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Today on class 2, we focus on
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overall Cinema 4D's interface
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, basic functions for the starters
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, and some of the hidden tips when using the software
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Those who have used Cinema 4D, should check any missing parts
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and learns some tips from this lecture
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Basically, when you execute Cinema 4D,
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you can see the screen consisting of standard layout
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The intuitive Cinema 4D interface lets us see objects
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in a viewport window for the navigation
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An objects window to manage subordinate relationship
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between the various objects and their properties
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and Attributes to adjust
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the values and properties of various objects
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In the Materials window, you can manage materials
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Other modes can be altered or selected in the left mode panel
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Upper menu window, you can see all the menus
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move scale rotation renders, and etc.
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various objects and functions can be selected
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in the upper panel
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Now, let’s find out how to use the navigation in the Viewport window
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Firstly, you need a mouse or a tablet
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that has a button in the middle when working on 3D
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For those using tablets, go to Wacom setup
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and set the middle click
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and if you go to Edit > Preferences,
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click on the Input Devices
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and check on the Graphics Tablet
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Then, can we use the cube
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make a cube here in the object
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and explain to you how to control the mouse using the cube
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First, there are various methods to move cameras
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go to the right upper side and use the icons here
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Click and drag
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to move, scale, rotation, and etc.
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To do these using a mouse and a keyboard,
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press Alt click and drag
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to rotate If you press Alt Right click and drag,
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you can zoom in and out
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if you have a scroll in your mouse,
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you can do the same thing with the scrolls
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and if you press Alt and click the middle button
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and move,
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you can see that the screen is moving
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you can use the number key pads also
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Click number 1 to move, number 2 for zoom in and zoom outs
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, and you can rotate using number 3
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, but I usually use Alt and mouse to do that function
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The next important thing is
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that there are lots of modes in the camera’s navigation
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In case of Object mode,
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you can see that the camera is moving
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with the center on the object
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and if we click mouse and then move,
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the yellow cross appears in the middle
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if you change that to cursor mode
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from the position where you clicked the cursor,
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the camera moves with that point in the center
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I don’t use other modes that frequently
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, but it’s best that you check them all out
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The other example is
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Let’s say you found out doing the lightings like this
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and to see where the lighting will be positioned
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is hard sometimes
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In cases like that, press on the object, go to Cameras
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go to Use Camera > Set Active Object as Camera
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You’ve clicked on the lights,
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so you can see in the lighting’s viewpoint
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and if you move the camera,
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I’ve lost the cube right now
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You should click on the cube the S to make it fullscreen
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move the lightings
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and change it a 45 degrees upper right position
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go back to Camera
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switch to the default camera
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move the camera back a bit
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, then you can see the lighting
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is positioned on the upper 45-degree position
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Next, I am going to explain about the display menu
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I brought a character as a helper for my explanation
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When we see objects,
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we can change various modes in the display mode
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Something like wire frames or shadings
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and determine how to see this in more detailed manner,
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the keyboard shortcut starts from NA
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to NB NC and have lots of modes
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You can use them regarding your circumstances
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If you have to check to polygons, you can see here in the back, there is a line
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you can click here to check them
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and if you have overlapped objects
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change into line, then the object becomes transparent
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and you can see the ones in the back too
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You can select how to use these modes
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depending on the situation
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If it's too heavy, you can see it in boxes only
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or just see it in skeletons only
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changing various modes
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and you change what you see
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is something you can do through the display panel
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Now, for the default light
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you don’t see there aren’t any lights here
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, but there is an imaginary light
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and in the viewport window
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it decides how the objects will be shown
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which may be a bit awkward from time to times depending on the angle
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In that case, click on the default light and drag
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and change the direction of the light
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Now, let’s see options
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In case of Level of Detail,
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you can change how detailed you want the objects
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to be shown
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If the scene gets too heavy, this also can be adjustable
