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These are the user uploaded subtitles that are being translated: 1 00:00:05,376 --> 00:00:07,680 Ok so before we Delve 2 00:00:07,936 --> 00:00:14,080 Any deeper into the basics of blender I just wanted to do a really quick overview 3 00:00:16,128 --> 00:00:17,664 Set up light to 3D graphics 4 00:00:18,176 --> 00:00:24,320 For those of you who have maybe never worked with 3D graphics or just want to understand it on a little deeper 5 00:00:24,576 --> 00:00:25,088 I'm a level 6 00:00:25,600 --> 00:00:26,368 Now 7 00:00:26,624 --> 00:00:28,416 Everything that we've been doing 8 00:00:28,928 --> 00:00:35,072 In Andrea and blender after this point has all been in 3D and so far it has 9 00:00:35,328 --> 00:00:36,608 Largely pretty into it 10 00:00:36,864 --> 00:00:40,960 And that is because we perceive reality in three dimensions 11 00:00:41,728 --> 00:00:47,872 Now what this means is that every point in the universe can be mathematically described using a 3 12 00:00:48,128 --> 00:00:48,640 System 13 00:00:49,152 --> 00:00:52,224 Which we did not with x y and z values 14 00:00:52,736 --> 00:00:58,880 Now you just should be so much familiar to you from the work we have done already in unreal using 15 00:00:59,136 --> 00:01:02,189 Things like the X the Y and Z values for location and location 16 00:01:02,191 --> 00:01:04,567 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 17 00:01:04,768 --> 00:01:07,072 Blender it is no 18 00:01:07,328 --> 00:01:09,888 So here we have our default queue for instance 19 00:01:11,424 --> 00:01:17,568 A a location of 000 in rotation of 000 20 00:01:17,824 --> 00:01:19,872 In a scale of 1-in all 21 00:01:20,640 --> 00:01:23,200 In all directions now in blender 22 00:01:23,712 --> 00:01:24,736 The xx 23 00:01:25,248 --> 00:01:27,296 Access is represented by the 24 00:01:27,552 --> 00:01:31,136 Redline here and basically describes the 25 00:01:32,160 --> 00:01:33,440 Generate movement 26 00:01:33,952 --> 00:01:34,464 As 27 00:01:35,232 --> 00:01:36,768 Any object in our scene 28 00:01:37,536 --> 00:01:41,376 By is denoted by the green access here 29 00:01:42,144 --> 00:01:43,168 Represent 30 00:01:43,424 --> 00:01:45,728 Forward and backward in Arsene 31 00:01:46,240 --> 00:01:48,032 And the z-axis 32 00:01:48,288 --> 00:01:53,664 What is the up-and-down access and it is represented by this blue line in our scene 33 00:01:54,176 --> 00:01:56,992 These colours are the exact same as they are and the real 34 00:01:57,504 --> 00:02:00,832 So this should be again someone familiar 35 00:02:01,088 --> 00:02:04,928 Now there is one small cardiac here in that some 36 00:02:06,208 --> 00:02:11,328 Some 3D programs represent being forward and the wires being up 37 00:02:11,840 --> 00:02:17,984 And in those cases you just have to know the orientation of the program 38 00:02:18,496 --> 00:02:20,032 That you're in 39 00:02:20,288 --> 00:02:22,848 Eventually going to be using this object for 40 00:02:23,104 --> 00:02:29,248 And you may have to rotate your object by 90 degrees to get them to appear correctly in 41 00:02:29,504 --> 00:02:30,016 Does progress 42 00:02:30,528 --> 00:02:34,624 Tell ever blender has the same orientation as unreal 43 00:02:34,880 --> 00:02:37,440 So we are all set and ready to go there 44 00:02:38,720 --> 00:02:39,232 Now 45 00:02:39,744 --> 00:02:45,888 3D computer graphics are representations of 3D objects that are drawn 46 00:02:46,144 --> 00:02:47,936 Render onto a 2D screen 47 00:02:48,192 --> 00:02:51,264 The screen of course being your computer monitor 48 00:02:51,776 --> 00:02:56,384 So what 3D rendering software such as a blender or unreal Engine 49 00:02:56,896 --> 00:03:03,040 What is due is that they take the mathematical information that describes each of these 50 00:03:04,320 --> 00:03:07,136 They've render them onto this 2D surface 51 00:03:07,392 --> 00:03:09,696 Using the principles of perspective 52 00:03:09,952 --> 00:03:13,024 The weather brain stop receiving has been through dementia 53 00:03:13,536 --> 00:03:18,400 That is why I will leave you three objects in the 3D viewport we are using them 54 00:03:18,656 --> 00:03:20,192 In perspective 55 00:03:21,984 --> 00:03:22,496 Now 56 00:03:23,776 --> 00:03:29,920 All the objects we create in blender for this project are going to be known as mesh objects 57 00:03:30,688 --> 00:03:36,064 A message object at it's most basic level is a collection of points in 3D space 58 00:03:36,320 --> 00:03:39,392 As described by the X Y and Z value 59 00:03:42,976 --> 00:03:44,000 These points 60 00:03:44,512 --> 00:03:45,280 Are cold 61 00:03:47,584 --> 00:03:51,168 The 3D rendering package your using in this case of Wonder 62 00:03:51,936 --> 00:03:53,216 Will take 63 00:03:53,728 --> 00:03:56,544 Information on the individual points 64 00:03:56,800 --> 00:03:58,080 And it will dry 65 00:03:59,872 --> 00:04:00,384 Between 66 00:04:01,664 --> 00:04:03,712 To further define the shape 67 00:04:04,480 --> 00:04:07,552 Now the combination of vertices 68 00:04:07,808 --> 00:04:08,320 And 69 00:04:08,832 --> 00:04:12,928 How does that make up your matter what is known as a wireframe 70 00:04:14,464 --> 00:04:15,488 Which we can view 71 00:04:16,256 --> 00:04:17,280 Like this 72 00:04:19,583 --> 00:04:20,863 From this point 73 00:04:21,119 --> 00:04:23,935 Faces or sometimes they're called polygon 74 00:04:24,703 --> 00:04:30,335 Will be drawn in between these edges to give the object its solid appearance 75 00:04:30,847 --> 00:04:36,991 There for a metal object is simply a digital representation of a 3 76 00:04:38,271 --> 00:04:39,807 It is composed of 77 00:04:40,063 --> 00:04:41,343 Edges and faces 78 00:04:42,623 --> 00:04:46,463 Play the fool make more sense as we start to work with the 79 00:04:47,743 --> 00:04:48,767 Ok 80 00:04:49,023 --> 00:04:53,631 So when you start up one day you will be in what is called object noun 81 00:04:53,887 --> 00:04:55,679 An object mode 82 00:04:55,935 --> 00:04:56,959 Basically is 83 00:04:57,471 --> 00:05:01,567 The level of Linda which allows us to work 84 00:05:01,823 --> 00:05:07,967 With individual objects on on a whole object level so when I have this cube here 85 00:05:08,223 --> 00:05:10,271 And I move it 86 00:05:10,527 --> 00:05:12,319 I'm moving the entire cube 87 00:05:13,087 --> 00:05:15,903 Now to add a new object 88 00:05:16,415 --> 00:05:21,535 Into blender all we have to do is press to shift and a to bring up this Adam 89 00:05:22,303 --> 00:05:28,447 And don't worry about anything down here for now I would want to focus on at this point is adding me 90 00:05:28,703 --> 00:05:29,215 Gnashers 91 00:05:29,727 --> 00:05:33,823 So we have a cube to start with but we can add all sorts of shapes here 92 00:05:34,335 --> 00:05:39,455 What is the plane aspheric on in so on all the basic 3D shapes that you could require 93 00:05:40,223 --> 00:05:41,503 Set a fire alarm 94 00:05:43,295 --> 00:05:43,807 2 95 00:05:44,319 --> 00:05:46,111 The scene is going to add 96 00:05:46,367 --> 00:05:51,743 At the world origin which is 000 all these axes collide 97 00:05:53,279 --> 00:05:58,143 And you can see that when I select it is a separate and distinct object 98 00:05:58,911 --> 00:06:00,703 From.sd 4qq 99 00:06:02,751 --> 00:06:06,079 Now if I need to delete any objects from the sea 100 00:06:06,847 --> 00:06:12,991 I can simply say like it here or in the hierarchy can see that my phone has been added to the hierarchy as well 101 00:06:13,759 --> 00:06:16,831 Any omelette from I seen that I do not wish to have 102 00:06:17,343 --> 00:06:20,159 In simply press the delete key 103 00:06:20,671 --> 00:06:21,439 To get rid of 104 00:06:21,951 --> 00:06:25,279 Alternatively you can also select any on getting your seen in 105 00:06:25,535 --> 00:06:26,303 Excuse 106 00:06:27,071 --> 00:06:28,351 Depart the delete menu 107 00:06:28,863 --> 00:06:30,399 And that