Or cancel this movement we just want to escape
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Or right click will also
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Cancel the operation
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2
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Place
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Anything in a new
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Ask location we just want to press TV programme
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No matter where we want it and then left click to drop
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To rotate an object in blender
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Revenue vrt for rotate
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Sophie
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Are we moving house we can see it rotating on all axes here
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And similarly if we wanted to scale any object in wonder why you would select
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Ask for scale
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Tell One More Time those
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Hockeys RG4 grab
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Arthur Road
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Astroscale
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We can always and do all of the operations by pressing ctrl and z
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Now transforms
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Can be performed in a number of different ways
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We can perform a transformer operation uniformly meaning across all three acts
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Is that once
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So if we were to select this cube and process
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If we look right here
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As we perform the operation we can see that we are scaling this queue we uniformly across all Direction
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They can also be performed non-uniformly
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By following the trains from hockey with the key of the axis you wish to transform
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So for example pressing on your keyboard and then x
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Will scale
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The mesh of long The xx
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Or for another example person G for grab and z
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I will transform it will grab this mash and move it along
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Does he
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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Glassware we can perform in a transform operations is numerically
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What this means is that we're going to follow the transform
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And or Access keys with the numerical value
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Sell for example
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If I select this Cuban press are
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Then Z then type of 45
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I can rotate this cube
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Excuse me or round the z-axis by 45 degrees
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Or something like G and then why and let's say negative turned
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-10
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Forward along
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The y-axis here
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Of course all of these
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Numerical values are in a reference to world space which is denoted by this great here
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And the rotation values are in degrees meaning that 360
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As a numerical value would
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The equivalent to 0
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So there is no rotation between 360
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You can also type in these values manually here under the transform
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Peril
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Which is in the property
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Window
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And if the object properties tab within that one
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Play clear the transforms I've made
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The way that I do this say I have something Transformed
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And I want to just get it back at the default I'm going to use the alt key plus V transform hockey
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To clear this value so if you look at these values here
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What's a location if I wanted to clear the location of this object I would select it in the view
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Assault in g
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And that would snap all these values at back to zero
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In this works with any of the
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It's so
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I would press old and are to clear the rotation and alt and AST to clear the scale
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So that is the basic cell transforming in object mode however
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Transforming primitive around is not going to be sufficient for what we were
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To create in wonder
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So we can change the shape of these objects in more advanced ways as well as a
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Remove points
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By pressing the tab key to enter edit
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You could also access at an object not being
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Strapped down on the top
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Corner
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The screen
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And we can just like the strap down we have and we have it now
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Then we have some of those here that we're going to get to you later but for now it's just look at object
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Stop pressing tab
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Will Travel
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In out of adjective elephant's oh that's good edit mode
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And from edit mode
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From here we can see we can select individual vertices
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Bye
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Having the Vertex selection and active which is denoted by this iconic here this Dad
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You can't get rid of fleas
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If we change to absolute mode
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Which is
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I can't wait
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We can see
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And if we change to face so we can see
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Faces here
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Now of course
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All of these selections and
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Of course lighting all these
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We can still use our
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Standard transport tool so if I wanted to
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Rab this point and move it down
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Selected in Edmonton G and n z and grab Justice point out
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And already you see I have a more complex shape than I was able to get in on treadmill
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Of course we can select more than one point at a time by holding the shift key so making our first selection
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All my shift key making a second one and now I can use any of the transform operations that we do
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To change this edge how are you like so if I would say scale it long as he
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I can bring it in Lakeside
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To select everything
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Within a single object are we have to do is press on a keyboard
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For all
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Did you say everything we just have to click somewhere off of our object
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What's a we wanted to
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Continue to refine the shape by adding some more points to it this is
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Already becoming more complex shaped and we had previously but
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In order to further development for going to need some more vertices here
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In order to refine the shape
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There's a couple ways
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There's a couple of basic ways to add more points to our mesh
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Now the first one is going to be to subdivide
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The way that we can some divide is by making a selection
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On I'm I'm going to sleep for this entire face
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We can right click
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And then the first menu option here is subdivide
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So what we get here if you go back into vortex select mode
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If you can see that it has
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Divided
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This face evenly
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Into four smiley faces and that is how we send it
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We can also subdivide edges
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By selecting the edge
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Either it
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Turn off using the abstract noun or by shifts lightning and both points that make up the edge
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And we can make like any tips and divide again to put a single point
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Edward we don't come in if you
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Another very common way to add points to a mesh is to use
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The internet loop funk
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Now to do this for going to hit ctrl and R on the keyboard
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Which will give us Israel preview yellow ring that goes around
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Your mash
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In
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Different directions depending on where you place your cursor
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What's a I wanted to basically add in Edge loop around
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Play nice horizontally what I would place my cursor
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It was quick
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And then from here I have one of the slide function
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So now I can either
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Slider to where I wanna and clip to place it
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Or if I wanted to divide this exactly and half
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What I can do a take control order bring up that preview again
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Quick
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Think I can get without moving the without moving and I said all will exactly and then
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Or if you control our
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Quick and then right click
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What's a u
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Accidentally
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You wanted it directly in the middle that you've accidentally removed your mouth
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And you don't know how to get it
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Back exactly what you could just right click and it will drop that cut
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Directly in the middle
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Now there are lots of more ways to add
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Points but we will cover them at Morley
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Don't let the most basic way
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How to delete a point
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All we have to do is select the point that we wish to do
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And proceed delete key or we could press the excuse
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In either of these options will bring up the same delete menu
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From here you need to select
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How you would like to delete what you're a select
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So if I
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We have two options Theory how the delay
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Functions right here
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Can we have the dissolve functions right here so if I were to say
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Single Vertex
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Press x to bring up my delete menu
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And delete any vertices I have selected
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This will remove the point
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And anything that is dependant on that point as well so because I deleted
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That individual Vertex
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Everything every face and Edge that was
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Dependant on that very takes being there
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Is now deleted as well and I have a sort of hole in my mash
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Control Z that and do that
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The second weekend delete something
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Is basing the dissolve functionality so if I press x in I try to dissolve this photo
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What you see we've gotten here it is that it has removed the selected point but it has tried to return
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Get me underline geometry
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So the point is that you see there is no longer hole in the match and it hasn't said try to draw this
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Over the remaining vertices
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As I said there are more advanced mesh modelling functions
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But we will cover them as they are used for this project I just want to give you it's one of an overview
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The basics on how we manipulate
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Mesh objects
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