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make the scene lighter
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, and test animations quite a time
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so it would be best you know how to do it
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Others, in my case,
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I use most of them as a default
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Turn it on whenever I need them
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This we can find out about it later as we proceed with the class
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We will focus only on the Material
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There is yellow and orange material
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If you turn these off ,
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you can simply see it without Material
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Another one is Configure All
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If you go in there,
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whenever the window size is changed,
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you can see the darker region
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if you start rendering
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Only this part is visible, but from time to time, this region
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is the reason why we can’t see the layout
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more correctly
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Then, go to Safe Frames
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adjust the opacity
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, then you can see it goes darker
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Also, when we move the camera,
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you can see how it looks more precisely
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Let’s go back to Configure All again
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You can go in with Alt + B
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, you can press Alt+B to go in
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, but it may be in the way
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and hard to see what region
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comes in the camera accurately
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Then, you can adjust this to control
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for case of HUD
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It is a function where it shows more in the viewport window
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can’t go everything one by one now
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, but I’ll make sure to explain them while we go through the lectures
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Next, we will learn about the filter
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Let’s take a closer look at this friend
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The filter is a function which adds and deletes
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whatever you wish to adjust
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There is a new function called Geometry Only, and when you do pre vis,
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it makes it easier for us to see
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only the Geometry itself easily
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If you don’t know what Pre vis is,
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I again will tell you more as we go through the lectures
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I’ll give you an example
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This purple friend is called deformer, which we will learn later,
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if you don’t want to see this part,
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you can turn it off, then you will see
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that only the deformer part is deleted
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just like this Other parts
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can be turned on and off by your preference
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Next is the panel
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You can zoom out like this
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and put it in the exact middle
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It's in the middle now
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We can see this friend not only from a single view
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, but other directions too using various panels
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making it more easy when
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modeling or making animation
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you can go to this panel here, Arrangement
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and change the views to different ways
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Basically, Cinema 4D offers
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a set up to view from 4 different views
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, but if you go to panel here,
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you can select a view that you would like to see
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I personally often use this 2 views side by side
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and expand this window a bit
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Go to the camera
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change to perspective
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Select a window and make a camera like this
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you can see on the right side of the camera,
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there is a white square box you have to press
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in order to activate the camera
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then, when you see in the second window
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you can see the camera’s position
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, but I’ve set this as a Perspective so
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you can freely go back and forth to work
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I keep this setting when I’m working on animations
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and if I’m doing modeling, I go to a panel
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set as 4 views since you can see them from all sides
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and make more intuitive modeling works
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So, you can switch it whatever situation you are in
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If you press the middle button,
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you can make a viewport that you want to see to a full screen
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Also, you can control it
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with the button at the end
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So the panel lets you see lots of views
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there is a shortcuts in the right
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F 1 2 3 4 5 shortcuts
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also a way to change views
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Next, press Ctrl + N to make new window
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and bring out the objects
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Click and drag
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, then you can select various objects
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, but right now, the position is the same
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and you can’t see them
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, then use the select tools and click
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You can see the X Y Z here below
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You can move to X Y Z axis like this
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Usually this view is the front view
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where we see from the front
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X is the right and left, Y is up and down
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Z is back and forth
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I moved the objects like this
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You have various ways to move the objects
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You can grab this axis to move
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or click here in the corner
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And if you move it around like this,
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you move it in the Y and Z direction
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, except the blue Z axis
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If you move it here, it will move in Y Z direction
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, excluding the X axis direction
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You can use the corner to move like this
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or if you click the middle part of the object,
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you can move it in all three axis direction
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You can use move tool to move
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You’ll see you can move it in any directions