will delete it as well 108 00:06:31,935 --> 00:06:32,447 Now 109 00:06:33,215 --> 00:06:36,287 Want to talk about how to transform on Jack 110 00:06:36,799 --> 00:06:37,823 In the viewport 111 00:06:38,847 --> 00:06:39,359 Now 112 00:06:39,615 --> 00:06:44,479 We transform objects in unreal Engine before so the concept is 113 00:06:44,735 --> 00:06:45,759 Should be fine 114 00:06:46,271 --> 00:06:49,343 Transforming just as a reminder is 115 00:06:49,599 --> 00:06:51,647 Succinct way of describing 116 00:06:51,903 --> 00:06:58,047 The values of location rotation and scale for any object in your 117 00:06:59,583 --> 00:07:01,631 Changing any of these values 118 00:07:01,887 --> 00:07:03,935 Is cold transforming the 119 00:07:04,703 --> 00:07:10,847 Now in unreal Engine 5 the transform keys are based on their location on the keyboard 120 00:07:11,103 --> 00:07:12,639 So we had w for move 121 00:07:12,895 --> 00:07:19,039 We had E4 rotating R4 scale because those keys are all right next to each other 122 00:07:19,295 --> 00:07:21,599 On a typical corgi keyboard 123 00:07:24,159 --> 00:07:28,255 However things going to work a little bit differently in blender 124 00:07:28,767 --> 00:07:33,631 Are the trains from hotkeys in blender are based on the name of the operation 125 00:07:34,399 --> 00:07:37,727 So to move something in blender 126 00:07:37,983 --> 00:07:40,799 Bring up the G key for g 127 00:07:41,823 --> 00:07:45,151 And if we press the G key and move arm else around 128 00:07:47,199 --> 00:07:50,271 We can see it moving through of uniformly across 129 00:07:50,527 --> 00:07:51,295 3D space 130 00:07:52,319 --> 00:07:53,087 To drop 131 00:07:53,343 --> 00:07:56,159 Or cancel this movement we just want to escape 132 00:07:57,183 --> 00:07:58,719 Or right click will also 133 00:07:58,975 --> 00:08:00,511 Cancel the operation 134 00:08:01,791 --> 00:08:02,303 2 135 00:08:02,559 --> 00:08:03,071 Place 136 00:08:03,583 --> 00:08:05,119 Anything in a new 137 00:08:05,375 --> 00:08:08,191 Ask location we just want to press TV programme 138 00:08:08,703 --> 00:08:11,519 No matter where we want it and then left click to drop 139 00:08:16,639 --> 00:08:18,687 To rotate an object in blender 140 00:08:19,199 --> 00:08:21,503 Revenue vrt for rotate 141 00:08:22,271 --> 00:08:23,295 Sophie 142 00:08:23,551 --> 00:08:27,135 Are we moving house we can see it rotating on all axes here 143 00:08:28,671 --> 00:08:34,303 And similarly if we wanted to scale any object in wonder why you would select 144 00:08:34,559 --> 00:08:36,095 Ask for scale 145 00:08:37,119 --> 00:08:38,911 Tell One More Time those 146 00:08:39,167 --> 00:08:41,215 Hockeys RG4 grab 147 00:08:42,239 --> 00:08:43,263 Arthur Road 148 00:08:44,287 --> 00:08:45,311 Astroscale 149 00:08:48,895 --> 00:08:53,759 We can always and do all of the operations by pressing ctrl and z 150 00:08:57,343 --> 00:08:58,623 Now transforms 151 00:08:59,135 --> 00:09:01,951 Can be performed in a number of different ways 152 00:09:05,791 --> 00:09:11,935 We can perform a transformer operation uniformly meaning across all three acts 153 00:09:12,191 --> 00:09:12,703 Is that once 154 00:09:13,215 --> 00:09:16,287 So if we were to select this cube and process 155 00:09:17,567 --> 00:09:19,103 If we look right here 156 00:09:19,359 --> 00:09:25,247 As we perform the operation we can see that we are scaling this queue we uniformly across all Direction 157 00:09:25,759 --> 00:09:29,087 They can also be performed non-uniformly 158 00:09:29,599 --> 00:09:35,743 By following the trains from hockey with the key of the axis you wish to transform 159 00:09:36,511 --> 00:09:40,351 So for example pressing on your keyboard and then x 160 00:09:40,863 --> 00:09:42,143 Will scale 161 00:09:42,399 --> 00:09:44,447 The mesh of long The xx 162 00:09:47,519 --> 00:09:51,615 Or for another example person G for grab and z 163 00:09:52,383 --> 00:09:56,735 I will transform it will grab this mash and move it along 164 00:09:56,991 --> 00:09:57,759 Does he 165 00:10:00,345 --> 00:10:03,144 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 166 00:10:03,145 --> 00:10:05,951 Glassware we can perform in a transform operations is numerically 167 00:10:06,463 --> 00:10:10,047 What this means is that we're going to follow the transform 168 00:10:10,303 --> 00:10:13,631 And or Access keys with the numerical value 169 00:10:14,399 --> 00:10:15,679 Sell for example 170 00:10:16,959 --> 00:10:19,263 If I select this Cuban press are 171 00:10:19,519 --> 00:10:22,079 Then Z then type of 45 172 00:10:22,847 --> 00:10:25,407 I can rotate this cube 173 00:10:25,919 --> 00:10:29,503 Excuse me or round the z-axis by 45 degrees 174 00:10:31,551 --> 00:10:37,695 Or something like G and then why and let's say negative turned 175 00:10:38,207 --> 00:10:39,487 -10 176 00:10:39,743 --> 00:10:41,023 Forward along 177 00:10:41,535 --> 00:10:43,071 The y-axis here 178 00:10:44,095 --> 00:10:45,119 Of course all of these 179 00:10:45,631 --> 00:10:51,263 Numerical values are in a reference to world space which is denoted by this great here 180 00:10:52,799 --> 00:10:58,687 And the rotation values are in degrees meaning that 360 181 00:10:58,943 --> 00:11:01,759 As a numerical value would 182 00:11:02,271 --> 00:11:04,319 The equivalent to 0 183 00:11:05,087 --> 00:11:08,159 So there is no rotation between 360 184 00:11:09,439 --> 00:11:15,071 You can also type in these values manually here under the transform 185 00:11:15,327 --> 00:11:15,839 Peril 186 00:11:16,095 --> 00:11:17,887 Which is in the property 187 00:11:18,143 --> 00:11:18,655 Window 188 00:11:19,167 --> 00:11:22,495 And if the object properties tab within that one 189 00:11:25,823 --> 00:11:27,871 Play clear the transforms I've made 190 00:11:29,919 --> 00:11:33,759 The way that I do this say I have something Transformed 191 00:11:34,783 --> 00:11:40,927 And I want to just get it back at the default I'm going to use the alt key plus V transform hockey 192 00:11:41,183 --> 00:11:44,511 To clear this value so if you look at these values here 193 00:11:45,279 --> 00:11:51,423 What's a location if I wanted to clear the location of this object I would select it in the view 194 00:11:51,679 --> 00:11:52,959 Assault in g 195 00:11:53,471 --> 00:11:56,287 And that would snap all these values at back to zero 196 00:11:57,311 --> 00:11:59,103 In this works with any of the 197 00:11:59,359 --> 00:11:59,871 It's so 198 00:12:01,407 --> 00:12:07,039 I would press old and are to clear the rotation and alt and AST to clear the scale 199 00:12:10,367 --> 00:12:15,487 So that is the basic cell transforming in object mode however 200 00:12:15,743 --> 00:12:21,887 Transforming primitive around is not going to be sufficient for what we were 201 00:12:22,143 --> 00:12:23,935 To create in wonder 202 00:12:24,447 --> 00:12:30,591 So we can change the shape of these objects in more advanced ways as well as a 203 00:12:30,847 --> 00:12:31,871 Remove points 204 00:12:32,127 --> 00:12:34,943 By pressing the tab key to enter edit 205 00:12:35,455 --> 00:12:38,015 You could also access at an object not being 206 00:12:38,271 --> 00:12:40,575 Strapped down on the top 207 00:12:40,831 --> 00:12:41,343 Corner 208 00:12:41,599 --> 00:12:42,111 The screen 209 00:12:42,623 --> 00:12:46,207 And we can just like the strap down we have and we have it now 210 00:12:47,231 --> 00:12:52,095 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 211 00:12:53,631 --> 00:12:54,911 Stop pressing tab 212 00:12:55,423 --> 00:12:56,959 Will Travel 213 00:12:57,215 --> 00:13:00,799 In out of adjective elephant's oh that's good edit mode 214 00:13:02,335 --> 00:13:04,127 And from edit mode 215 00:13:04,383 --> 00:13:07,455 From here we can see we can select individual vertices 216 00:13:08,479 --> 00:13:09,503 Bye 217 00:13:09,759 --> 00:13:15,391 Having the Vertex selection and active which is denoted by this iconic here this Dad 