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If you use select tool, then here in the middle,
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there is this cube that shows up again
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You can click here to move
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Next, I'm going to show you how to select objects
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in the Objects window
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Live selection is the default
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The live selection let's you click anything
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the mouse goes on top
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You can select regions with the Radius part
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You can enlarge the radius region
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You'll see the circle got bigger
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For the shortcuts, click the middle button of the mouse, click the screen
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and drag to change the size
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like this
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So, you can select it like this
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and when you select, you can drag them all once
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to select
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or if there is lots of complicated objects,
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you can click Shift to add the selected regions
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See in the side you can see it is added
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, but if you click it without pressing Shift like this,
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the original selected region is gone
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and the next one is being selected
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, but if you want to add,
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you can add by pressing Shift and click
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If you want to exclude,
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press Ctrl and click to delete
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I’ve selected the objects
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If you select all the objects
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and move, then all objects will move together
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, but clicking everything whenever we move
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is too inefficient, right
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especially in cases where there are so many objects, it may be complicated
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, but we can use group function
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if you press Alt and G, something called null comes up
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So what is null
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Null is a coordinate in an imaginary space
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and in these coordinates, all of these friends go under there
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If you press Alt + G, there is a group, and all go in
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Now, this is the parent, and rest are the children
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So, if you move the parent,
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all the kids follow them
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You can drag it with the mouse and move it down here
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so if you select null and move again,
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all will move together
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If you want to move it individually,
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select one by one to move it
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that is the reason why null is important
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For example, when you rotate,
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you can see that they are rotating with null
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in the center
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, but there are times when we want this position
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changed a little bit
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In that case, you see the L shape here
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This is the enable axis modification
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Click L and change the position like this
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Click L again to turn it off
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You can see that the position of the null is changed
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E button is to move, R button is to rotate
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, and T button is to scale
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Let’s press E to find out
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You can also move it by pressing 7
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You can see the axis here is moving
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, but if you don’t press 7 and move
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all the objects will move
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so you can press 7 and do something like this or
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press L, move the axis, press L again to turn off
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, and do it like this
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so the object will change by the axis
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such as the scale or rotation
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The axis position is important
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and these could be designated as a group
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Next is, if there is an object
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and you see the axis dislocated a bit,
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we can move it by pressing L button
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, but there will be times where you want the axis positioned
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at exactly in the middle of the object volume
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press Shift + C
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open the command window
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Here, you can select all the menu and commands
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Let’s type center
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Type Center, then you will see Center Axis to
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drag and put it here in the side
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I use them a lot, so I moved them here
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press Center Axis to
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Then, you can see the axis that locates exactly in the middle
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and as you can see
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go to Customization,
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Customize Command
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,press it
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, then you can see all the menus you want
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You can find it here
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and the palettes
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We can adjust them
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Let’s delete the unwanted palettes
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Press Edit Palette
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, double click
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, then the Center Axis to we moved before is gone
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You can move it back in here
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and if you have a menu that you use a lot,
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you can make shortcuts
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For example, let’s sign Center Axis to as Ctrl + Shift + C
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and assign here
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and when we close it,
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let’s move the axis by pressing L
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I’ve set the shortcut as Ctrl + Shift + C
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so if I press Ctrl + Shift + C,
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it is changed to center
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Let me tell you some tips regarding
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moving objects and axis
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if we select all 3 objects,
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the axis comes in the middle of these objects
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You can see that it rotates around the center
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but, for example, if you want the axis to rotate based on this capsule,
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you can make null
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, but if you move the axis of the object
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it turns to white
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If it changes like this, click the white and rotate
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, then the axis is not set in the middle
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, but the axis of this object
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and rotate like this
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Also, if there is a lot of objects,
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like the 3 objects we see now
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I pressed Space bar
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to select the tools w used before
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That is the select tool, so if we do it like this,
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if we scale, the middle becomes the axis
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, but here in the scale tool, Object Axis
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Turn on the Per Object manipulation
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then the object rotates around the axis of each object
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Same goes with the rotation
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If we don’t have this, the whole group will rotate together
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Next, I’ll talk about Attribute window
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and give you more explanation
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First, go to display, Gouraud shading
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Let’s change the setting where we can see the lines
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Select cube and see
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If the basic formation is made like this,
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you can change various options
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In the case of segments, you decide how many polygons of the object you want
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to be divided
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Sizes and other things can be changed too
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Other objects can be adjustable to match
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the characteristics of each of those objects
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These differ objects by objects
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Let’s add sphere for example
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IIn case of sphere, you can change the polygon’s arrangement
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If you go to the objects tap
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like this
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Let’s find out how to change these
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to be editable
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If you look at the top left corner,
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there is make editable
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This makes the object to be editable
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As a short cut, you press C button If you press C button,
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the basic figure becomes triangle polygon shape
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Then the UV comes up since it changed in to triangle
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, then you can adjust them
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How do we adjust
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We can adjust them by using the dotted line side
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If you have 2 dots, that becomes edge
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Let’s see surfaces using cones
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If you look at a cone, if there are 3 dots or 3 edges, you have a surface
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so the move tool, using the dotted line side
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and rotation, and T for the scale
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You can change the objects like this
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, but for just simple basic shapes
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, it won’t be easy to make them editable
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since the dotted line shape itself cannot be selectable
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So, editable is the function
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that makes this to editable
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In the case to select a face that are composed with vertices,
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press enter
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, then it will change like this
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Next, let's talk about the solo mode
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In the solo mode, we can use it when we want to
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focus on specific objects
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So, if you press the solo mode
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since we’ve selected cone and then turned on the solo mode,
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you can isolate the cone
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If you click on the top, it clears away
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Let’s try the null
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Null and then solo mode, you can’t see anything
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that is because this is a parent and coordination of an imaginary space
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00:24:17,067 --> 00:24:19,533
It will not show the children below
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00:24:19,967 --> 00:24:22,733
, but if you go to Viewpoint Solo Hierarchy
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00:24:22,833 --> 00:24:24,467
and press here
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even if you select null,
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you can see the children below
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and see them all
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00:24:32,500 --> 00:24:34,933
If you press the button below,
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the selected objects itself goes to solo mode
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and show interactively right away
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00:24:45,733 --> 00:24:49,200
Next, to quickly explain about the snap mode,
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let me make a cube
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cube, then a sphere
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00:24:57,767 --> 00:25:00,900
Snap mode is when there is an object
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00:25:01,067 --> 00:25:05,867
and that object sticks to a certain position
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00:25:05,900 --> 00:25:09,600
So, if you move certain position,
430
00:25:09,733 --> 00:25:11,567
this function is very useful
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00:25:11,867 --> 00:25:14,167
First, make Enable Snap
432
00:25:14,533 --> 00:25:19,500
Shift + S for shortcuts
433
00:25:19,800 --> 00:25:23,300
Let’s see vertex snap as an example
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00:25:23,533 --> 00:25:26,733
If this cube is set as vertex snap,
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00:25:27,100 --> 00:25:30,833
you can see the cube sticks
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00:25:30,967 --> 00:25:32,933
to the sphere’s vertex
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00:25:33,033 --> 00:25:34,867
We can’t see well now
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Let’s change into lines
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00:25:38,667 --> 00:25:40,600
If you change it into line,
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00:25:40,633 --> 00:25:43,300
you can see that it sticks to vertex
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00:25:44,333 --> 00:25:46,600
If you change it into edge,
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00:25:46,667 --> 00:25:49,500
it sticks to edges
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00:25:49,833 --> 00:25:54,367
So, according to the various modes here,
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00:25:54,633 --> 00:25:58,267
snap is the function
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00:25:58,400 --> 00:26:00,333
where objects stick
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00:26:00,867 --> 00:26:05,200
So far, we've covered the basic UI and navigation
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00:26:05,400 --> 00:26:08,733
the movement of objects and scale rotation
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00:26:08,833 --> 00:26:12,833
how to make groups and other things for the starters
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00:26:13,267 --> 00:26:15,367
It may have been too easy for some
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00:26:15,633 --> 00:26:18,300
and maybe too hard on some others
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00:26:18,567 --> 00:26:21,133
Go back front again
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00:26:21,333 --> 00:26:24,233
and follow to make it yours
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00:26:24,367 --> 00:26:26,867
For the future lectures
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00:26:27,000 --> 00:26:30,667
we will see many parts more in details
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Let’s see you next class
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