218 00:13:16,159 --> 00:13:17,439 You can't get rid of fleas 219 00:13:18,975 --> 00:13:21,023 If we change to absolute mode 220 00:13:21,279 --> 00:13:21,791 Which is 221 00:13:22,559 --> 00:13:23,327 I can't wait 222 00:13:23,583 --> 00:13:24,095 We can see 223 00:13:26,143 --> 00:13:28,959 And if we change to face so we can see 224 00:13:29,215 --> 00:13:30,239 Faces here 225 00:13:32,031 --> 00:13:33,055 Now of course 226 00:13:33,567 --> 00:13:35,871 All of these selections and 227 00:13:37,919 --> 00:13:39,711 Of course lighting all these 228 00:13:40,223 --> 00:13:42,015 We can still use our 229 00:13:42,271 --> 00:13:44,831 Standard transport tool so if I wanted to 230 00:13:45,343 --> 00:13:48,159 Rab this point and move it down 231 00:13:48,415 --> 00:13:53,023 Selected in Edmonton G and n z and grab Justice point out 232 00:13:53,791 --> 00:13:59,167 And already you see I have a more complex shape than I was able to get in on treadmill 233 00:14:00,703 --> 00:14:06,591 Of course we can select more than one point at a time by holding the shift key so making our first selection 234 00:14:06,847 --> 00:14:12,991 All my shift key making a second one and now I can use any of the transform operations that we do 235 00:14:13,759 --> 00:14:19,135 To change this edge how are you like so if I would say scale it long as he 236 00:14:19,647 --> 00:14:21,183 I can bring it in Lakeside 237 00:14:23,743 --> 00:14:25,535 To select everything 238 00:14:26,047 --> 00:14:30,143 Within a single object are we have to do is press on a keyboard 239 00:14:30,399 --> 00:14:31,167 For all 240 00:14:31,679 --> 00:14:36,799 Did you say everything we just have to click somewhere off of our object 241 00:14:40,127 --> 00:14:42,943 What's a we wanted to 242 00:14:43,199 --> 00:14:47,295 Continue to refine the shape by adding some more points to it this is 243 00:14:47,807 --> 00:14:52,159 Already becoming more complex shaped and we had previously but 244 00:14:52,671 --> 00:14:57,535 In order to further development for going to need some more vertices here 245 00:14:58,047 --> 00:15:00,095 In order to refine the shape 246 00:15:00,863 --> 00:15:03,935 There's a couple ways 247 00:15:04,191 --> 00:15:08,031 There's a couple of basic ways to add more points to our mesh 248 00:15:08,543 --> 00:15:11,359 Now the first one is going to be to subdivide 249 00:15:12,895 --> 00:15:15,967 The way that we can some divide is by making a selection 250 00:15:16,223 --> 00:15:18,783 On I'm I'm going to sleep for this entire face 251 00:15:20,063 --> 00:15:20,831 We can right click 252 00:15:21,087 --> 00:15:24,415 And then the first menu option here is subdivide 253 00:15:25,695 --> 00:15:29,279 So what we get here if you go back into vortex select mode 254 00:15:30,047 --> 00:15:31,327 If you can see that it has 255 00:15:31,839 --> 00:15:32,607 Divided 256 00:15:33,631 --> 00:15:35,167 This face evenly 257 00:15:35,423 --> 00:15:38,495 Into four smiley faces and that is how we send it 258 00:15:39,263 --> 00:15:40,799 We can also subdivide edges 259 00:15:41,311 --> 00:15:42,335 By selecting the edge 260 00:15:43,615 --> 00:15:44,895 Either it 261 00:15:45,151 --> 00:15:50,783 Turn off using the abstract noun or by shifts lightning and both points that make up the edge 262 00:15:51,551 --> 00:15:54,879 And we can make like any tips and divide again to put a single point 263 00:15:55,391 --> 00:15:57,439 Edward we don't come in if you 264 00:16:04,095 --> 00:16:09,215 Another very common way to add points to a mesh is to use 265 00:16:09,471 --> 00:16:11,775 The internet loop funk 266 00:16:12,031 --> 00:16:15,103 Now to do this for going to hit ctrl and R on the keyboard 267 00:16:15,615 --> 00:16:20,479 Which will give us Israel preview yellow ring that goes around 268 00:16:20,991 --> 00:16:21,759 Your mash 269 00:16:22,015 --> 00:16:22,527 In 270 00:16:22,783 --> 00:16:25,855 Different directions depending on where you place your cursor 271 00:16:26,623 --> 00:16:30,719 What's a I wanted to basically add in Edge loop around 272 00:16:31,231 --> 00:16:34,047 Play nice horizontally what I would place my cursor 273 00:16:34,559 --> 00:16:35,327 It was quick 274 00:16:35,839 --> 00:16:39,167 And then from here I have one of the slide function 275 00:16:39,423 --> 00:16:40,447 So now I can either 276 00:16:41,727 --> 00:16:44,543 Slider to where I wanna and clip to place it 277 00:16:45,823 --> 00:16:48,895 Or if I wanted to divide this exactly and half 278 00:16:50,175 --> 00:16:52,991 What I can do a take control order bring up that preview again 279 00:16:53,759 --> 00:16:54,271 Quick 280 00:16:54,783 --> 00:17:00,415 Think I can get without moving the without moving and I said all will exactly and then 281 00:17:02,463 --> 00:17:04,255 Or if you control our 282 00:17:04,511 --> 00:17:06,047 Quick and then right click 283 00:17:06,559 --> 00:17:07,839 What's a u 284 00:17:08,095 --> 00:17:09,375 Accidentally 285 00:17:09,631 --> 00:17:12,959 You wanted it directly in the middle that you've accidentally removed your mouth 286 00:17:13,471 --> 00:17:15,007 And you don't know how to get it 287 00:17:15,263 --> 00:17:19,359 Back exactly what you could just right click and it will drop that cut 288 00:17:19,615 --> 00:17:20,639 Directly in the middle 289 00:17:21,151 --> 00:17:23,455 Now there are lots of more ways to add 290 00:17:23,711 --> 00:17:26,015 Points but we will cover them at Morley 291 00:17:26,527 --> 00:17:28,063 Don't let the most basic way 292 00:17:29,599 --> 00:17:30,879 How to delete a point 293 00:17:31,647 --> 00:17:34,207 All we have to do is select the point that we wish to do 294 00:17:34,975 --> 00:17:39,071 And proceed delete key or we could press the excuse 295 00:17:39,327 --> 00:17:43,679 In either of these options will bring up the same delete menu 296 00:17:43,935 --> 00:17:45,983 From here you need to select 297 00:17:46,239 --> 00:17:49,055 How you would like to delete what you're a select 298 00:17:50,079 --> 00:17:51,615 So if I 299 00:17:53,151 --> 00:17:55,455 We have two options Theory how the delay 300 00:17:55,967 --> 00:17:56,991 Functions right here 301 00:17:57,247 --> 00:18:01,343 Can we have the dissolve functions right here so if I were to say 302 00:18:01,599 --> 00:18:02,367 Single Vertex 303 00:18:03,135 --> 00:18:05,439 Press x to bring up my delete menu 304 00:18:05,951 --> 00:18:09,279 And delete any vertices I have selected 305 00:18:10,559 --> 00:18:12,095 This will remove the point 306 00:18:12,351 --> 00:18:17,471 And anything that is dependant on that point as well so because I deleted 307 00:18:17,727 --> 00:18:19,519 That individual Vertex 308 00:18:19,775 --> 00:18:22,335 Everything every face and Edge that was 309 00:18:22,847 --> 00:18:25,151 Dependant on that very takes being there 310 00:18:25,407 --> 00:18:29,247 Is now deleted as well and I have a sort of hole in my mash 311 00:18:30,527 --> 00:18:32,831 Control Z that and do that 312 00:18:33,087 --> 00:18:35,647 The second weekend delete something 313 00:18:35,903 --> 00:18:41,791 Is basing the dissolve functionality so if I press x in I try to dissolve this photo 314 00:18:42,815 --> 00:18:48,959 What you see we've gotten here it is that it has removed the selected point but it has tried to return 315 00:18:49,215 --> 00:18:50,751 Get me underline geometry 316 00:18:51,519 --> 00:18:57,663 So the point is that you see there is no longer hole in the match and it hasn't said try to draw this 317 00:18:58,687 --> 00:19:01,247 Over the remaining vertices 318 00:19:02,527 --> 00:19:06,623 As I said there are more advanced mesh modelling functions 319 00:19:07,135 --> 00:19:13,279 But we will cover them as they are used for this project I just want to give you it's one of an overview 320 00:19:13,535 --> 00:19:15,583 The basics on how we manipulate 321 00:19:15,839 --> 00:19:17,119 Mesh objects 24415

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